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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.273 by root, Sun Apr 18 05:54:18 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 1.12 2006/08/29 10:51:43 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 p = (player *) malloc(sizeof(player)); 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
208 if(p==NULL) 78 ob->map = 0;
209 fatal(OUT_OF_MEMORY); 79 party = 0;
210 80
211 /* This adds the player in the linked list. There is extra 81 players.erase (this);
212 * complexity here because we want to add the new player at the 82}
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 83
225 p->next = NULL; 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
226 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
227 116
228 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
229 * for next and socket. 118 if (tmp->type == FORCE)
230 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 120 abil = tmp;
232 p->attachable_init (); //HACK 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
233 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
234 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 212 * we deal with that below this point.
236 */ 213 */
237 p->party=NULL; 214 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 217
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
248
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 219
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10; 220 gen_sp_armour = 10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal; 221 bowtype = bow_normal;
266 p->petmode=pet_normal; 222 petmode = pet_normal;
267 p->listening=10;
268 p->usekeys=containers; 223 usekeys = containers;
269 p->last_weapon_sp= -1; 224 peaceful = 1; /* default peaceful */
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1; 225 do_los = 1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274 226
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 227 weapon_sp = 1.0f;
276 p->title[sizeof(p->title)-1] = '\0'; 228 weapon_sp_left = 0.5f;
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 229}
300 230
301 231void
302/* This loads the first map an puts the player on it. */ 232player::do_destroy ()
303static void set_first_map(object *op)
304{ 233{
305 strcpy(op->contr->maplevel, first_map_path); 234 disconnect ();
306 op->x = -1;
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310 235
311/* Tries to add player on the connection passwd in ns. 236 attachable::do_destroy ();
312 * All we can really get in this is some settings like host and display
313 * mode.
314 */
315 237
316int add_player(NewSocket *ns) { 238 if (ob)
317 player *p; 239 ob->destroy ();
318 240
319 p=get_player(NULL); 241 ob = observe = viewpoint = 0;
320 p->socket = *ns; 242}
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob);
331 243
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 244player::~player ()
333 add_friendly_object(p->ob); 245{
334 send_rules(p->ob); 246 /* Clear item stack */
335 send_news(p->ob); 247 free (stack_items);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0;
339} 248}
340 249
341/* 250/*
342 * get_player_archetype() return next player archetype from archetype 251 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 252 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 253 * Note: there MUST be at least one player archetype!
345 */ 254 */
255static archetype *
346archetype *get_player_archetype(archetype* at) 256get_player_archetype (archetype *at)
347{ 257{
348 archetype *start = at; 258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
349 for (;;) { 266 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 267 {
361} 268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
362 272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
276}
363 277
278/* Tries to add player on the connection passed in ns.
279 * All we can really get in this is some settings like host and display
280 * mode.
281 */
282player *
283player::create ()
284{
285 player *pl = new player;
286
287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
293 set_first_map (pl->ob);
294
295 return pl;
296}
297
298object *
364object *get_nearest_player(object *mon) { 299get_nearest_player (object *mon)
300{
365 object *op = NULL; 301 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 302 objectlink *ol;
368 unsigned lastdist; 303 unsigned lastdist;
369 rv_vector rv; 304 rv_vector rv;
370 305
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 307 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 309 continue;
398 310
399 if(lastdist>rv.distance) { 311 if (lastdist > rv.distance)
312 {
400 op=ol->ob; 313 op = ol->ob;
401 lastdist=rv.distance; 314 lastdist = rv.distance;
402 } 315 }
403 } 316 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 317
318 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 319 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 320 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 321 {
412 } 322 op = pl->ob;
323 lastdist = rv.distance;
324 }
325
413#if 0 326#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 327 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 328#endif
416 return op; 329 return op;
417} 330}
418 331
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 332/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 333 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 334 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 348 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 349 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 350 * is probably not a good thing.
438 */ 351 */
439#define MAX_SPACES 50 352#define MAX_SPACES 50
440
441 353
442/* 354/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 355 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 356 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 357 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 370 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 371 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 372 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 373 * is blocking itself.
462 */ 374 */
375int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 376path_to_player (object *mon, object *pl, unsigned mindiff)
377{
464 rv_vector rv; 378 rv_vector rv;
465 sint16 x,y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap;
468 380
469 get_rangevector(mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
470 382
471 if (rv.distance<mindiff) return 0; 383 if (rv.distance < mindiff)
384 return 0;
472 385
473 x=mon->x; 386 mapxy pos (mon);
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction; 387 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
390
479 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 392 if (diff > max)
393 return 0;
394
481 while (diff >1 && max>0) { 395 while (diff > 1 && max > 0)
482 lastx = x; 396 {
483 lasty = y; 397 mapxy lastpos = pos;
484 lastmap = m; 398 pos.move (dir);
485 x = lastx + freearr_x[dir]; 399
486 y = lasty + freearr_y[dir]; 400 MoveType blocked;
401 bool blocksview;
402
403 if (pos.normalise ())
487 404 {
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 405 mapspace &ms = *pos;
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490 406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
415
491 /* Space is blocked - try changing direction a little */ 416 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 418 && (blocked_link (mon, pos.m, pos.x, pos.y)))
419 {
494 /* recalculate direction from last good location. Possible 420 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 421 * we were not traversing ideal location before.
496 */ 422 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
498 if (rv.direction != dir) { 424 if (rv.direction != dir)
425 {
499 /* OK - says direction should be different - lets reset the 426 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 427 * the values so it will try again.
501 */ 428 */
502 x = lastx;
503 y = lasty;
504 m = lastmap; 429 pos = lastpos;
505 dir = firstdir = rv.direction; 430 dir = firstdir = rv.direction;
431 }
506 } else { 432 else
433 {
507 /* direct path is blocked - try taking a side step to 434 /* direct path is blocked - try taking a side step to
508 * either the left or right. 435 * either the left or right.
509 * Note increase the values in the loop below to be 436 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 437 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 438 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 439 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 440 * stepping back and forth
514 */ 441 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 442 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
443 {
444 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 445 continue; /* already did this, so skip it */
446
517 /* Use lastdir here - otherwise, 447 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 448 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 449 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 450 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 451 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 452 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 453 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 454 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 455 * the last direction the creature has successfully
526 * moved. 456 * moved.
527 */ 457 */
458 pos = lastpos;
459 pos.move (absdir (lastdir + i));
460
461 if (!pos.normalise ())
462 continue;
463
464 mapspace &ms = *pos;
465
466 if (ms.flags () & P_BLOCKSVIEW)
467 continue;
468
469 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
470 continue;
471
472 if (blocked_link (mon, pos.m, pos.x, pos.y))
528 473 break;
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 } 474 }
475
540 /* go through entire loop without finding a valid 476 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 477 * sidestep to take - thus, no valid path.
542 */ 478 */
543 if (i==(DETOUR_AMOUNT+1)) 479 if (i == DETOUR_AMOUNT + 1)
544 return 0; 480 return 0;
481
545 diff--; 482 diff--;
546 lastdir=dir; 483 lastdir = dir;
547 max--; 484 max--;
548 if (!firstdir) firstdir = dir+i; 485 if (!firstdir)
486 firstdir = dir + i;
549 } /* else check alternate directions */ 487 } /* else check alternate directions */
550 } /* if blocked */ 488 } /* if blocked */
551 else { 489 else
490 {
552 /* we moved towards creature, so diff is less */ 491 /* we moved towards creature, so diff is less */
553 diff--; 492 diff--;
554 max--; 493 max--;
555 lastdir=dir; 494 lastdir = dir;
495
496 if (!firstdir)
556 if (!firstdir) firstdir = dir; 497 firstdir = dir;
498 }
499
500 if (diff <= 1)
557 } 501 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 502 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 503 * headed toward player for entire distance.
561 */ 504 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 505 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 506 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 507 }
565 if (diff>max) return 0; 508
509 if (diff > max)
510 return 0;
566 } 511 }
512
567 /* If we reached the max, didn't find a direction in time */ 513 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 514 if (!max)
515 return 0;
569 516
570 return firstdir; 517 return firstdir;
571} 518}
572 519
520void
573void give_initial_items(object *pl,treasurelist *items) { 521give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 522{
575
576 if(pl->randomitems!=NULL) 523 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 524 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 525
579 for (op=pl->inv; op; op=next) { 526 for (object *next, *op = pl->inv; op; op = next)
527 {
580 next = op->below; 528 next = op->below;
581 529
582 /* Forces get applied per default, unless they have the 530 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 531 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 532 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 533 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
586 SET_FLAG(op,FLAG_APPLIED); 534 op->set_flag (FLAG_APPLIED);
587 535
588 /* we never give weapons/armour if these cannot be used 536 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 537 * by this player due to race restrictions
590 */ 538 */
591 if (pl->type == PLAYER) { 539 if (pl->type == PLAYER)
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 540 {
541 if ((!pl->flag [FLAG_USE_ARMOUR]
542 &&
593 (op->type == ARMOUR || op->type == BOOTS || 543 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 544 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 545 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 546 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 547 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 548 {
602 } 549 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 550 continue;
622 } 551 }
623 if (op->nrof > 1) op->nrof = 1; 552 }
553
554 /* Here we remove duplicated skills (as duplicated spell objects have
555 * _very_ confusing effects for players), which could for instance be
556 * generated by bad treasurelists. - elmex
557 */
558 if (op->type == SKILL)
624 } 559 {
560 for (object *tmp = op->below; tmp; tmp = tmp->below)
561 if (tmp->type == op->type && tmp->name == op->name)
562 {
563 op->destroy ();
564 LOG (llevError,
565 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
566 break;
567 }
625 568
569 if (op->nrof > 1)
570 op->nrof = 1;
571 }
572
626 if (op->type == SPELLBOOK && op->inv) { 573 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 574 op->inv->clr_flag (FLAG_STARTEQUIP);
628 }
629 575
630 /* Give starting characters identified, uncursed, and undamned 576 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 577 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 578 * merged properly.
633 */ 579 */
634 if (need_identify(op)) { 580 if (op->need_identify ())
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 } 581 {
582 op->set_flag (FLAG_IDENTIFIED);
583 op->clr_flag (FLAG_CURSED);
584 op->clr_flag (FLAG_DAMNED);
585 }
586
639 if(op->type==SPELL) { 587 if (op->type == SPELL)
640 remove_ob(op); 588 {
641 free_object(op); 589 op->destroy ();
642 continue; 590 continue;
591 }
592 else if (op->type == SKILL)
643 } 593 {
644 else if(op->type==SKILL) { 594 op->set_flag (FLAG_CAN_USE_SKILL);
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 595 op->stats.exp = 0;
647 op->level = 1; 596 op->level = 1;
648 } 597 }
649 /* lock all 'normal items by default */ 598 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 599 op->set_flag (FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 600 } /* for loop of objects in player inv */
652 601
653 /* Need to set up the skill pointers */ 602 /* Need to set up the skill pointers */
654 link_player_skills(pl); 603 pl->contr->link_skills ();
655} 604}
656 605
657void get_name(object *op) { 606void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 607get_party_password (object *op, partylist *party)
608{
734 if (party == NULL) { 609 if (party == NULL)
610 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 611 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 612 return;
737 } 613 }
614
738 op->contr->write_buf[0]='\0'; 615 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 616 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 617 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 618 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 619}
743
744 620
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 621/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 622static int
623roll_stat ()
624{
747 int a[4],i,j,k; 625 int a[4], i, j, k;
748 626
749 for(i=0;i<4;i++) 627 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 628 a[i] = (int) rndm (6) + 1;
751 629
752 for(i=0,j=0,k=7;i<4;i++) 630 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 631 if (a[i] < k)
754 k=a[i],j=i; 632 k = a[i], j = i;
755 633
756 for(i=0,k=0;i<4;i++) { 634 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 635 if (i != j)
758 k+=a[i]; 636 k += a[i];
759 } 637
760 return k; 638 return k;
761} 639}
762 640
763void roll_stats(object *op) { 641void
642object::roll_stats ()
643{
644 int statsort [NUM_STATS];
645
646 for (;;)
647 {
764 int sum=0; 648 int sum = 0;
765 int i = 0, j = 0; 649 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 650 sum += statsort [i] = roll_stat ();
767 651
768 do { 652 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 653 break;
770 op->stats.Dex=roll_stat(); 654 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 655
781 /* Sort the stats so that rerolling is easier... */ 656 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 657 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 658
790 /* a quick and dirty bubblesort? */ 659 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 660 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 661
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 662 stats.exp = 0;
821 op->stats.ac=0; 663 stats.ac = 0;
822 664
665 stats.hp = stats.maxhp;
666 stats.sp = stats.maxsp;
667 stats.grace = stats.maxgrace;
668
669 if (contr)
670 {
823 op->contr->levhp[1] = 9; 671 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 672 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 673 contr->levgrace[1] = 3;
826 674
827 fix_player(op); 675 contr->orig_stats = stats;
676 }
677}
678
679void
680object::swap_stats (int a, int b)
681{
682 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
683
684 for (int i = 0; i < NUM_STATS; ++i)
685 stats.stat (i) = contr->orig_stats.stat (i);
686
687 //TODO: the following code looks so borked and should, at the very least,
688 // be merged with the similar code in roll_stats
689 stats.ac = 0;
690
691 level = 1;
692 stats.exp = 0;
693 stats.ac = 0;
694
828 op->stats.hp = op->stats.maxhp; 695 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 696 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 697 stats.grace = stats.maxgrace;
698
699 if (contr)
700 {
701 contr->levhp[1] = 9;
702 contr->levsp[1] = 6;
703 contr->levgrace[1] = 3;
704
831 op->contr->orig_stats=op->stats; 705 contr->orig_stats = stats;
706 }
832} 707}
833 708
834void Roll_Again(object *op) 709static void
710start_info (object *op)
835{ 711{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 712 char buf[MAX_BUF];
844 713
845 if ( op->contr->Swap_First == -1 ) { 714 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 715 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 716}
953 717
954/* This function takes the key that is passed, and does the 718/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 719 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 720 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 721 * separate race and class; this actually changes the RACE,
958 * not the class. 722 * not the class.
959 */ 723 */
960 724void
961int key_change_class(object *op, char key) 725player::chargen_race_done ()
962{ 726{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 727 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 728 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 729
730 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
731 if (tl)
732 create_treasure (tl, ob, 0, 0, 0);
733
977 INVOKE_PLAYER (BIRTH, op->contr); 734 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 735 INVOKE_PLAYER (LOGIN, ob->contr);
979 736
980 op->contr->state=ST_PLAYING; 737 ob->contr->ns->state = ST_PLAYING;
981 738
982 if (op->msg) { 739 if (ob->msg)
983 free_string(op->msg); 740 ob->msg = 0;
984 op->msg=NULL;
985 }
986 741
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 742 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 743 ob->clr_flag (FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 744 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 745 esrv_send_inventory (ob, ob);
1001 fix_player(op); 746 ob->update_stats ();
1002 747
1003 /* This moves the player to a different start map, if there 748 /* This moves the player to a different start map, if there
1004 * is one for this race 749 * is one for this race
1005 */ 750 */
1006 if(*first_map_ext_path) { 751 if (*first_map_ext_path)
1007 object *tmp; 752 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 753 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 754 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 755}
1023 return 0;
1024 }
1025 756
757void
758player::chargen_race_next ()
759{
1026 /* Following actually changes the race - this is the default command 760 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 761 * if we don't match with one of the options above.
1028 */ 762 */
1029 763
1030 tmp_loop = 0; 764 do
1031 while(!tmp_loop) { 765 {
1032 const char *name = add_string (op->name); 766 shstr name = ob->name;
1033 int x = op->x, y = op->y; 767 int x = ob->x, y = ob->y;
768
1034 remove_statbonus(op); 769 ob->remove_statbonus ();
1035 remove_ob (op); 770 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 771 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 772 ob->arch->copy_to (ob);
1038 op->instantiate (); 773 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 774 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 775 ob->name = ob->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 776 ob->x = x;
1045 op->y = y; 777 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 778 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 779 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 780 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 781 ob->add_statbonus ();
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 782 }
783 while (!allowed_class (ob));
784
1055 update_object(op,UP_OBJ_FACE); 785 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 786 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 787 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 788 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 789 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 790 ob->stats.grace = 0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065} 791}
1066 792
1067int key_confirm_quit(object *op, char key) 793static void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 794flee_player (object *op)
795{
1113 int dir,diff; 796 int dir, diff;
1114 rv_vector rv; 797 rv_vector rv;
1115 798
1116 if(op->stats.hp < 0) { 799 if (op->stats.hp < 0)
800 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 801 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
803 return;
804 }
805
806 if (!op->enemy)
807 {
808 LOG (llevDebug, "Fleeing player had no enemy.\n");
809 op->clr_flag (FLAG_SCARED);
810 return;
811 }
812
813 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
814 {
815 op->enemy = NULL;
816 op->clr_flag (FLAG_SCARED);
817 return;
818 }
819
820 get_rangevector (op, op->enemy, &rv, 0);
821
822 dir = absdir (4 + rv.direction);
823 for (diff = 0; diff < 3; diff++)
824 {
825 int m = 1 - rndm (2) * 2;
826
827 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1119 return; 828 return;
1120 } 829 }
1121 830
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 for(diff=0;diff<3;diff++) {
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 }
1153 /* Cornered, get rid of scared */ 831 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 832 op->clr_flag (FLAG_SCARED);
1155 op->enemy=NULL; 833 op->enemy = NULL;
1156} 834}
1157
1158 835
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 836/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 837 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 838 * stop.
1162 */ 839 */
840int
1163int check_pick(object *op) { 841check_pick (object *op)
842{
1164 object *tmp, *next; 843 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 844 int stop = 0;
1167 int j, k, wvratio; 845 int wvratio;
1168 char putstring[128], tmpstr[16];
1169 846
1170
1171 /* if you're flying, you cna't pick up anything */ 847 /* if you're flying, you can't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 848 if (op->move_type & MOVE_FLYING)
1173 return 1; 849 return 1;
1174 850
1175 op_tag = op->count;
1176
1177 next = op->below; 851 next = op->below;
1178 if (next) 852
1179 next_tag = next->count; 853 int cnt = MAX_ITEM_PER_ACTION;
854#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 855
1181 /* loop while there are items on the floor that are not marked as 856 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 857 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 858 while (next && !next->destroyed ())
1184 { 859 {
1185 tmp = next; 860 tmp = next;
1186 next = tmp->below; 861 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 862
1190 if (was_destroyed (op, op_tag)) 863 if (cnt <= 0)
864 {
865 op->failmsg ("Couldn't pickup all items at once.");
866 return 0;
867 }
868
869 if (op->destroyed ())
1191 return 0; 870 return 0;
1192 871
1193 if ( ! can_pick (op, tmp)) 872 if (!can_pick (op, tmp))
1194 continue; 873 continue;
1195 874
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 875 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 876 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 877 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 878 CHK_PICK_PICKUP;
879
1200 continue; 880 continue;
1201 }
1202
1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp);
1208 return 1;
1209 case 2: pick_up (op, tmp);
1210 return 0;
1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp);
1213 break;
1214 case 5: pick_up (op, tmp);
1215 stop = 1;
1216 break;
1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp);
1221 break;
1222
1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp);
1226 break;
1227
1228 default:
1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 } 881 }
1236 } 882
1237 else { /* old model */
1238 /* NEW pickup handling */ 883 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 884 if (op->contr->mode & PU_DEBUG)
1240 { 885 {
1241 /* some debugging code to figure out item information */ 886 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 887 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 888 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 889 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 890 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 891 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
892
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 893 new_draw_info (NDI_UNIQUE, 0, op, str);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 }
1262 } 894 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 895
1266#if 0 896 if (op->contr->mode & PU_INHIBIT)
1267 /* print the flags too */ 897 return 1;
1268 for(k=0;k<4;k++) 898
1269 { 899 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 900 return 1;
1271 for(j=0;j<32;j++) 901
1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," ");
1275 }
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif
1279 }
1280 /* philosophy: 902 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 903 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 904 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 905 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 906 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 907 * example.
1286 * The drawback: right now it has no frontend, so you need to 908 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 909 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 910 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 913 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 914 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 915 * meaning if any test passes, the item gets picked up. */
1294 916
1295 /* if mode is set to pick nothing up, return */ 917 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 918 if (op->contr->mode == PU_NOTHING)
919 return 1;
1298 920
1299 /* if mode is set to stop when encountering objects, return */ 921 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 922 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 923 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 924 if (op->contr->mode & PU_STOP)
925 return 0;
1304 926
1305 /* useful for going into stores and not losing your settings... */ 927 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 928 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 929 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 930 if (op->contr->mode & PU_INHIBIT)
931 return 1;
1309 932
1310 /* prevent us from turning into auto-thieves :) */ 933 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 934 if (tmp->flag [FLAG_UNPAID])
935 continue;
1312 936
1313 /* ignore known cursed objects */ 937 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 938 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
939 continue;
1315 940
1316 /* all food and drink if desired */ 941 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 942 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 943 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 944 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 945 {
946 CHK_PICK_PICKUP;
947 continue;
948 }
949
1321 if(op->contr->mode & PU_DRINK) 950 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 951 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
1324 956
1325 if(op->contr->mode & PU_POTION) 957 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 958 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
1328 963
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 964 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 965 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 966 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
1333 if(op->contr->mode & PU_SKILLSCROLL) 972 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 973 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
1336 if(op->contr->mode & PU_READABLES) 979 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 980 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
1339 985
1340 /* wands/staves/rods/horns */ 986 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 987 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 988 if (tmp->type == WAND
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 989 || tmp->type == ROD
990 || tmp->type == HORN
991 || tmp->type == POWER_CRYSTAL)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
1344 996
1345 /* pick up all magical items */ 997 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 998 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 999 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1000 && !tmp->flag [FLAG_KNOWN_CURSED])
1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1349 1005
1350 if(op->contr->mode & PU_VALUABLES) 1006 if (op->contr->mode & PU_VALUABLES)
1351 { 1007 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1008 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1354 } 1013 }
1355 1014
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1016 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1017 if (tmp->type == RING
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1018 || tmp->type == AMULET
1019 || tmp->type == GIRDLE
1020 || tmp->type == SKILL_TOOL)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 /* we don't forget dragon food */
1027 if (op->contr->mode & PU_FLESH)
1028 if (tmp->type == FLESH)
1029 {
1030 CHK_PICK_PICKUP;
1031 continue;
1032 }
1360 1033
1361 /* bows and arrows. Bows are good for selling! */ 1034 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1035 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1036 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1365 if(op->contr->mode & PU_ARROW) 1042 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1043 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1368 1048
1369 /* all kinds of armor etc. */ 1049 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1050 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1051 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1373 if(op->contr->mode & PU_HELMET) 1057 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1058 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1376 if(op->contr->mode & PU_SHIELD) 1064 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1065 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1379 if(op->contr->mode & PU_BOOTS) 1071 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1072 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1382 if(op->contr->mode & PU_GLOVES) 1078 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1079 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1385 if(op->contr->mode & PU_CLOAK) 1085 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1086 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1388 1091
1389 /* hoping to catch throwing daggers here */ 1092 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1093 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1094 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1095 {
1096 CHK_PICK_PICKUP;
1097 continue;
1098 }
1393 1099
1394 /* careful: chairs and tables are weapons! */ 1100 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1101 if (op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 } 1102 {
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1103 if (tmp->type == WEAPON)
1104 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1404 { 1109 }
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410 1110
1411 /* misc stuff that's useful */ 1111 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1112 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1113 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1114 {
1115 CHK_PICK_PICKUP;
1116 continue;
1117 }
1415 1118
1416 /* any of the last 4 bits set means we use the ratio for value 1119 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1120 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1121 if (op->contr->mode & PU_RATIO)
1419 { 1122 {
1420 /* use value density to decide what else to grab */ 1123 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1124 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1125 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1126 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1127 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1128 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1129 {
1427 pick_up(op, tmp);
1428#if 0 1130#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1131 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1132 if (tmp->name != NULL)
1133 {
1431 fprintf(stderr,"%s", tmp->name); 1134 fprintf (stderr, "%s", tmp->name);
1432 } 1135 }
1136 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1137 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1138 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1139 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1140#endif
1141 CHK_PICK_PICKUP;
1437 continue; 1142 continue;
1438 } 1143 }
1144 } /* the new pickup model */
1439 } 1145 }
1440 } /* the new pickup model */ 1146
1441 }
1442 return ! stop; 1147 return !stop;
1148}
1149
1150/* routine for both players and monsters. We call this when
1151 * there is a possibility for our action distrubing our hiding
1152 * place or invisiblity spell. Artefact invisiblity causes
1153 * "noise" instead. If we arent invisible to begin with, we
1154 * return 0.
1155 */
1156static int
1157action_makes_visible (object *op)
1158{
1159 if (op->invisible && op->flag [FLAG_ALIVE])
1160 {
1161 if (op->flag [FLAG_MAKE_INVIS])
1162 {
1163 // artefact invisibility is permanent, but we still make noise
1164 // this is important for game-balance.
1165 if (op->contr)
1166 op->make_noise ();
1167
1168 return 0;
1169 }
1170
1171 if (op->contr && op->contr->tmp_invis == 0)
1172 return 0;
1173
1174 /* If monsters, they should become visible */
1175 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1178 return 1;
1179 }
1180 }
1181
1182 return 0;
1443} 1183}
1444 1184
1445/* 1185/*
1446 * Find an arrow in the inventory and after that 1186 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1187 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1188 * found object is returned.
1449 */ 1189 */
1190static object *
1450object *find_arrow(object *op, const char *type) 1191find_arrow (object *op, const char *type)
1451{ 1192{
1452 object *tmp = NULL; 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1194 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1195 return splay (tmp);
1453 1196
1454 for(op=op->inv; op; op=op->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1198 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1199 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1200 {
1458 else if (op->type==ARROW && op->race==type) 1201 splay (tmp);
1459 return op; 1202 return arrow;
1203 }
1204
1460 return tmp; 1205 return 0;
1461} 1206}
1462 1207
1463/* 1208/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1209 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1210 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1211 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1212 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1213 */
1469 1214static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1215find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1216{
1472 object *tmp = NULL, *arrow, *ntmp; 1217 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1218 int attacknum, attacktype, betterby = 0, i;
1474 1219
1475 if (!type) 1220 if (!type)
1476 return NULL; 1221 return NULL;
1477 1222
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1223 for (arrow = op->inv; arrow; arrow = arrow->below)
1224 {
1479 if (arrow->type==CONTAINER && arrow->race==type && 1225 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1226 {
1481 i = 0; 1227 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1228 ntmp = find_better_arrow (arrow, target, type, &i);
1229
1483 if (i > betterby) { 1230 if (i > betterby)
1231 {
1484 tmp = ntmp; 1232 tmp = ntmp;
1485 betterby = i; 1233 betterby = i;
1486 } 1234 }
1235 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1236 else if (arrow->type == ARROW && arrow->race == type)
1237 {
1488 /* allways prefer assasination/slaying */ 1238 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1239 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1240 {
1491 if (arrow->attacktype & AT_DEATH) { 1241 if (arrow->attacktype & AT_DEATH)
1242 {
1492 *better = 100; 1243 *better = 100;
1493 return arrow; 1244 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1245 }
1498 } else { 1246 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1247 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1248 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1249 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1250 }
1515 } 1251 }
1252 else
1253 {
1254 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1255 {
1256 attacktype = 1 << attacknum;
1257 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1258 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1259 {
1260 tmp = arrow;
1261 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1262 }
1263 }
1264
1265 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1266 {
1267 tmp = arrow;
1268 betterby = 2 + arrow->magic + arrow->stats.dam;
1269 }
1270
1271 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1272 {
1273 tmp = arrow;
1274 betterby = 1 + arrow->magic + arrow->stats.dam;
1275 }
1516 } 1276 }
1277 }
1517 } 1278 }
1279
1518 if (tmp == NULL && arrow == NULL) 1280 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1281 return find_arrow (op, type);
1520 1282
1521 *better = betterby; 1283 *better = betterby;
1522 return tmp; 1284 return tmp;
1523} 1285}
1524 1286
1525/* looks in a given direction, finds the first valid target, and calls 1287/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1288 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1289 * op = the shooter
1528 * type = bow->race 1290 * type = bow->race
1529 * dir = fire direction 1291 * dir = fire direction
1530 */ 1292 */
1531 1293static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1294pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1295{
1534 object *tmp = NULL; 1296 object *tmp = NULL;
1535 mapstruct *m; 1297 maptile *m;
1536 int i, mflags, found, number; 1298 int i, mflags, found, number;
1537 sint16 x, y; 1299 sint16 x, y;
1538 1300
1539 if (op->map == NULL) 1301 if (op->map == NULL)
1540 return find_arrow(op, type); 1302 return find_arrow (op, type);
1541 1303
1542 /* do a dex check */ 1304 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1305 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1306 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1307 return find_arrow (op, type);
1546 1308
1547 m = op->map; 1309 m = op->map;
1548 x = op->x; 1310 x = op->x;
1549 y = op->y; 1311 y = op->y;
1550 1312
1551 /* find the first target */ 1313 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1314 for (i = 0, found = 0; i < 20; i++)
1315 {
1553 x += freearr_x[dir]; 1316 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1317 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1318 mflags = get_map_flags (m, &m, x, y, &x, &y);
1319
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1320 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1321 {
1557 tmp = NULL; 1322 tmp = 0;
1323 break;
1324 }
1325 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1326 {
1327 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1328 * perhaps a bad assumption.
1329 */
1330 tmp = 0;
1331 break;
1332 }
1333
1334 if (mflags & P_IS_ALIVE)
1335 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1336 if (tmp->flag [FLAG_ALIVE])
1558 break; 1337 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1338 }
1576 if (tmp == NULL) 1339
1340 if (!tmp)
1577 return find_arrow(op, type); 1341 return find_arrow (op, type);
1578 1342
1579 if (tmp->head) 1343 if (tmp->head)
1580 tmp = tmp->head; 1344 tmp = tmp->head;
1581 1345
1582 return find_better_arrow(op, tmp, type, &i); 1346 return find_better_arrow (op, tmp, type, &i);
1583} 1347}
1584 1348
1585/* 1349/*
1586 * Creature fires a bow - op can be monster or player. Returns 1350 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1351 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1354 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1355 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1356 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1357 * player fire modes.
1594 */ 1358 */
1359int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1360fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1361{
1598 object *left, *bow; 1362 object *left, *bow;
1599 tag_t left_tag, tag; 1363 int mflags;
1600 int bowspeed, mflags; 1364 maptile *m;
1601 mapstruct *m;
1602 1365
1603 if (!dir) { 1366 if (!dir)
1367 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1368 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1369 return 0;
1370 }
1371
1372 if (op->contr)
1373 bow = op->current_weapon;
1374 else
1606 } 1375 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1376 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1377 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1378 * don't need to switch back and forth between bows and weapons.
1613 */ 1379 */
1614 if(bow->type==BOW) 1380 if (bow->type == BOW)
1615 break; 1381 break;
1616 1382
1617 if (!bow) { 1383 if (!bow)
1384 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1385 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1386 return 0;
1620 } 1387 }
1388
1389 // optimisation: move object to top so we will find it quickly again
1390 splay (bow);
1621 } 1391 }
1392
1622 if( !bow->race || !bow->skill) { 1393 if (!bow->race || !bow->skill)
1394 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1396 return 0;
1625 } 1397 }
1626 1398
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1399 if (arrow == NULL)
1400 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1401 if ((arrow = find_arrow (op, bow->race)) == NULL)
1402 {
1637 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1404 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1405 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1406 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1407 op->clr_flag (FLAG_READY_BOW);
1408
1643 return 0; 1409 return 0;
1644 } 1410 }
1645 } 1411 }
1412
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1413 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1414 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1415 return 0;
1649 } 1416
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1417 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1418 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1420 return 0;
1653 } 1421 }
1654 1422
1655 /* this should not happen, but sometimes does */ 1423 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1424 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1425 {
1658 free_object(arrow); 1426 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1427 arrow->destroy ();
1659 return 0; 1428 return 0;
1660 } 1429 }
1661 1430
1662 left = arrow; /* these are arrows left to the player */ 1431 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1432 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1433 if (!arrow)
1665 if (arrow == NULL) { 1434 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1435 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1436 return 0;
1669 } 1437 }
1670 set_owner(arrow, op); 1438
1671 if (arrow->skill) free_string(arrow->skill); 1439 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1440 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1441 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1442
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1443 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1444 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1445 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1446 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1447
1690 /* Note that this was different for monsters - they got their level 1448#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1449 if (player *pl = op->contr)
1692 */
1693 1450 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1451 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1452
1453 /* penalize ROF for bestarrow */
1454 if (pl->bowtype == bow_bestarrow)
1455 speed *= .9f;
1456 else
1457 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1458
1459 op->speed_left += speed - op->speed;
1460 }
1461#endif
1462
1463 SET_ANIMATION (arrow, arrow->direction);
1464
1698 /* update the speed */ 1465 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1466 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1467 + bow->stats.dam / 7.f;
1703 1468
1704 if (arrow->speed < 1.0) 1469 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1470 arrow->speed_left = 0;
1708 1471
1472 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1473
1709 if (op->type == PLAYER) { 1474 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1475 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1476 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1477 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1478
1479 if (!arrow->slaying)
1480 arrow->slaying = op->slaying;
1481
1482 arrow->attacktype |= op->attacktype;
1483 }
1484 else
1485 {
1720 arrow->level = op->level; 1486 arrow->level = op->level;
1721 } 1487 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1488
1489 if (!arrow->slaying)
1490 arrow->slaying = bow->slaying;
1491
1723 arrow->attacktype |= bow->attacktype; 1492 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1493 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1494
1727 arrow->map = m; 1495 wc -= arrow->level;
1496 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1497
1498 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1499 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1500 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1501
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1502 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1503 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1504
1735 if (!was_destroyed(arrow, tag)) 1505 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1506 move_arrow (arrow);
1737 1507
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1508 return 1;
1745} 1509}
1746 1510
1747/* Special fire code for players - this takes into 1511/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1512 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1513 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1514 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1515 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1516 * hence the function name.
1753 */ 1517 */
1518static int
1754int player_fire_bow(object *op, int dir) 1519player_fire_bow (object *op, int dir)
1755{ 1520{
1756 int ret=0, wcmod=0; 1521 int ret;
1757 1522
1758 if (op->contr->bowtype == bow_bestarrow) { 1523 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1524 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1525 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1526 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1527 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1528 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1529 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1530 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1531 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1532 else if (op->contr->bowtype == bow_threewide)
1533 {
1534 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1535 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1536 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1537 }
1538 else if (op->contr->bowtype == bow_spreadshot)
1539 {
1540 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1541 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1542 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1543 }
1544 else
1545 {
1546 /* Simple case */
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1547 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1771 } else if (op->contr->bowtype == bow_spreadshot) {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1775
1776 } else {
1777 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1779 } 1548 }
1549
1780 return ret; 1550 return ret;
1781} 1551}
1782
1783 1552
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1553/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1554 * Broken apart from 'fire' to keep it more readable.
1786 */ 1555 */
1556static void
1787void fire_misc_object(object *op, int dir) 1557fire_misc_object (object *op, int dir)
1788{ 1558{
1789 object *item; 1559 object *item = op->contr->ranged_ob;
1790 1560
1791 if (!op->contr->ranges[range_misc]) { 1561 if (!item)
1562 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1563 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1564 return;
1794 } 1565 }
1795 1566
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1567 if (!item->inv)
1568 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1569 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1570 return;
1800 } 1571 }
1572
1573 if (!op->apply (item))
1574 return;
1575
1801 if (item->type == WAND) { 1576 if (item->type == WAND)
1577 {
1802 if(item->stats.food<=0) { 1578 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1579 {
1580 op->contr->play_sound (sound_find ("wand_poof"));
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1582
1805 return; 1583 return;
1806 } 1584 }
1585 }
1807 } else if (item->type == ROD || item->type==HORN) { 1586 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1587 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1588 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1589
1590 // using the maximum of the rods charge allows at least one spell cast
1591 // for a rod or horn, this fixes some broken rods.
1592 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1593 {
1594 op->contr->play_sound (sound_find ("wand_poof"));
1595
1810 if (item->type== ROD) 1596 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1598 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0)); 1600
1816 return; 1601 return;
1817 } 1602 }
1818 } 1603 }
1819 1604
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1605 if (cast_spell (op, item, dir, item->inv, NULL))
1606 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1607 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1608
1822 if (item->type == WAND) { 1609 if (item->type == WAND)
1610 {
1823 if (!(--item->stats.food)) { 1611 if (!(--item->stats.food))
1612 {
1824 object *tmp; 1613 object *tmp;
1614
1825 if (item->arch) { 1615 if (item->arch)
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1616 {
1617 item->clr_flag (FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1618 item->face = item->arch->face;
1828 item->speed = 0; 1619 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1620 }
1831 if ((tmp=is_player_inv(item))) 1621
1622 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1623 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1624 }
1834 } 1625 }
1835 else if (item->type == ROD || item->type==HORN) { 1626 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1627 drain_rod_charge (item);
1837 }
1838 } 1628 }
1839} 1629}
1840 1630
1841/* Received a fire command for the player - go and do it. 1631/* Received a fire command for the player - go and do it.
1842 */ 1632 */
1633bool
1843void fire(object *op,int dir) { 1634fire (object *who, int dir)
1635{
1844 int spellcost=0; 1636 int spellcost = 0;
1845 1637
1638 player *pl = who->contr;
1639
1640 if (pl->golem)
1641 {
1642 control_golem (who->contr->golem, dir);
1643 return false;
1644 }
1645
1646 object *ob = pl->ranged_ob;
1647
1648 if (!ob)
1649 return false;
1650
1651 if (who->speed_left > 0.f)
1652 --who->speed_left;
1653 else
1654 return false;
1655
1656 if (!who->apply (ob))
1657 return false;
1658
1846 /* check for loss of invisiblity/hide */ 1659 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1660 if (action_makes_visible (who))
1661 make_visible (who);
1848 1662
1849 switch(op->contr->shoottype) { 1663 switch (ob->type)
1850 case range_none: 1664 {
1851 return; 1665 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1666 player_fire_bow (who, dir);
1855 return; 1667 break;
1856 1668
1857 case range_magic: /* Casting spells */ 1669 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1670 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1671 break;
1860 1672
1861 case range_misc: 1673 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1674 apply_map_builder (who, dir);
1675 break;
1676
1677 case SKILL:
1678 do_skill (who, who, ob, dir, 0);
1679 break;
1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1685 default:
1686 fire_misc_object (who, dir);
1687 break;
1688 }
1689
1690 return true;
1691}
1692
1693static object *
1694find_key_ (object *pl, object *container, object *door)
1695{
1696 object *tmp, *key;
1697
1698 /* Should not happen, but sanity checking is never bad */
1699 if (!container->inv)
1700 return 0;
1701
1702 /* First, lets try to find a key in the top level inventory */
1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1704 {
1705 if (door->type == DOOR && tmp->type == KEY)
1706 break;
1707
1708 /* For sanity, we should really check door type, but other stuff
1709 * (like containers) can be locked with special keys
1710 */
1711 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1712 break;
1713 }
1714
1715 /* No key found - lets search inventories now */
1716 /* If we find and use a key in an inventory, return at that time.
1717 * otherwise, if we search all the inventories and still don't find
1718 * a key, return
1719 */
1720 if (!tmp)
1721 {
1722 for (tmp = container->inv; tmp; tmp = tmp->below)
1723 /* No reason to search empty containers */
1724 if (tmp->type == CONTAINER && tmp->inv)
1725 if ((key = find_key_ (pl, tmp, door)))
1726 return key;
1727
1728 if (!tmp)
1886 return; 1729 return 0;
1887 default: 1730 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1731
1732 /* We get down here if we have found a key. Now if its in a container,
1733 * see if we actually want to use it
1734 */
1735 if (pl != container)
1736 {
1737 /* Only let players use keys in containers */
1738 if (!pl->contr)
1889 return; 1739 return 0;
1890 }
1891}
1892 1740
1741 /* cases where this fails:
1742 * If we only search the player inventory, return now since we
1743 * are not in the players inventory.
1744 * If the container is not active, return now since only active
1745 * containers can be used.
1746 * If we only search keyrings and the container does not have
1747 * a race/isn't a keyring.
1748 * No checking for all containers - to fall through past here,
1749 * inv must have been an container and must have been active.
1750 *
1751 * Change the color so that the message doesn't disappear with
1752 * all the others.
1753 */
1754 if (pl->contr->usekeys == key_inventory
1755 || !container->flag [FLAG_APPLIED]
1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1757 {
1758 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1760 return NULL;
1761 }
1762 }
1893 1763
1764 return tmp;
1765}
1894 1766
1895/* find_key 1767/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1768 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1769 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1770 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1772 * pl is the player,
1901 * inv is the objects inventory to searched 1773 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1774 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1775 * This function can be called recursively to search containers.
1904 */ 1776 */
1905 1777object *
1906object * find_key(object *pl, object *container, object *door) 1778find_key (object *pl, object *container, object *door)
1907{ 1779{
1908 object *tmp,*key; 1780 if (door->slaying && is_match_expr (door->slaying))
1909
1910 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL;
1912
1913 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1915 if (door->type==DOOR && tmp->type==KEY) break;
1916 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys
1918 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1920 tmp->slaying==door->slaying) break;
1921 } 1781 {
1922 /* No key found - lets search inventories now */ 1782 // for match expressions, we try to find the key by applying the match
1923 /* If we find and use a key in an inventory, return at that time. 1783 // to the op itself, which is supposed to find the "key", instead
1924 * otherwise, if we search all the inventories and still don't find 1784 // of searching through containers ourselves.
1925 * a key, return 1785
1926 */ 1786 return match_one (door->slaying, container, door, pl, pl);
1927 if (!tmp) {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1929 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1932 }
1933 }
1934 if (!tmp) return NULL;
1935 } 1787 }
1936 /* We get down here if we have found a key. Now if its in a container, 1788 else
1937 * see if we actually want to use it 1789 return find_key_ (pl, container, door);
1938 */
1939 if (pl!=container) {
1940 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL;
1942 /* cases where this fails:
1943 * If we only search the player inventory, return now since we
1944 * are not in the players inventory.
1945 * If the container is not active, return now since only active
1946 * containers can be used.
1947 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active.
1951 *
1952 * Change the color so that the message doesn't disappear with
1953 * all the others.
1954 */
1955 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys")))
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door",
1962 query_name(tmp), query_name(container));
1963 return NULL;
1964 }
1965 }
1966 return tmp;
1967} 1790}
1968 1791
1969/* moved door processing out of move_player_attack. 1792/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1793 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1794 * such that the caller should not do anything more,
1972 * 0 otherwise 1795 * 0 otherwise
1973 */ 1796 */
1797static int
1974static int player_attack_door(object *op, object *door) 1798player_attack_door (object *op, object *door)
1975{ 1799{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1800 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1801 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1802 * otherwise, we fall through to the rest of the code.
1980 */ 1803 */
1981 object *key=find_key(op, op, door); 1804 object *key = find_key (op, op, door);
1982 1805
1983 /* IF we found a key, do some extra work */ 1806 /* If we found a key, do some extra work */
1984 if (key) { 1807 if (key)
1808 {
1985 object *container=key->env; 1809 object *container = key->env;
1986 1810
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1811 if (action_makes_visible (op))
1812 make_visible (op);
1813
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1814 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1815 spring_trap (door->inv, op);
1816
1990 if (door->type == DOOR) { 1817 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1818 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1819 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1820 {
1995 "You open the door with the %s", query_short_name(key)); 1821 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1822 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1823 }
1824
1998 /* Do this after we print the message */ 1825 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1826 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1827
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1828 return 1; /* Nothing more to do below */
1829 }
2004 } else if (door->type==LOCKED_DOOR) { 1830 else if (door->type == LOCKED_DOOR)
1831 {
2005 /* Might as well return now - no other way to open this */ 1832 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1833 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1834 return 1;
2008 } 1835 }
1836
2009 return 0; 1837 return 0;
2010} 1838}
2011 1839
2012/* This function is just part of a breakup from move_player. 1840/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1841 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1842 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1843 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1844 * going to try and move (not fire weapons).
2017 */ 1845 */
2018 1846bool
2019void move_player_attack(object *op, int dir) 1847move_player_attack (object *op, int dir)
2020{ 1848{
2021 object *tmp, *mon; 1849 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1850 {
2023 int on_battleground; 1851 --op->speed_left;
2024 mapstruct *m; 1852 return true;
1853 }
2025 1854
2026 nx=freearr_x[dir]+op->x; 1855 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1856 sint16 ny = freearr_y[dir] + op->y;
2028 1857
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1858 if (out_of_map (op->map, nx, ny))
1859 return false;
2030 1860
2031 /* If braced, or can't move to the square, and it is not out of the 1861 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 1862 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 1863 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 1864 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 1865 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 1866 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 1867 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1868 * move_ob uses.
2039 */ 1869 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1870 maptile *m = op->map->xy_find (nx, ny);
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return;
2050 }
2051 1871
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1872 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 1873 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 1874 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1875 * on the space
1876 */
1877 object *mon;
1878 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1879 {
1880 if ((mon->flag [FLAG_ALIVE]
1881 || mon->type == LOCKED_DOOR
1882 || mon->flag [FLAG_CAN_ROLL])
1883 && mon != op)
1884 break;
1885 }
1886
1887 if (!mon) /* This happens anytime the player tries to move */
1888 return false; /* into a wall */
1889
1890 mon = mon->head_ ();
1891
1892 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1893 if (op->contr->weapon_sp_left > 0.f)
1894 if (player_attack_door (op, mon))
2057 */ 1895 {
2058 while (tmp!=NULL) { 1896 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 1897 return true;
2060 tmp=tmp->above; 1898 }
2061 continue; 1899
1900 /* The following deals with possibly attacking peaceful
1901 * or friendly creatures. Basically, all players are considered
1902 * unaggressive. If the moving player has peaceful set, then the
1903 * object should be pushed instead of attacked. It is assumed that
1904 * if you are braced, you will not attack friends accidently,
1905 * and thus will not push them.
1906 */
1907
1908 /* If the creature is a pet, push it even if the player is not
1909 * peaceful. Our assumption is the creature is a pet if the
1910 * player owns it and it is either friendly or unagressive.
1911 */
1912 if (op->type == PLAYER
1913 && ((mon->owner && mon->owner->contr
1914 && same_party (mon->owner->contr->party, op->contr->party))
1915 || mon->owner == op)
1916 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1917 {
1918 /* If we're braced, we don't want to switch places with it */
1919 if (op->contr->braced)
1920 return false;
1921
1922 if (op->speed_left > 0.f)
1923 {
1924 --op->speed_left;
1925
1926 op->play_sound (sound_find ("push_player"));
1927 push_ob (mon, dir, op);
1928
1929 if (action_makes_visible (op))
1930 make_visible (op);
1931
1932 return true;
1933 }
1934 else
1935 return false;
1936 }
1937
1938 bool on_battleground = op_on_battleground (op, 0, 0);
1939
1940 /* in certain circumstances, you shouldn't attack friendly
1941 * creatures. Note that if you are braced, you can't push
1942 * someone, but put it inside this loop so that you won't
1943 * attack them either.
1944 */
1945 if ((mon->type == PLAYER || mon->enemy != op)
1946 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1947 && ((op->contr->peaceful
1948 || (mon->type == PLAYER && mon->contr->peaceful))
1949 && !on_battleground))
1950 {
1951 if (op->speed_left > 0.f)
1952 {
1953 --op->speed_left;
1954
1955 if (!op->contr->braced)
1956 {
1957 op->play_sound (sound_find ("push_player"));
1958 push_ob (mon, dir, op);
2062 } 1959 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1960 else
2064 mon = tmp; 1961 op->statusmsg ("You withhold your attack");
2065 break;
2066 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074 1962
2075 if(mon->head != NULL) 1963 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2076 mon = mon->head; 1964 make_visible (op);
2077 1965
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1966 return true;
2079 if (player_attack_door(op, mon)) return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 { 1967 }
2106 /* If we're braced, we don't want to switch places with it */ 1968 }
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op);
2132 } else {
2133 new_draw_info(0, 0,op,"You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then 1969 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 1970 * roll it if not braced. You can't roll it if you are braced.
1971 */
1972 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1973 {
1974 if (op->speed_left > 0.f)
2140 */ 1975 {
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1976 --op->speed_left;
1977
2142 recursive_roll(mon,dir,op); 1978 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 1979 if (action_makes_visible (op))
2144 } 1980 make_visible (op);
2145 1981
1982 return true;
1983 }
1984 }
2146 /* Any generic living creature. Including things like doors. 1985 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 1986 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 1987 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 1988 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 1989 * that party_number -1 is no party, so attacks can still happen.
2151 */ 1990 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1991 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 1992 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 1993 {
2156 1994 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 } 1995 {
2184 } /* if player should attack something */ 1996 --op->contr->weapon_sp_left;
2185}
2186 1997
1998 skill_attack (mon, op, 0, 0, 0);
1999
2000 if (action_makes_visible (op))
2001 make_visible (op);
2002
2003 return true;
2004 }
2005 }
2006
2007 return false;
2008}
2009
2010bool
2187int move_player(object *op,int dir) { 2011move_player (object *op, int dir)
2188 int pick; 2012{
2189
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2013 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2014 return 0;
2015
2016 /* Sanity check: make sure dir is valid */
2017 if (dir < 0 || dir > 8)
2018 {
2019 LOG (llevError, "move_player: invalid direction %d\n", dir);
2020 return 0;
2021 }
2022
2023 /* peterm: added following line */
2024 if (op->flag [FLAG_CONFUSED] && dir)
2025 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2026
2027 op->facing = dir;
2028
2029 if (op->flag [FLAG_HIDDEN])
2030 do_hidden_move (op);
2031
2032 bool retval;
2033 int pick = 0;
2034
2035 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2036 retval = RESULT_INT (0);
2037 else if (op->contr->fire_on)
2038 retval = fire (op, dir);
2039 else
2040 {
2041 retval = move_player_attack (op, dir);
2042 pick = check_pick (op);
2043 }
2044
2045 /* Add special check for newcs players and fire on - this way, the
2046 * server can handle repeat firing.
2047 */
2048 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2049 op->direction = dir;
2050 else
2051 op->direction = 0;
2052
2053 /* Update how the player looks. Use the facing, so direction may
2054 * get reset to zero. This allows for full animation capabilities
2055 * for players.
2056 */
2057 animate_object (op, op->facing);
2058
2059 return retval;
2231} 2060}
2232 2061
2233/* This is similar to handle_player, below, but is only used by the 2062/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2063 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2064 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2065 * the new speed values for commands.
2237 * 2066 *
2238 * Returns true if there are more actions we can do. 2067 * Returns true if there are more actions we can do. Should not do
2068 * many actions in a row, as that would be too unfair to other
2069 * players.
2239 */ 2070 */
2071bool
2240int handle_newcs_player(object *op) 2072handle_newcs_player (object *op)
2241{ 2073{
2242 if (op->contr->hidden) { 2074 if (op->flag [FLAG_SCARED])
2243 op->invisible = 1000; 2075 {
2244 /* the socket code flashes the player visible/invisible 2076 if (op->speed_left > 0.f)
2245 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly.
2247 */
2248 if (pticks & 2) op->invisible--;
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--;
2252 if(!op->invisible) {
2253 make_visible(op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2077 {
2256 } 2078 --op->speed_left;
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) {
2259 flee_player(op); 2079 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2080
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2081 return true;
2264 } 2082 }
2083 else
2084 return false;
2265 } 2085 }
2266 2086
2267 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer.
2271 */
2272 if (op->contr->ranges[range_golem] &&
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL;
2276 op->contr->golem_count = 0;
2277 }
2278
2279 /* call this here - we also will call this in do_ericserver, but 2087 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2088 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2089 * called, so we recheck it here.
2282 */ 2090 */
2283 HandleClient(&op->contr->socket, op->contr); 2091 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2092 return true;
2285 2093
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2094 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction); 2095 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2096
2296 else return 0; 2097 return false;
2297 } 2098}
2099
2100static int
2101save_life (object *op)
2102{
2103 if (!op->flag [FLAG_LIFESAVE])
2298 return 0; 2104 return 0;
2299}
2300 2105
2301int save_life(object *op) { 2106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2107 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2108 {
2109 op->play_sound (sound_find ("ob_evaporate"));
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2111
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2112 tmp->destroy ();
2113 op->clr_flag (FLAG_LIFESAVE);
2114
2115 if (op->stats.hp < 0)
2116 op->stats.hp = op->stats.maxhp;
2117
2118 if (op->stats.food < 0)
2119 op->stats.food = MAX_FOOD;
2120
2121 op->update_stats ();
2305 return 0; 2122 return 1;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op,
2311 "Your %s vibrates violently, then evaporates.",
2312 query_name(tmp));
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 } 2123 }
2124
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2125 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2126 op->clr_flag (FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2127 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2128 return 0;
2329} 2129}
2330 2130
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2131/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2132 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2133 * function will descend into containers. op is the object to start the search
2334 * from. 2134 * from.
2335 */ 2135 */
2136static void
2336void remove_unpaid_objects(object *op, object *env) 2137drop_unpaid_items (object *op, object *env)
2337{ 2138{
2338 object *next;
2339
2340 while (op) { 2139 while (op)
2140 {
2341 next=op->below; /* Make sure we have a good value, in case 2141 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2142
2343 */ 2143 if (op->flag [FLAG_UNPAID])
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2144 op->insert_at (env);
2345 remove_ob(op); 2145 else if (op->inv)
2346 op->x = env->x; 2146 drop_unpaid_items (op->inv, env);
2347 op->y = env->y; 2147
2348 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0);
2351 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env);
2353 op=next; 2148 op = next;
2354 } 2149 }
2355} 2150}
2356 2151
2357 2152void
2358/* 2153object::drop_unpaid_items ()
2359 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory.
2364 */
2365char *gravestone_text (object *op)
2366{ 2154{
2367 static char buf2[MAX_BUF]; 2155 if (!flag [FLAG_REMOVED])
2368 char buf[MAX_BUF]; 2156 ::drop_unpaid_items (inv, this);
2369 time_t now = time (NULL);
2370
2371 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2374 else
2375 sprintf (buf, "%s\n", op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER) {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf);
2392 return buf2;
2393} 2157}
2394 2158
2395 2159void
2396
2397void do_some_living(object *op) { 2160do_some_living (object *op)
2161{
2398 int last_food=op->stats.food; 2162 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2163 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2164 int over_hp, over_sp, over_grace;
2401 int i; 2165 int i;
2402 int rate_hp = 1200; 2166 int rate_hp = 1200;
2403 int rate_sp = 2500; 2167 int rate_sp = 2500;
2404 int rate_grace = 2000; 2168 int rate_grace = 2000;
2405 const int max_hp = 1; 2169 const int max_hp = 1;
2406 const int max_sp = 1; 2170 const int max_sp = 1;
2407 const int max_grace = 1; 2171 const int max_grace = 1;
2408 2172
2409 if (op->contr->outputs_sync) { 2173 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2174 {
2411 if (op->contr->outputs[i].buf!=NULL && 2175 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2176 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2177 * depending on the value of invisible, so we need to
2178 * alternate it here for it to work correctly.
2179 */
2180 if (pticks & 2)
2181 op->invisible--;
2414 } 2182 }
2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2184 {
2185 if (!op->invisible--)
2186 {
2187 make_visible (op);
2188 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2189 }
2190 }
2415 2191
2416 if(op->contr->state==ST_PLAYING) { 2192 if (op->contr->ns->state == ST_PLAYING)
2417 2193 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2194 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2195 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2196 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2197 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2198 else
2199 {
2423 gen_hp = op->stats.maxhp; 2200 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2201 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2202 }
2203
2426 if(op->contr->gen_sp >= 0 ) 2204 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2205 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2206 else
2207 {
2429 gen_sp = op->stats.maxsp; 2208 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2209 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2210 }
2211
2432 if(op->contr->gen_grace >= 0) 2212 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2213 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2214 else
2215 {
2435 gen_grace = op->stats.maxgrace; 2216 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2217 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 }
2438
2439 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 } 2218 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) {
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--;
2461 if(op->stats.sp>op->stats.maxsp)
2462 op->stats.sp=op->stats.maxsp;
2463 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472 2219
2473 /* Regenerate Grace */ 2220 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2221 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2222 if (--op->last_grace < 0)
2223 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2224 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2225 op->stats.grace++; /* no penalty in food for regaining grace */
2226
2478 if(max_grace>1) { 2227 if (max_grace > 1)
2228 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2229 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2230 if (over_grace > 0)
2231 {
2481 op->stats.sp += over_grace 2232 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2233 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2483 op->last_grace=0; 2234 op->last_grace = 0;
2235 }
2484 } else { 2236 else
2237 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2238 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2239 }
2486 } 2240 }
2487 } else { 2241 else
2242 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2243 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2244 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2245 /* wearing stuff doesn't detract from grace generation. */
2491 }
2492
2493 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) {
2495 if(op->stats.hp<op->stats.maxhp) {
2496 op->stats.hp++;
2497 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2499 op->stats.food--;
2500 if(op->contr->digestion<0)
2501 op->stats.food+=op->contr->digestion;
2502 else if(op->contr->digestion>0 &&
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food;
2505 } 2246 }
2506 } 2247
2507 if(max_hp>1) { 2248 if (op->stats.food > 0)
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 } 2249 {
2516 } else { 2250 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2251 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2252 {
2519 } 2253 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2254
2521 /* Digestion */ 2255 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2256 {
2523#ifdef COZY_SERVER 2257 op->stats.sp++;
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0,
2526 penalty=dg<0?-dg:0;
2527#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif
2531 2258
2532 if(op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2534 else
2535 op->last_eat=25*(1+bonus)/(penalty +1);
2536 /* dms do not consume food */ 2259 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2260 if (!op->flag [FLAG_WIZ])
2538 }
2539 }
2540
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2542 object *tmp, *flesh=NULL;
2543
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0);
2549 if(op->stats.food>=0||op->stats.hp<0)
2550 break; 2261 {
2262 op->stats.food--;
2263
2264 if (op->contr->digestion < 0)
2265 op->stats.food += op->contr->digestion;
2266 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2267 op->stats.food = last_food;
2268 }
2551 } 2269 }
2270
2271 if (max_sp > 1)
2272 {
2273 over_sp = (gen_sp + 10) / rate_sp;
2274 if (over_sp > 0)
2275 {
2276 if (op->stats.sp < op->stats.maxsp)
2277 {
2278 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2279
2280 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2281 op->stats.sp--;
2282
2283 if (op->stats.sp > op->stats.maxsp)
2284 op->stats.sp = op->stats.maxsp;
2285 }
2286
2287 op->last_sp = 0;
2288 }
2289 else
2290 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2291 }
2292 else
2293 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2294 }
2295
2296 /* Regenerate Hit Points */
2297 if (--op->last_heal < 0)
2298 {
2299 if (op->stats.hp < op->stats.maxhp)
2300 {
2301 op->stats.hp++;
2302
2303 /* dms do not consume food */
2304 if (!op->flag [FLAG_WIZ])
2305 {
2306 op->stats.food--;
2307
2308 if (op->contr->digestion < 0)
2309 op->stats.food += op->contr->digestion;
2310 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2311 op->stats.food = last_food;
2312 }
2313 }
2314
2315 if (max_hp > 1)
2316 {
2317 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2318
2319 if (over_hp > 0)
2320 {
2321 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2322 op->last_heal = 0;
2323 }
2324 else
2325 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2326 }
2327 else
2328 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2329 }
2330 }
2331
2332 /* Digestion */
2333 if (--op->last_eat < 0)
2334 {
2335 int bonus = max (0, op->contr->digestion),
2336 penalty = max (0, -op->contr->digestion);
2337
2338 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2339
2340 /* dms do not consume food */
2341 if (!op->flag [FLAG_WIZ])
2342 op->stats.food--;
2343 }
2344
2345 if (op->stats.food < 0 && op->stats.hp >= 0)
2346 {
2347 object *flesh = 0;
2348
2349 for_inv_removable (op, tmp)
2350 {
2351 if (tmp->flag [FLAG_UNPAID])
2352 continue;
2353
2354 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2355 {
2356 op->statusmsg ("You blindly grab for a bite of food. "
2357 "H<To prevent you from starving, you ate some random item from your backpack.>");
2358 op->apply (tmp);
2359
2360 if (op->stats.food >= 0 || op->stats.hp < 0)
2361 break;
2362 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2363 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2364 flesh = tmp;
2554 } /* end of for loop */ 2365 }
2366
2555 /* If player is still starving, it means they don't have any food, so 2367 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2368 * eat flesh instead.
2557 */ 2369 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2370 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2371 {
2560 manual_apply(op,flesh,0); 2372 op->statusmsg ("You blindly grab for a bite of food. "
2373 "H<To prevent you from starving, you ate some random item from your backpack.>");
2374 op->apply (flesh);
2375 }
2376
2377 // If player is still starving, alert him!
2378 if (op->stats.food < 0)
2379 op->failmsg ("You are starving! "
2380 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2381 }
2382
2383 if (op->stats.food < 0)
2561 } 2384 {
2562 } /* end if player is starving */ 2385 op->stats.hp += op->stats.food;
2386 op->stats.food = 0;
2563 2387
2564 while(op->stats.food<0&&op->stats.hp>0) 2388 if (op->stats.hp < 0)
2565 op->stats.food++,op->stats.hp--; 2389 {
2390 op->contr->killer = archetype::get ("killer_starvation");
2391 op->contr->killer->destroy ();
2392 }
2393 }
2566 2394
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2395 /* killer should be set here already */
2396 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2568 kill_player(op); 2397 kill_player (op);
2398 }
2569} 2399}
2570
2571
2572 2400
2573/* If the player should die (lack of hp, food, etc), we call this. 2401/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2402 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2403 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2404 * file.
2577 */ 2405 */
2406void
2578void kill_player(object *op) 2407kill_player (object *op)
2579{ 2408{
2580 char buf[MAX_BUF];
2581 int x,y,i; 2409 int x, y;
2582 mapstruct *map; /* this is for resurrection */ 2410 maptile *map; /* this is for resurrection */
2583 int z;
2584 int num_stats_lose;
2585 int lost_a_stat;
2586 int lose_this_stat;
2587 int this_stat;
2588 int will_kill_again; 2411 int will_kill_again;
2589 archetype *at; 2412 archetype *at;
2590 object *tmp; 2413 object *tmp;
2591 2414
2592 if(save_life(op)) 2415 if (save_life (op))
2593 return; 2416 return;
2594 2417
2418 dynbuf_text deathtab;
2595 2419
2420 /* restore player */
2421 at = archetype::find (shstr_poisoning);
2422 if (object *tmp = present_arch_in_ob (at, op))
2423 {
2424 tmp->destroy ();
2425 deathtab << "Your body feels cleansed...\r";
2426 }
2427
2428 at = archetype::find (shstr_confusion);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your mind feels clearer...\r";
2433 }
2434
2435 cure_disease (op, 0, 0); /* remove any disease */
2436
2437 max_it (op->stats.hp , op->stats.maxhp);
2438 max_it (op->stats.sp , op->stats.maxsp);
2439 max_it (op->stats.grace, op->stats.maxgrace);
2440 max_it (op->stats.food , 200);
2441
2442 // remove all spell effects that are active
2443 // to avoid long-term effects such as word-of-recall
2444 for (object *item = op->inv; item; )
2445 {
2446 object *next = item->below;
2447
2448 if (item->type == SPELL_EFFECT && item->active)
2449 item->destroy ();
2450
2451 item = next;
2452 }
2453
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2454 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2455 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2456 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2457 */
2600 if (op_on_battleground(op, &x, &y)) { 2458 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2459 {
2602 "You have been defeated in combat!"); 2460 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2604 "Local medics have saved your life...");
2605
2606 /* restore player */
2607 at = find_archetype("poisoning");
2608 tmp=present_arch_in_ob(at,op);
2609 if (tmp) {
2610 remove_ob(tmp);
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2613 }
2614 2461
2615 at = find_archetype("confusion");
2616 tmp=present_arch_in_ob(at,op);
2617 if (tmp) {
2618 remove_ob(tmp);
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2621 }
2622
2623 cure_disease(op,0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999;
2626
2627 /* create a bodypart-trophy to make the winner happy */ 2462 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2463 object *tmp = archetype::find (shstr_finger)->instance ();
2629 if (tmp != NULL) 2464
2630 { 2465 tmp->name = format ("%s's finger" , &op->name);
2631 sprintf(buf,"%s's finger",op->name); 2466 tmp->name_pl = format ("%s's fingers", &op->name);
2632 tmp->name = add_string(buf); 2467 tmp->msg = format (
2633 sprintf(buf," This finger has been cut off %s\n" 2468 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2469 &op->name, op->contr->title,
2635 op->name, op->contr->title, (int)(op->level), 2470 (int)op->level,
2636 op->contr->killer); 2471 op->contr->killer_name ()
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0;
2639 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2472 );
2473 tmp->value = 0, tmp->type = 0;
2474 tmp->material = name_to_material (shstr_organic);
2475 tmp->insert_at (op, tmp);
2476
2644 /* teleport defeated player to new destination*/ 2477 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2478 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2479 op->contr->braced = 0;
2480
2481 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2647 return; 2482 return;
2648 } 2483 }
2649 2484
2485 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2486 deathtab << "T<YOU HAVE DIED>\n\n";
2487
2650 INVOKE_PLAYER (DEATH, op->contr); 2488 INVOKE_PLAYER (DEATH, op->contr);
2651 2489
2652 command_kill_pets (op, 0); 2490 command_kill_pets (op, 0);
2653 2491
2654 if(op->stats.food<0) { 2492 op->contr->play_sound (sound_find ("player_dies"));
2655 if (op->contr->explore) {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name);
2662 strcpy(op->contr->killer,"starvation");
2663 }
2664 else {
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name);
2672 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2674 2493
2675 /* save the map location for corpse, gravestone*/ 2494 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2495 x = op->x;
2496 y = op->y;
2497 map = op->map;
2677 2498
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2499 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2500 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2501 * See the config.h file for a little more in depth detail about this.
2683 */ 2502 */
2684 2503
2685 /* Basically two ways to go - remove a stat permanently, or just 2504 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2505 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2506 * of death.
2688 */ 2507 */
2689#ifndef COZY_SERVER 2508#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2509 if (settings.balanced_stat_loss)
2510 {
2691 /* If stat loss is permanent, lose one stat only. */ 2511 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2512 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2513 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2514 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2515 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2516 little bit harder. */
2697 /* GD */ 2517 /* GD */
2698 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2519 num_stats_lose = 1;
2704 } 2520 else
2521 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2522 }
2523 else
2524 num_stats_lose = 1;
2525
2705 lost_a_stat = 0; 2526 lost_a_stat = 0;
2706 2527
2707 for (z=0; z<num_stats_lose; z++) { 2528 for (z = 0; z < num_stats_lose; z++)
2708 i = RANDOM() % NUM_STATS; 2529 {
2530 i = rndm (NUM_STATS);
2709 2531
2710 if (settings.stat_loss_on_death) { 2532 if (settings.stat_loss_on_death)
2533 {
2711 /* Pick a random stat and take a point off it. Tell the player 2534 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2535 * what he lost.
2713 */ 2536 */
2714 change_attr_value(&(op->stats), i,-1); 2537 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2538 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2539 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2540 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2541 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2542 lost_a_stat = 1;
2720 } else { 2543 }
2544 else
2545 {
2721 /* deplete a stat */ 2546 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2547 archetype *deparch = archetype::find (shstr_depletion);
2723 object *dep; 2548 object *dep;
2549
2550 dep = present_arch_in_ob (deparch, op);
2551 if (!dep)
2724 2552 {
2725 dep = present_arch_in_ob(deparch,op); 2553 dep = deparch->instance ();
2726 if(!dep) {
2727 dep = arch_to_object(deparch);
2728 insert_ob_in_ob(dep, op); 2554 insert_ob_in_ob (dep, op);
2729 } 2555 }
2730 lose_this_stat = 1; 2556 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2557 if (settings.balanced_stat_loss)
2558 {
2732 /* GD */ 2559 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2560 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2561 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2562 if (this_stat < 0)
2563 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2564 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2565 int keep_chance = this_stat * this_stat;
2566
2738 /* Yes, I am paranoid. Sue me. */ 2567 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2568 if (keep_chance < 1)
2740 keep_chance = 1; 2569 keep_chance = 1;
2741 2570
2742 /* There is a maximum depletion total per level. */ 2571 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2572 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2573 {
2744 lose_this_stat = 0; 2574 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2575 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2576 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2577 }
2756 } 2578 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2579 {
2766 if (this_stat>=-50) { 2580 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 2581 lose_this_stat = 0;
2582 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2583 this_stat, keep_chance, loss_chance,
2584 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2585 }
2773 } 2586 }
2774 } 2587 }
2775 } 2588
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2589 if (lose_this_stat)
2778 { 2590 {
2779 /* determine_god() seems to not work sometimes... why is this? 2591 this_stat = get_attr_value (&dep->stats, i);
2780 Should I be using something else? GD */ 2592 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2593 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2594 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2595 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2596 * difference.
2785 " you.", god); 2597 */
2598 if (this_stat >= -50)
2786 else 2599 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2600 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2601 dep->set_flag (FLAG_APPLIED);
2602 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2603 op->update_stats ();
2604 lost_a_stat = 1;
2605 }
2789 } 2606 }
2607 }
2608 }
2609
2610 /* If no stat lost, tell the player. */
2611 if (!lost_a_stat)
2612 {
2613 /* determine_god() seems to not work sometimes... why is this?
2614 Should I be using something else? GD */
2615 shstr_tmp god = determine_god (op);
2616
2617 if (god != shstr_none)
2618 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2619 else
2620 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2621 }
2622#else
2623 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2624#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2625
2794 /* Put a gravestone up where the character 'almost' died. List the 2626 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2627 * exp loss on the stone.
2796 */ 2628 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2629 tmp = archetype::find (shstr_gravestone)->instance ();
2798 sprintf(buf,"%s's gravestone",op->name); 2630 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2631 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2632 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2801 FREE_AND_COPY(tmp->name_pl, buf); 2633 &op->name, op->contr->title, op->contr->killer_name ());
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2803 "who was killed\n"
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2634 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2635 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2636
2811 /**************************************/ 2637 /**************************************/
2812 /* */ 2638 /* */
2813 /* Subtract the experience points, */ 2639 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2640 /* */
2817 /**************************************/ 2641 /**************************************/
2818 2642
2819 /* remove any poisoning and confusion the character may be suffering.*/
2820 /* restore player */
2821 at = find_archetype("poisoning");
2822 tmp=present_arch_in_ob(at,op);
2823 if (tmp) {
2824 remove_ob(tmp);
2825 free_object(tmp);
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2827 }
2828
2829 at = find_archetype("confusion");
2830 tmp=present_arch_in_ob(at,op);
2831 if (tmp) {
2832 remove_ob(tmp);
2833 free_object(tmp);
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2835 }
2836 cure_disease(op,0); /* remove any disease */
2837
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2643 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2644 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2844 2645
2845 /* 2646 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2647 * Check to see if the player has any unpaid items. If so, remove them
2847 * the player has any unpaid items. If so, remove them and put them back 2648 * and put them back in the map.
2848 * in the map. 2649 */
2849 */ 2650 op->drop_unpaid_items ();
2850 2651
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2652 /****************************************/
2855 /* */ 2653 /* */
2856 /* Move player to his current respawn- */ 2654 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2655 /* position (usually last savebed) */
2858 /* */ 2656 /* */
2859 /****************************************/ 2657 /****************************************/
2860 2658
2861 enter_player_savebed(op); 2659 enter_player_savebed (op);
2862 2660
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2661 op->contr->braced = 0;
2867 save_player(op,1);
2868 2662
2869 /* it is possible that the player has blown something up 2663 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2664 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2665 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2666 * on the space that might harm the player.
2873 */ 2667 */
2874 will_kill_again=0; 2668 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2669 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2670 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2671 will_kill_again |= tmp->attacktype;
2878 } 2672
2879 if (will_kill_again) { 2673 if (will_kill_again)
2674 {
2880 object *force; 2675 object *force;
2881 int at; 2676 int at;
2882 2677
2883 force=get_archetype(FORCE_NAME); 2678 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2679 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2680 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2681 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2682 force->set_flag (FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2683 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2684 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2685 force->resist[at] = 100;
2686
2687 insert_ob_in_ob (force, op);
2688 op->update_stats ();
2689 }
2690
2691 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2692}
2693
2694static void
2695loot_object (object *op)
2696{ /* Grab and destroy some treasure */
2697 object *tmp, *tmp2, *next;
2698
2699 op->close_container (); /* close open sack first */
2700
2701 for (tmp = op->inv; tmp; tmp = next)
2702 {
2703 next = tmp->below;
2704
2705 if (tmp->invisible)
2706 continue;
2707
2708 tmp->remove ();
2709 tmp->x = op->x, tmp->y = op->y;
2710
2711 if (tmp->type == CONTAINER)
2712 loot_object (tmp); /* empty container to ground */
2713
2714 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2715 {
2716 if (tmp->nrof > 1)
2717 {
2718 tmp->decrease (rndm (1, tmp->nrof - 1));
2719 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2720 }
2892 insert_ob_in_ob(force, op);
2893 fix_player(op);
2894
2895 }
2896 /**************************************/
2897 /* */
2898 /* Repaint the characters inv, and */
2899 /* stats, and show a nasty message ;) */
2900 /* */
2901 /**************************************/
2902
2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2904 return;
2905 } /* NOT_PERMADETH */
2906 else {
2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2908 * should probably be embedded in an else statement.
2909 */
2910
2911 op->contr->party=NULL;
2912 if (settings.set_title == TRUE)
2913 op->contr->own_title[0]='\0';
2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2915 check_score(op);
2916 if(op->contr->ranges[range_golem]!=NULL) {
2917 remove_friendly_object(op->contr->ranges[range_golem]);
2918 remove_ob(op->contr->ranges[range_golem]);
2919 free_object(op->contr->ranges[range_golem]);
2920 op->contr->ranges[range_golem]=NULL;
2921 op->contr->golem_count=0;
2922 }
2923 loot_object(op); /* Remove some of the items for good */
2924 remove_ob(op);
2925 op->direction=0;
2926
2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2928 delete_character(op->name,0);
2929 if (settings.resurrection == TRUE) {
2930 /* save playerfile sans equipment when player dies
2931 ** then save it as player.pl.dead so that future resurrection
2932 ** type spells will work on them nicely
2933 */
2934 delete_character(op->name,0);
2935 op->stats.hp = op->stats.maxhp;
2936 op->stats.food = 999;
2937
2938 /* set the location of where the person will reappear when */
2939 /* maybe resurrection code should fix map also */
2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2941 if(op->map!=NULL)
2942 op->map = NULL;
2943 op->x = settings.emergency_x;
2944 op->y = settings.emergency_y;
2945 save_player(op,0);
2946 op->map = map;
2947 /* please see resurrection.c: peterm */
2948 dead_player(op);
2949 } else { 2721 else
2950 delete_character(op->name,1); 2722 tmp->destroy ();
2951 } 2723 }
2952 } 2724 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2);
2991 insert_ob_in_map(tmp,op->map,NULL,0); 2725 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } else
2993 free_object(tmp);
2994 } else
2995 insert_ob_in_map(tmp,op->map,NULL,0);
2996 } 2726 }
2997} 2727}
2998 2728
2999/* 2729/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2730 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2731 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2732 * was changed.
3003 */ 2733 */
2734void
2735fix_weight ()
2736{
2737 for_all_players (pl)
2738 {
2739 sint32 old = pl->ob->carrying;
3004 2740
3005void fix_weight(void) { 2741 pl->ob->update_weight ();
3006 player *pl; 2742
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2743 if (old != pl->ob->carrying)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2744 {
3009 if(old == sum) 2745 pl->ob->update_stats ();
3010 continue; 2746 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3011 fix_player(pl->ob); 2747 }
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3013 pl->ob->name, old, sum);
3014 } 2748 }
3015} 2749}
3016 2750
3017void fix_luck(void) { 2751void
3018 player *pl; 2752fix_luck ()
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2753{
2754 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2755 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2756 pl->ob->change_luck (0);
3022} 2757}
3023
3024 2758
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2759/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2760 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2761 * just treat this as any other spell casting object.
3028 */ 2762 */
3029
3030void 2763void
3031cast_dust (object * op, object * throw_ob, int dir) 2764cast_dust (object *op, object *throw_ob, int dir)
3032{ 2765{
3033 object *skop, *spob; 2766 object *skop, *spob;
3034 2767
3035 skop = find_skill_by_name (op, throw_ob->skill); 2768 skop = find_skill_by_name (op, throw_ob->skill);
3036 2769
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2770 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2771 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2772 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2773 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2774 return;
3043 } 2775 }
3044 2776
3045 spob = throw_ob->inv; 2777 spob = throw_ob->inv;
3046 2778
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2779 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 2780 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2781 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2782 if (!spob)
3051 { 2783 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2784 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 2785 return;
3055 } 2786 }
3056 2787
3057 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2789 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2790
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2791 cast_spell (op, throw_ob, dir, spob, NULL);
3061 2792
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2793 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 2794}
3066 2795
2796void
3067void make_visible (object *op) { 2797make_visible (object *op)
3068 op->hide = 0; 2798{
2799 op->flag [FLAG_HIDDEN] = 0;
3069 op->invisible = 0; 2800 op->invisible = 0;
2801
3070 if(op->type==PLAYER) { 2802 if (op->type == PLAYER)
2803 {
3071 op->contr->tmp_invis = 0; 2804 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 2805 op->contr->invis_race = 0;
3073 } 2806 }
2807
3074 update_object(op,UP_OBJ_FACE); 2808 update_object (op, UP_OBJ_CHANGE);
3075} 2809}
3076 2810
2811int
3077int is_true_undead(object *op) { 2812is_true_undead (object *op)
3078 object *tmp=NULL; 2813{
3079 2814 if (op->arch->flag [FLAG_UNDEAD])
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2815 return 1;
3081 2816
3082 if(op->type==PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3086 return 0; 2817 return 0;
3087} 2818}
3088 2819
3089/* look at the surrounding terrain to determine 2820/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 2821 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 2822 * indicate greater hideability.
3092 */ 2823 */
3093 2824int
3094int hideability(object *ob) { 2825hideability (object *ob)
2826{
3095 int i,level=0, mflag; 2827 int i, level = 0, mflag;
3096 sint16 x,y; 2828 sint16 x, y;
3097 2829
3098 if(!ob||!ob->map) return 0; 2830 if (!ob || !ob->map)
2831 return 0;
3099 2832
3100 /* so, on normal lighted maps, its hard to hide */ 2833 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 2834 level = ob->map->darklevel () - 2;
3102 2835
3103 /* this also picks up whether the object is glowing. 2836 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 2837 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 2838 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2839 if (ob->has_carried_lights ())
2840 level = -(10 + (2 * ob->map->darklevel ()));
3107 2841
3108 /* scan through all nearby squares for terrain to hide in */ 2842 /* scan through all nearby squares for terrain to hide in */
3109 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2843 for (i = 0, x = ob->x, y = ob->y;
2844 i <= SIZEOFFREE1;
2845 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2846 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2847 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 2848 if (mflag & P_OUT_OF_MAP)
2849 continue;
2850
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2851 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 2852 level += 2;
3114 else /* open terrain! */ 2853 else /* open terrain! */
3115 level -= 1; 2854 level -= 1;
3116 } 2855 }
3117 2856
3118#if 0 2857#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2858 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 2859#endif
3121 return level; 2860 return level;
3122} 2861}
3123 2862
3124/* For Hidden creatures - a chance of becoming 'unhidden' 2863/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 2864 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 2865 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 2866 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 2867 */
3129 2868void
3130void do_hidden_move (object *op) { 2869do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2870{
3132 object *skop; 2871 int hide = 0;
3133 2872
3134 if(!op || !op->map) return; 2873 if (!op || !op->map)
2874 return;
3135 2875
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2876 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2877 int num = random_roll (0, 19, op, PREFER_LOW);
3137 2878
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 2879 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 2880 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 2881 if (!skop || num >= skop->level)
2882 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2883 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op);
3143 return;
3144 } else num += 20;
3145 }
3146 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */
3148 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3150 make_visible(op); 2884 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2885 return;
3152 "You moved out of hiding! You are visible!");
3153 } 2886 }
2887 else
2888 num += 20;
2889
2890 num += op->map->difficulty;
2891 hide = hideability (op); /* modify by terrain hidden level */
2892 num -= hide;
2893
2894 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2895 {
2896 make_visible (op);
2897
2898 if (op->type == PLAYER)
2899 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2900 }
3154 else if (op->type == PLAYER && skop) { 2901 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2902 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 2903}
3158 2904
3159/* determine if who is standing near a hostile creature. */ 2905/* determine if who is standing near a hostile creature. */
3160 2906
2907int
3161int stand_near_hostile( object *who ) { 2908stand_near_hostile (object *who)
2909{
3162 object *tmp=NULL; 2910 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 2911 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 2912 maptile *m;
3165 sint16 x,y; 2913 sint16 x, y;
3166 2914
3167 if(!who) return 0; 2915 if (!who)
2916 return 0;
3168 2917
3169 if(who->type==PLAYER) player=1; 2918 if (who->type == PLAYER)
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2919 player = 1;
3171 2920
2921 else
2922 friendly = who->flag [FLAG_FRIENDLY];
2923
3172 /* search adjacent squares */ 2924 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 2925 for (i = 1; i < 9; i++)
2926 {
3174 x = who->x+freearr_x[i]; 2927 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 2928 y = who->y + freearr_y[i];
3176 m = who->map; 2929 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 2930 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 2931 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 2932 * blocked, don't need to check this space.
3180 */ 2933 */
3181 if (mflags & P_OUT_OF_MAP) continue; 2934 if (mflags & P_OUT_OF_MAP)
2935 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2936 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 2937 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2938
3185 if((player||friendly) 2939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2940 {
2941 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2942 return 1;
2943 else if (tmp->type == PLAYER)
2944 {
2945 /*don't let a hidden DM prevent you from hiding */
2946 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3187 return 1; 2947 return 1;
3188 else if(tmp->type==PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding*/
3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 } 2948 }
3194 } 2949 }
3195 } 2950 }
3196 return 0; 2951 return 0;
3197} 2952}
3198 2953
3199/* check the player los field for viewability of the 2954/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 2955 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 2956 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 2957 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 2958 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 2959 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 2960 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 2961 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 2962 * imply the way your head, or body is facing? It's possible
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 2963 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 2964 * -b.t.
3210 * This function is now map tiling safe. 2965 * This function is now map tiling safe.
3211 */ 2966 */
3212 2967int
3213int player_can_view (object *pl,object *op) { 2968player_can_view (object *pl, object *op)
2969{
3214 rv_vector rv; 2970 rv_vector rv;
3215 int dx,dy; 2971 int dx, dy;
3216 2972
3217 if(pl->type!=PLAYER) { 2973 if (pl->type != PLAYER)
2974 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 2975 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 2976 return -1;
3220 } 2977 }
3221 if (!pl || !op) return 0;
3222 2978
3223 if(op->head) { op = op->head; } 2979 if (!pl || !op)
3224 get_rangevector(pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while(op) {
3233 dx = rv.distance_x + op->arch->clone.x;
3234 dy = rv.distance_y + op->arch->clone.y;
3235
3236 /* only the viewable area the player sees is updated by LOS
3237 * code, so we need to restrict ourselves to that range of values
3238 * for any meaningful values.
3239 */
3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3243 return 1;
3244 op = op->more;
3245 }
3246 return 0; 2980 return 0;
3247}
3248 2981
3249/* routine for both players and monsters. We call this when 2982 op = op->head_ ();
3250 * there is a possibility for our action distrubing our hiding 2983
3251 * place or invisiblity spell. Artefact invisiblity is not 2984 get_rangevector (pl, op, &rv, 0x1);
3252 * effected by this. If we arent invisible to begin with, we 2985
3253 * return 0. 2986 /* starting with the 'head' part, lets loop
2987 * through the object and find if it has any
2988 * part that is in the los array but isn't on
2989 * a blocked los square.
2990 * we use the archetype to figure out offsets.
3254 */ 2991 */
3255int action_makes_visible (object *op) { 2992 while (op)
2993 {
2994 dx = rv.distance_x + op->arch->x;
2995 dy = rv.distance_y + op->arch->y;
3256 2996
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2997 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3259 return 0;
3260
3261 if (op->contr && op->contr->tmp_invis == 0) return 0;
3262
3263 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3266 return 1; 2998 return 1;
3267 } 2999
3000 op = op->more;
3268 } 3001 }
3002
3269 return 0; 3003 return 0;
3270} 3004}
3271 3005
3272/* op_on_battleground - checks if the given object op (usually 3006/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3007 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3008 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3009 * -exit-coord. (and if x, y not NULL)
3276 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3010 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3277 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3011 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3278 * Default is to do the same as before, so only people wanting to have different points need worry about this 3012 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3013 */
3014int
3280int op_on_battleground (object *op, int *x, int *y) { 3015op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3016{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3017 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3018 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3019 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3020 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3021 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3022 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3023 for (object *tmp = op->below; tmp; tmp = tmp->below)
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3024 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3025 if (tmp->flag [FLAG_IS_FLOOR])
3292 strcmp(tmp->name, "battleground")==0 && 3026 {
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3027 if (tmp->flag [FLAG_NO_PICK]
3028 && tmp->type == BATTLEGROUND
3029 && tmp->name == shstr_battleground
3030 && EXIT_X (tmp) && EXIT_Y (tmp))
3031 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3032 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3033 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp;
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3034 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3035 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3036 {
3300 if (x != NULL && y != NULL) 3037 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3038 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3039
3302 return 1; 3040 return 1;
3303 }
3304 } 3041 }
3305 } 3042
3306 if (x != NULL && y != NULL) 3043 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3044 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3045
3308 return 1; 3046 return 1;
3047 }
3309 } 3048 }
3310 }
3311 } 3049 }
3050
3312 /* If we got here, did not find a battleground */ 3051 /* If we got here, did not find a battleground */
3313 return 0; 3052 return 0;
3314} 3053}
3315 3054
3316/* 3055/*
3320 * attributes: 3059 * attributes:
3321 * object *who the dragon player 3060 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3061 * int atnr the attack-number of the ability focus
3323 * int level ability level 3062 * int level ability level
3324 */ 3063 */
3064void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3065dragon_ability_gain (object *who, int atnr, int level)
3066{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3067 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3068 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3069 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3070 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3071 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3072 int i = 0, j = 0;
3332 3073
3333 /* get the appropriate treasurelist */ 3074 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3075 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3076 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3077 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3078 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3079 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3080 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3081 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3082 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3083
3343 if (trlist == NULL || who->type != PLAYER) 3084 if (trlist == NULL || who->type != PLAYER)
3085 return;
3086
3087 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3088
3089 if (!tr || !tr->item)
3090 {
3091 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3092 return;
3093 }
3094
3095 /* everything seems okay - now bring on the gift: */
3096 item = tr->item;
3097
3098 if (item->type == SPELL)
3099 {
3100 if (check_spell_known (who, item->name))
3344 return; 3101 return;
3345 3102
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3103 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3104 do_learn_spell (who, item, 0);
3348 3105 return;
3349 if (tr == NULL || tr->item == NULL) { 3106 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3107
3108 /* grant direct spell */
3109 if (item->type == SPELLBOOK)
3110 {
3111 if (!item->inv)
3112 {
3113 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3114 return;
3115 }
3116 if (check_spell_known (who, item->inv->name))
3351 return; 3117 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = &(tr->item->clone);
3356
3357 if (item->type == SPELL) {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK) {
3368 if (!item->inv) {
3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3370 item->name);
3371 return;
3372 }
3373 if (check_spell_known (who, item->inv->name))
3374 return;
3375 if (item->invisible) { 3118 if (item->invisible)
3119 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3120 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377 do_learn_spell (who, item->inv, 0); 3121 do_learn_spell (who, item->inv, 0);
3378 return; 3122 return;
3379 } 3123 }
3380 } 3124 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3125 else if (item->type == SKILL_TOOL && item->invisible)
3126 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3127 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3128 {
3383 3129
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3130 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3385 * in this way, if the player is missing any of the attacktypes, he gets 3131 * in this way, if the player is missing any of the attacktypes, he gets
3386 * them. As it is now, if the player has any that match the granted skill, 3132 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3133 * but not all of them, he gets nothing.
3388 */ 3134 */
3389 if (!(skop->attacktype & item->attacktype)) { 3135 if (!(skop->attacktype & item->attacktype))
3136 {
3390 /* Give new attacktype */ 3137 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3138 skop->attacktype |= item->attacktype;
3392 3139
3393 /* always add physical if there's none */ 3140 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3141 skop->attacktype |= AT_PHYSICAL;
3395 3142
3396 if (item->msg != NULL) 3143 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3144 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3145
3399 /* Give player new face */ 3146 /* Give player new face */
3400 if (item->animation_id) { 3147 if (item->animation_id)
3148 {
3401 who->face = skop->face; 3149 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3150 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3151 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3152 who->last_anim = 0;
3405 who->state = 0; 3153 who->state = 0;
3406 animate_object(who, who->direction); 3154 animate_object (who, who->direction);
3407 } 3155 }
3408 } 3156 }
3409 } 3157 }
3410 } 3158 }
3411 else if (item->type == FORCE) { 3159 else if (item->type == FORCE)
3160 {
3412 /* forces in the treasurelist can alter the player's stats */ 3161 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3162 object *skin;
3163
3414 /* first get the dragon skin force */ 3164 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3165 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3166 ;
3417 if (skin == NULL) return; 3167
3418 3168 if (!skin)
3169 return;
3170
3419 /* adding new spellpath attunements */ 3171 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3172 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3173 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3174 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3175
3423 /* print message */ 3176 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3177 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3178 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3179 {
3426 if(item->path_attuned & (1<<i)) { 3180 if (item->path_attuned & (1 << i))
3181 {
3427 if (j) 3182 if (j)
3428 strcat(buf," and "); 3183 strcat (buf, " and ");
3429 else 3184 else
3430 j = 1; 3185 j = 1;
3431 strcat(buf, spellpathnames[i]); 3186 strcat (buf, spellpathnames[i]);
3432 } 3187 }
3433 } 3188 }
3189
3434 strcat(buf,"."); 3190 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3191 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3192 }
3437 3193
3438 /* evtl. adding flags: */ 3194 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3195 if (item->flag [FLAG_XRAYS])
3440 SET_FLAG(skin, FLAG_XRAYS); 3196 skin->set_flag (FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3197 if (item->flag [FLAG_STEALTH])
3442 SET_FLAG(skin, FLAG_STEALTH); 3198 skin->set_flag (FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3199 if (item->flag [FLAG_SEE_IN_DARK])
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3200 skin->set_flag (FLAG_SEE_IN_DARK);
3445 3201
3446 /* print message if there is one */ 3202 /* print message if there is one */
3447 if (item->msg != NULL) 3203 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3205 }
3206 else
3449 } 3207 {
3450 else {
3451 /* generate misc. treasure */ 3208 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3209 tmp = tr->item->instance ();
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3210 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3211 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3212 }
3458} 3213}
3459 3214
3460/** 3215//-GPL
3461 * Unready an object for a player. This function does nothing if the object was
3462 * not readied.
3463 */
3464void player_unready_range_ob(player *pl, object *ob) {
3465 rangetype i;
3466 3216
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3217sint8
3468 if (pl->ranges[i] == ob) { 3218player::darkness_at (maptile *map, int x, int y) const
3469 pl->ranges[i] = NULL; 3219{
3470 if (pl->shoottype == i) { 3220 if (!ns)
3471 pl->shoottype = range_none; 3221 return LOS_BLOCKED;
3472 } 3222
3473 } 3223 int dx, dy;
3474 } 3224 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3225 return LOS_BLOCKED;
3226
3227 x += dx - ns->current_x;
3228 y += dy - ns->current_y;
3229
3230 return blocked_los (x, y);
3475} 3231}
3232
3233void
3234player::infobox (const char *title, const char *msg, int color)
3235{
3236 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3237}
3238
3239void
3240player::statusmsg (const char *msg, int color)
3241{
3242 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3243}
3244
3245void
3246player::failmsg (const char *msg, int color)
3247{
3248 play_sound (sound_find ("generic_failure"));
3249 statusmsg (msg, color);
3250}
3251
3252void
3253object::failmsgf (const char *format, ...)
3254{
3255 if (!contr)
3256 return;
3257
3258 va_list ap;
3259 va_start (ap, format);
3260 contr->failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263
3264void
3265player::failmsgf (const char *format, ...)
3266{
3267 va_list ap;
3268 va_start (ap, format);
3269 failmsg (vformat (format, ap));
3270 va_end (ap);
3271}
3272

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