ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 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 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 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/*
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
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec 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 37
58player* find_player_partial_name( const char* plname ) 38/* This loads the first map an puts the player on it. */
59 { 39static void
60 player* pl; 40set_first_map (object *op)
61 player* found = NULL; 41{
62 size_t namelen = strlen( plname ); 42 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 43 op->x = -1;
64 { 44 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} 45}
104 46
105void send_rules(const object *op) { 47void
106 char buf[MAX_BUF]; 48player::activate ()
107 char rules[HUGE_BUF]; 49{
108 FILE *fp; 50 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; 51 return;
52
53 players.insert (this);
54 ob->remove ();
55 ob->map = 0;
56 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
58 add_friendly_object (ob);
59}
60
61void
62player::deactivate ()
63{
64 if (!active)
65 return;
66
67 terminate_all_pets (ob);
68 remove_friendly_object (ob);
69 ob->deactivate_recursive ();
70
71 if (ob->map)
72 maplevel = ob->map->path;
73
74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0;
77 party = 0;
78
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this);
82}
83
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 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
115 } 116 {
116 rules[0]='\0'; 117 object *tmp, *abil = 0, *skin = 0;
117 size=0; 118
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 120 if (tmp->type == FORCE)
120 continue; 121 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173// the need for this function can be explained
174// by load_object not returning the object
175void
176player::set_object (object *op)
177{
178 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */
180
181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
184 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
122 { 193 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 194 case SKILL:
124 break; 195 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 196 break;
167 } 197
168 strncat(news+size,buf,HUGE_BUF-size); 198 case WAND:
169 size+=strlen(buf); 199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
170 } 208 }
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}
180 209
181int playername_ok(const char *cp) { 210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 211 ob->deactivate (); // change_weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 212}
190 213
191/* This no longer sets the player map. Also, it now updates 214void
192 * all the pointers so the caller doesn't need to do that. 215player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 216{
194 */ 217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
195 220
196/* Redo this to do both get_player_ob and get_player. 221void
197 * Hopefully this will be less bugfree and simpler. 222player::set_viewpoint (object *op)
198 * Returns the player structure. If 'p' is null, 223{
199 * we create a new one. Otherwise, we recycle 224 viewpoint = op ? op : (object *)observe;
200 * the one that is passed. 225 do_los = 1;
201 */ 226}
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 227
206 if (!p) { 228player::player ()
207 p = new player; 229{
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 }
225
226 /* Clears basically the entire player structure except
227 * for next and socket.
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231
232 /* There are some elements we want initialized to non zero value - 230 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 231 * we deal with that below this point.
234 */ 232 */
235 p->party=NULL; 233 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 234 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 235 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 236
241#ifdef AUTOSAVE 237 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 238
243#endif 239 gen_sp_armour = 10;
240 bowtype = bow_normal;
241 petmode = pet_normal;
242 usekeys = containers;
243 peaceful = 1; /* default peaceful */
244 do_los = 1;
245
246 weapon_sp = 1.0f;
247 weapon_sp_left = 0.5f;
248}
249
250void
251player::do_destroy ()
252{
253 disconnect ();
254
255 attachable::do_destroy ();
256
257 if (ob)
244 258 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 259 ob->destroy_inv (false);
260 ob->destroy ();
246 261 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255 262
256 roll_stats(op); 263 ob = observe = viewpoint = 0;
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 264}
298 265
299 266player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 267{
303 strcpy(op->contr->maplevel, first_map_path); 268 /* Clear item stack */
304 op->x = -1; 269 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 270}
308 271
309/* Tries to add player on the connection passwd in ns. 272/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 273 * All we can really get in this is some settings like host and display
311 * mode. 274 * mode.
312 */ 275 */
276player *
277player::create ()
278{
279 player *pl = new player;
313 280
314int add_player(NewSocket *ns) { 281 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316 282
317 p=get_player(NULL); 283 pl->ob->roll_stats ();
318 p->socket = *ns; 284 pl->ob->stats.wc = 2;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 285 pl->ob->run_away = 25; /* Then we panick... */
320 if(p->socket.faces_sent == NULL) 286
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 287 set_first_map (pl->ob);
329 288
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 289 return pl;
337} 290}
338 291
339/* 292/*
340 * get_player_archetype() return next player archetype from archetype 293 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 294 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
343 */ 296 */
297archetype *
344archetype *get_player_archetype(archetype* at) 298get_player_archetype (archetype *at)
345{ 299{
346 archetype *start = at; 300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
307
347 for (;;) { 308 for (;;)
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 } 309 {
359} 310 if (++i == archetypes.end ())
311 i = archetypes.begin ();
312 else if (*i == at)
313 cleanup ("not a single player archetype found");
360 314
315 if ((*i)->type == PLAYER)
316 return *i;
317 }
318}
361 319
320object *
362object *get_nearest_player(object *mon) { 321get_nearest_player (object *mon)
322{
363 object *op = NULL; 323 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 324 objectlink *ol;
366 unsigned lastdist; 325 unsigned lastdist;
367 rv_vector rv; 326 rv_vector rv;
368 327
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
370 /* We should not find free objects on this friendly list, but it 329 {
371 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop.
374 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376 object *tmp=ol->ob;
377
378 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared.
380 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next;
383 remove_friendly_object(tmp);
384 if (!ol) return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 331 continue;
396 332
397 if(lastdist>rv.distance) { 333 if (lastdist > rv.distance)
334 {
398 op=ol->ob; 335 op = ol->ob;
399 lastdist=rv.distance; 336 lastdist = rv.distance;
400 } 337 }
401 } 338 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 339
340 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 341 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 342 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 343 {
410 } 344 op = pl->ob;
345 lastdist = rv.distance;
346 }
347
411#if 0 348#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 349 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 350#endif
414 return op; 351 return op;
415} 352}
416 353
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 354/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 355 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 356 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 370 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 371 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 372 * is probably not a good thing.
436 */ 373 */
437#define MAX_SPACES 50 374#define MAX_SPACES 50
438
439 375
440/* 376/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 377 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 378 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 379 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 392 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 393 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 394 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 395 * is blocking itself.
460 */ 396 */
397int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 398path_to_player (object *mon, object *pl, unsigned mindiff)
399{
462 rv_vector rv; 400 rv_vector rv;
463 sint16 x,y; 401 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 402 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 403 maptile *m, *lastmap;
466 404
467 get_rangevector(mon, pl, &rv, 0); 405 get_rangevector (mon, pl, &rv, 0);
468 406
469 if (rv.distance<mindiff) return 0; 407 if (rv.distance < mindiff)
408 return 0;
470 409
471 x=mon->x; 410 x = mon->x;
472 y=mon->y; 411 y = mon->y;
473 m=mon->map; 412 m = mon->map;
474 dir = rv.direction; 413 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 414 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
416
477 /* If we can't solve it within the search distance, return now. */ 417 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 418 if (diff > max)
419 return 0;
420
479 while (diff >1 && max>0) { 421 while (diff > 1 && max > 0)
422 {
480 lastx = x; 423 lastx = x;
481 lasty = y; 424 lasty = y;
482 lastmap = m; 425 lastmap = m;
483 x = lastx + freearr_x[dir]; 426 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 427 y = lasty + freearr_y[dir];
485 428
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 429 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 430 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 431
489 /* Space is blocked - try changing direction a little */ 432 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 433 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 434 && (m == mon->map && blocked_link (mon, m, x, y))))
435 {
492 /* recalculate direction from last good location. Possible 436 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 437 * we were not traversing ideal location before.
494 */ 438 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 439 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 440 if (rv.direction != dir)
441 {
497 /* OK - says direction should be different - lets reset the 442 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 443 * the values so it will try again.
499 */ 444 */
500 x = lastx; 445 x = lastx;
501 y = lasty; 446 y = lasty;
502 m = lastmap; 447 m = lastmap;
503 dir = firstdir = rv.direction; 448 dir = firstdir = rv.direction;
449 }
504 } else { 450 else
451 {
505 /* direct path is blocked - try taking a side step to 452 /* direct path is blocked - try taking a side step to
506 * either the left or right. 453 * either the left or right.
507 * Note increase the values in the loop below to be 454 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 455 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 456 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 457 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 458 * stepping back and forth
512 */ 459 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 460 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
461 {
462 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 463 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 464 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 465 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 466 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 467 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 468 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 469 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 470 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 471 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 472 * the last direction the creature has successfully
524 * moved. 473 * moved.
525 */ 474 */
526 475
527 x = lastx + freearr_x[absdir(lastdir+i)]; 476 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 477 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 478 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 479 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 480 if (mflags & P_OUT_OF_MAP)
481 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 482 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 483 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
484 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 485 if (mflags & P_BLOCKSVIEW)
486 continue;
535 487
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 488 if (m == mon->map && blocked_link (mon, m, x, y))
489 break;
537 } 490 }
538 /* go through entire loop without finding a valid 491 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 492 * sidestep to take - thus, no valid path.
540 */ 493 */
541 if (i==(DETOUR_AMOUNT+1)) 494 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 495 return 0;
543 diff--; 496 diff--;
544 lastdir=dir; 497 lastdir = dir;
545 max--; 498 max--;
546 if (!firstdir) firstdir = dir+i; 499 if (!firstdir)
500 firstdir = dir + i;
547 } /* else check alternate directions */ 501 } /* else check alternate directions */
548 } /* if blocked */ 502 } /* if blocked */
549 else { 503 else
504 {
550 /* we moved towards creature, so diff is less */ 505 /* we moved towards creature, so diff is less */
551 diff--; 506 diff--;
552 max--; 507 max--;
553 lastdir=dir; 508 lastdir = dir;
509 if (!firstdir)
554 if (!firstdir) firstdir = dir; 510 firstdir = dir;
511 }
512
513 if (diff <= 1)
555 } 514 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 515 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 516 * headed toward player for entire distance.
559 */ 517 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 520 }
563 if (diff>max) return 0; 521
522 if (diff > max)
523 return 0;
564 } 524 }
525
565 /* If we reached the max, didn't find a direction in time */ 526 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 527 if (!max)
528 return 0;
567 529
568 return firstdir; 530 return firstdir;
569} 531}
570 532
533void
571void give_initial_items(object *pl,treasurelist *items) { 534give_initial_items (object *pl, treasurelist *items)
572 object *op,*next=NULL; 535{
573
574 if(pl->randomitems!=NULL) 536 if (pl->randomitems)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 538
577 for (op=pl->inv; op; op=next) { 539 for (object *next, *op = pl->inv; op; op = next)
540 {
578 next = op->below; 541 next = op->below;
579 542
580 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 545 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 546 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 547 SET_FLAG (op, FLAG_APPLIED);
585 548
586 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 550 * by this player due to race restrictions
588 */ 551 */
589 if (pl->type == PLAYER) { 552 if (pl->type == PLAYER)
553 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
591 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
592 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
593 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
594 op->type == BRACERS || op->type == GIRDLE)) || 559 || op->type == BRACERS || op->type == GIRDLE))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 561 {
600 } 562 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 563 continue;
620 } 564 }
621 if (op->nrof > 1) op->nrof = 1; 565 }
566
567 /* Here we remove duplicated skills (as duplicated spell objects have
568 * _very_ confusing effects for players), which could for instance be
569 * generated by bad treasurelists. - elmex
570 */
571 if (op->type == SKILL)
622 } 572 {
573 for (object *tmp = op->below; tmp; tmp = tmp->below)
574 if (tmp->type == op->type && tmp->name == op->name)
575 {
576 op->destroy ();
577 LOG (llevError,
578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
579 break;
580 }
623 581
582 if (op->nrof > 1)
583 op->nrof = 1;
584 }
585
624 if (op->type == SPELLBOOK && op->inv) { 586 if (op->type == SPELLBOOK && op->inv)
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 }
627 588
628 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 591 * merged properly.
631 */ 592 */
632 if (need_identify(op)) { 593 if (need_identify (op))
594 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
598 }
599
600 if (op->type == SPELL)
636 } 601 {
637 if(op->type==SPELL) { 602 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 603 continue;
604 }
605 else if (op->type == SKILL)
641 } 606 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 608 op->stats.exp = 0;
645 op->level = 1; 609 op->level = 1;
646 } 610 }
647 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
648 else SET_FLAG(op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
650 614
651 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
652 link_player_skills(pl); 616 pl->contr->link_skills ();
653} 617}
654 618
655void get_name(object *op) { 619void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 620get_party_password (object *op, partylist *party)
621{
728 if (party == NULL) { 622 if (party == NULL)
623 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 624 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 625 return;
731 } 626 }
627
732 op->contr->write_buf[0]='\0'; 628 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 629 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 630 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 631 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 632}
737
738 633
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 634/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
635static int
740int roll_stat(void) { 636roll_stat (void)
637{
741 int a[4],i,j,k; 638 int a[4], i, j, k;
742 639
743 for(i=0;i<4;i++) 640 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 641 a[i] = (int) rndm (6) + 1;
745 642
746 for(i=0,j=0,k=7;i<4;i++) 643 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 644 if (a[i] < k)
748 k=a[i],j=i; 645 k = a[i], j = i;
749 646
750 for(i=0,k=0;i<4;i++) { 647 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 648 if (i != j)
752 k+=a[i]; 649 k += a[i];
753 } 650
754 return k; 651 return k;
755} 652}
756 653
757void roll_stats(object *op) { 654void
655object::roll_stats ()
656{
657 int statsort [NUM_STATS];
658
659 for (;;)
660 {
758 int sum=0; 661 int sum = 0;
759 int i = 0, j = 0; 662 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 663 sum += statsort [i] = roll_stat ();
761 664
762 do { 665 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 666 break;
764 op->stats.Dex=roll_stat(); 667 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 668
775 /* Sort the stats so that rerolling is easier... */ 669 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 671
784 /* a quick and dirty bubblesort? */ 672 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 673 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 674
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 675 stats.exp = 0;
815 op->stats.ac=0; 676 stats.ac = 0;
816 677
678 stats.hp = stats.maxhp;
679 stats.sp = stats.maxsp;
680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
817 op->contr->levhp[1] = 9; 684 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 685 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 686 contr->levgrace[1] = 3;
820 687
821 fix_player(op); 688 contr->orig_stats = stats;
689 }
690}
691
692void
693object::swap_stats (int a, int b)
694{
695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
696
697 for (int i = 0; i < NUM_STATS; ++i)
698 stats.stat (i) = contr->orig_stats.stat (i);
699
700 //TODO: the following code looks so borked and should, at the very least,
701 // be merged with the similar code in roll_stats
702 stats.ac = 0;
703
704 level = 1;
705 stats.exp = 0;
706 stats.ac = 0;
707
822 op->stats.hp = op->stats.maxhp; 708 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 709 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 710 stats.grace = stats.maxgrace;
711
712 if (contr)
713 {
714 contr->levhp[1] = 9;
715 contr->levsp[1] = 6;
716 contr->levgrace[1] = 3;
717
825 op->contr->orig_stats=op->stats; 718 contr->orig_stats = stats;
719 }
826} 720}
827 721
828void Roll_Again(object *op) 722static void
723start_info (object *op)
829{ 724{
830 esrv_new_player(op->contr, 0);
831 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)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
838 726
839 if ( op->contr->Swap_First == -1 ) { 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf);
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 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");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 729}
947 730
948/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
952 * not the class. 735 * not the class.
953 */ 736 */
954 737void
955int key_change_class(object *op, char key) 738player::chargen_race_done ()
956{ 739{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 741 esrv_new_player (ob->contr);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 742
743 treasurelist *tl = treasurelist::find ("starting_wealth");
744 if (tl)
745 create_treasure (tl, ob, 0, 0, 0);
746
971 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
973 749
974 op->contr->state=ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
975 751
976 if (op->msg) 752 if (ob->msg)
977 op->msg=NULL; 753 ob->msg = 0;
978 754
979 /* We create this now because some of the unique maps will need it
980 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op); 755 start_info (ob);
989 CLEAR_FLAG(op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 757 give_initial_items (ob, ob->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op); 758 esrv_send_inventory (ob, ob);
993 fix_player(op); 759 ob->update_stats ();
994 760
995 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
996 * is one for this race 762 * is one for this race
997 */ 763 */
998 if(*first_map_ext_path) { 764 if (*first_map_ext_path)
999 object *tmp; 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1000 mapstruct *oldmap = op->map; 766 else
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 768}
1015 return 0;
1016 }
1017 769
770void
771player::chargen_race_next ()
772{
1018 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
1020 */ 775 */
1021 776
1022 tmp_loop = 0; 777 do
1023 while(!tmp_loop) { 778 {
1024 shstr name = op->name; 779 shstr name = ob->name;
1025 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
781
1026 remove_statbonus(op); 782 ob->remove_statbonus ();
1027 remove_ob (op); 783 ob->remove ();
1028 op->arch = get_player_archetype(op->arch); 784 ob->arch = get_player_archetype (ob->arch);
1029 copy_object (&op->arch->clone, op); 785 ob->arch->copy_to (ob);
1030 op->instantiate (); 786 ob->instantiate ();
1031 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
1032 op->name = op->name_pl = name; 788 ob->name = ob->name_pl = name;
1033 op->x = x; 789 ob->x = x;
1034 op->y = y; 790 ob->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 793 assign (ob->contr->title, ob->arch->object::name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 794 ob->add_statbonus ();
1040 tmp_loop=allowed_class(op);
1041 } 795 }
796 while (!allowed_class (ob));
797
1042 update_object(op,UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 799 esrv_update_item (UPD_FACE, ob, ob);
1044 fix_player(op); 800 ob->update_stats ();
1045 op->stats.hp=op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
1047 op->stats.grace=0; 803 ob->stats.grace = 0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052} 804}
1053 805
1054int key_confirm_quit(object *op, char key) 806void
1055{
1056 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) {
1088 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf)))
1090 delete_map(mp);
1091 }
1092
1093 delete_character(op->name, 1);
1094 }
1095 play_again(op);
1096 return 1;
1097}
1098
1099void flee_player(object *op) { 807flee_player (object *op)
808{
1100 int dir,diff; 809 int dir, diff;
1101 rv_vector rv; 810 rv_vector rv;
1102 811
1103 if(op->stats.hp < 0) { 812 if (op->stats.hp < 0)
813 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
816 return;
817 }
818
819 if (!op->enemy)
820 {
821 LOG (llevDebug, "Fleeing player had no enemy.\n");
822 CLEAR_FLAG (op, FLAG_SCARED);
823 return;
824 }
825
826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
827 {
828 op->enemy = NULL;
829 CLEAR_FLAG (op, FLAG_SCARED);
830 return;
831 }
832
833 get_rangevector (op, op->enemy, &rv, 0);
834
835 dir = absdir (4 + rv.direction);
836 for (diff = 0; diff < 3; diff++)
837 {
838 int m = 1 - rndm (2) * 2;
839
840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1106 return; 841 return;
1107 } 842 }
1108 843
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 846 op->enemy = NULL;
1143} 847}
1144
1145 848
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 849/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 850 * It returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 851 * stop.
1149 */ 852 */
853int
1150int check_pick(object *op) { 854check_pick (object *op)
855{
1151 object *tmp, *next; 856 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 857 int stop = 0;
1154 int j, k, wvratio; 858 int wvratio;
1155 char putstring[128], tmpstr[16];
1156
1157 859
1158 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1160 return 1; 862 return 1;
1161 863
1162 op_tag = op->count;
1163
1164 next = op->below; 864 next = op->below;
1165 if (next) 865
1166 next_tag = next->count; 866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1167 868
1168 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 870 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 871 while (next && !next->destroyed ())
1171 { 872 {
1172 tmp = next; 873 tmp = next;
1173 next = tmp->below; 874 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 875
1177 if (was_destroyed (op, op_tag)) 876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
882 if (op->destroyed ())
1178 return 0; 883 return 0;
1179 884
1180 if ( ! can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1181 continue; 886 continue;
1182 887
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 889 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1187 continue; 893 continue;
1188 }
1189
1190 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) {
1192 switch (op->contr->mode) {
1193 case 0: return 1; /* don't pick up */
1194 case 1: pick_up (op, tmp);
1195 return 1;
1196 case 2: pick_up (op, tmp);
1197 return 0;
1198 case 3: return 0; /* stop before pickup */
1199 case 4: pick_up (op, tmp);
1200 break;
1201 case 5: pick_up (op, tmp);
1202 stop = 1;
1203 break;
1204 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp);
1208 break;
1209
1210 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp);
1213 break;
1214
1215 default:
1216 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp);
1222 } 894 }
1223 } 895
1224 else { /* old model */
1225 /* NEW pickup handling */ 896 /* pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 897 if (op->contr->mode & PU_DEBUG)
1227 { 898 {
1228 /* some debugging code to figure out item information */ 899 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL) 900 const char *str = tmp->name
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 901 ? format ("item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 903 : format ("item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring); 906 new_draw_info (NDI_UNIQUE, 0, op, str);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 }
1249 } 907 }
1250 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 908
1253#if 0 909 if (op->contr->mode & PU_INHIBIT)
1254 /* print the flags too */ 910 return 1;
1255 for(k=0;k<4;k++) 911
1256 { 912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 913 return 1;
1258 for(j=0;j<32;j++) 914
1259 {
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1261 if(!((j+1)%4))fprintf(stderr," ");
1262 }
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif
1266 }
1267 /* philosophy: 915 /* philosophy:
1268 * It's easy to grab an item type from a pile, as long as it's 916 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups 917 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a 918 * and selections, select-items should be used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for 919 * grab-as-you-run type mode that's really useful for arrows for
1272 * example. 920 * example.
1273 * The drawback: right now it has no frontend, so you need to 921 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then 922 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#> 923 * convert to decimal and then 'pickup <#>
1278 /* the first two modes are exclusive: if NOTHING we return, if 926 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially, 927 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */ 928 * meaning if any test passes, the item gets picked up. */
1281 929
1282 /* if mode is set to pick nothing up, return */ 930 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1; 931 if (op->contr->mode == PU_NOTHING)
932 return 1;
1285 933
1286 /* if mode is set to stop when encountering objects, return */ 934 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick 935 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */ 936 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0; 937 if (op->contr->mode & PU_STOP)
938 return 0;
1291 939
1292 /* useful for going into stores and not losing your settings... */ 940 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while 941 /* and for battles wher you don't want to get loaded down while
1294 * fighting */ 942 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1; 943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
1296 945
1297 /* prevent us from turning into auto-thieves :) */ 946 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
1299 949
1300 /* ignore known cursed objects */ 950 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
1302 953
1303 /* all food and drink if desired */ 954 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */ 955 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD) 956 if (op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD) 957 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1308 if(op->contr->mode & PU_DRINK) 963 if (op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
1311 969
1312 if(op->contr->mode & PU_POTION) 970 if (op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION) 971 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
1315 976
1316 /* spellbooks, skillscrolls and normal books/scrolls */ 977 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK) 978 if (op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK) 979 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
1320 if(op->contr->mode & PU_SKILLSCROLL) 985 if (op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL) 986 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
1323 if(op->contr->mode & PU_READABLES) 992 if (op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL) 993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
1326 998
1327 /* wands/staves/rods/horns */ 999 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE) 1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1331 1006
1332 /* pick up all magical items */ 1007 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL) 1008 if (op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1336 1014
1337 if(op->contr->mode & PU_VALUABLES) 1015 if (op->contr->mode & PU_VALUABLES)
1338 { 1016 {
1339 if (tmp->type == MONEY || tmp->type == GEM) 1017 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1341 } 1022 }
1342 1023
1343 /* rings & amulets - talismans seems to be typed AMULET */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS) 1025 if (op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET) 1026 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1027 {
1028 CHK_PICK_PICKUP;
1029 continue;
1030 }
1031
1032 /* we don't forget dragon food */
1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1347 1039
1348 /* bows and arrows. Bows are good for selling! */ 1040 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW) 1041 if (op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW) 1042 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1352 if(op->contr->mode & PU_ARROW) 1048 if (op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW) 1049 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1355 1054
1356 /* all kinds of armor etc. */ 1055 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR) 1056 if (op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR) 1057 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1360 if(op->contr->mode & PU_HELMET) 1063 if (op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET) 1064 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1363 if(op->contr->mode & PU_SHIELD) 1070 if (op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD) 1071 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1366 if(op->contr->mode & PU_BOOTS) 1077 if (op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS) 1078 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1369 if(op->contr->mode & PU_GLOVES) 1084 if (op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES) 1085 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1372 if(op->contr->mode & PU_CLOAK) 1091 if (op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK) 1092 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1375 1097
1376 /* hoping to catch throwing daggers here */ 1098 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON) 1099 if (op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1380 1105
1381 /* careful: chairs and tables are weapons! */ 1106 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON) 1107 if (op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 } 1108 {
1390 if(tmp->type == WEAPON && tmp->name==NULL) 1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1391 { 1115 }
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397 1116
1398 /* misc stuff that's useful */ 1117 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY) 1118 if (op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1402 1124
1403 /* any of the last 4 bits set means we use the ratio for value 1125 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */ 1126 * pickups */
1405 if(op->contr->mode & PU_RATIO) 1127 if (op->contr->mode & PU_RATIO)
1406 { 1128 {
1407 /* use value density to decide what else to grab */ 1129 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */ 1130 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits 1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */ 1132 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5; 1133 wvratio = op->contr->mode & PU_RATIO;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1413 { 1135 {
1414 pick_up(op, tmp);
1415#if 0 1136#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) { 1138 if (tmp->name != NULL)
1139 {
1418 fprintf(stderr,"%s", tmp->name); 1140 fprintf (stderr, "%s", tmp->name);
1419 } 1141 }
1142 else
1420 else fprintf(stderr,"%s",tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1421 fprintf(stderr,",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1423#endif 1146#endif
1147 CHK_PICK_PICKUP;
1424 continue; 1148 continue;
1425 } 1149 }
1150 } /* the new pickup model */
1426 } 1151 }
1427 } /* the new pickup model */ 1152
1428 }
1429 return ! stop; 1153 return !stop;
1430} 1154}
1431 1155
1432/* 1156/*
1433 * Find an arrow in the inventory and after that 1157 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1158 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1159 * found object is returned.
1436 */ 1160 */
1161object *
1437object *find_arrow(object *op, const char *type) 1162find_arrow (object *op, const char *type)
1438{ 1163{
1439 object *tmp = NULL; 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1440 1167
1441 for(op=op->inv; op; op=op->below) 1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1443 QUERY_FLAG(op,FLAG_APPLIED)) 1170 if (object *arrow = find_arrow (tmp, type))
1444 tmp = find_arrow (op, type); 1171 {
1445 else if (op->type==ARROW && op->race==type) 1172 splay (tmp);
1446 return op; 1173 return arrow;
1174 }
1175
1447 return tmp; 1176 return 0;
1448} 1177}
1449 1178
1450/* 1179/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1184 */
1456 1185object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1458{ 1187{
1459 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1461 1190
1462 if (!type) 1191 if (!type)
1463 return NULL; 1192 return NULL;
1464 1193
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1194 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1195 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1197 {
1468 i = 0; 1198 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1470 if (i > betterby) { 1201 if (i > betterby)
1202 {
1471 tmp = ntmp; 1203 tmp = ntmp;
1472 betterby = i; 1204 betterby = i;
1473 } 1205 }
1206 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1207 else if (arrow->type == ARROW && arrow->race == type)
1208 {
1475 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1210 if (target->race && arrow->slaying.contains (target->race))
1477 strstr(arrow->slaying, target->race)) { 1211 {
1478 if (arrow->attacktype & AT_DEATH) { 1212 if (arrow->attacktype & AT_DEATH)
1213 {
1479 *better = 100; 1214 *better = 100;
1480 return arrow; 1215 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1216 }
1485 } else { 1217 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1218 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1219 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1220 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1221 }
1502 } 1222 }
1223 else
1224 {
1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1226 {
1227 attacktype = 1 << attacknum;
1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1229 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1230 {
1231 tmp = arrow;
1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1233 }
1234 }
1235
1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1237 {
1238 tmp = arrow;
1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1240 }
1241
1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1243 {
1244 tmp = arrow;
1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1246 }
1503 } 1247 }
1248 }
1504 } 1249 }
1250
1505 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1252 return find_arrow (op, type);
1507 1253
1508 *better = betterby; 1254 *better = betterby;
1509 return tmp; 1255 return tmp;
1510} 1256}
1511 1257
1512/* looks in a given direction, finds the first valid target, and calls 1258/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1260 * op = the shooter
1515 * type = bow->race 1261 * type = bow->race
1516 * dir = fire direction 1262 * dir = fire direction
1517 */ 1263 */
1518 1264object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1520{ 1266{
1521 object *tmp = NULL; 1267 object *tmp = NULL;
1522 mapstruct *m; 1268 maptile *m;
1523 int i, mflags, found, number; 1269 int i, mflags, found, number;
1524 sint16 x, y; 1270 sint16 x, y;
1525 1271
1526 if (op->map == NULL) 1272 if (op->map == NULL)
1527 return find_arrow(op, type); 1273 return find_arrow (op, type);
1528 1274
1529 /* do a dex check */ 1275 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1276 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1277 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1278 return find_arrow (op, type);
1533 1279
1534 m = op->map; 1280 m = op->map;
1535 x = op->x; 1281 x = op->x;
1536 y = op->y; 1282 y = op->y;
1537 1283
1538 /* find the first target */ 1284 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1285 for (i = 0, found = 0; i < 20; i++)
1286 {
1540 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1292 {
1544 tmp = NULL; 1293 tmp = 0;
1294 break;
1295 }
1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1297 {
1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1299 * perhaps a bad assumption.
1300 */
1301 tmp = 0;
1302 break;
1303 }
1304
1305 if (mflags & P_IS_ALIVE)
1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1545 break; 1308 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1309 }
1563 if (tmp == NULL) 1310
1311 if (!tmp)
1564 return find_arrow(op, type); 1312 return find_arrow (op, type);
1565 1313
1566 if (tmp->head) 1314 if (tmp->head)
1567 tmp = tmp->head; 1315 tmp = tmp->head;
1568 1316
1569 return find_better_arrow(op, tmp, type, &i); 1317 return find_better_arrow (op, tmp, type, &i);
1570} 1318}
1571 1319
1572/* 1320/*
1573 * Creature fires a bow - op can be monster or player. Returns 1321 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1322 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1325 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1326 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1327 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1328 * player fire modes.
1581 */ 1329 */
1330int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1331fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1332{
1585 object *left, *bow; 1333 object *left, *bow;
1586 tag_t left_tag, tag; 1334 int mflags;
1587 int bowspeed, mflags; 1335 maptile *m;
1588 mapstruct *m;
1589 1336
1590 if (!dir) { 1337 if (!dir)
1338 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1339 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1340 return 0;
1341 }
1342
1343 if (op->contr)
1344 bow = op->current_weapon;
1345 else
1593 } 1346 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1348 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1349 * don't need to switch back and forth between bows and weapons.
1600 */ 1350 */
1601 if(bow->type==BOW) 1351 if (bow->type == BOW)
1602 break; 1352 break;
1603 1353
1604 if (!bow) { 1354 if (!bow)
1355 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1357 return 0;
1607 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1608 } 1362 }
1363
1609 if( !bow->race || !bow->skill) { 1364 if (!bow->race || !bow->skill)
1365 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1367 return 0;
1612 } 1368 }
1613 1369
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1370 if (arrow == NULL)
1371 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1373 {
1624 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1375 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1376 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1377 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1630 return 0; 1380 return 0;
1631 } 1381 }
1632 } 1382 }
1383
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1385 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1386 return 0;
1636 } 1387
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1388 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1389 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1391 return 0;
1640 } 1392 }
1641 1393
1642 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1395 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1396 {
1645 free_object(arrow); 1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1398 arrow->destroy ();
1646 return 0; 1399 return 0;
1647 } 1400 }
1648 1401
1649 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count; 1403 arrow = arrow->split ();
1651 arrow = get_split_ob(arrow, 1); 1404 if (!arrow)
1652 if (arrow == NULL) { 1405 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1407 return 0;
1655 } 1408 }
1656 set_owner(arrow, op); 1409
1410 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1411 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1412 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1413
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1670 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1417 arrow->custom_name = arrow->slaying;
1673 arrow->spellarg = strdup_local(arrow->slaying);
1674 1418
1675 /* Note that this was different for monsters - they got their level 1419#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1420 if (player *pl = op->contr)
1677 */
1678 1421 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1422 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1423
1424 /* penalize ROF for bestarrow */
1425 if (pl->bowtype == bow_bestarrow)
1426 speed *= .9f;
1427 else
1428 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1429
1430 op->speed_left += speed - op->speed;
1431 }
1432#endif
1433
1434 SET_ANIMATION (arrow, arrow->direction);
1435
1683 /* update the speed */ 1436 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1437 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0; 1438 + bow->stats.dam / 7.f;
1688 1439
1689 if (arrow->speed < 1.0) 1440 arrow->set_speed (max (arrow->speed, 2.f));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1441 arrow->speed_left = 0;
1693 1442
1443 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1444
1694 if (op->type == PLAYER) { 1445 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1446 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1447 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1448 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1449
1450 if (!arrow->slaying)
1451 arrow->slaying = op->slaying;
1452
1453 arrow->attacktype |= op->attacktype;
1454 }
1455 else
1456 {
1705 arrow->level = op->level; 1457 arrow->level = op->level;
1706 } 1458 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1459
1708 arrow->attacktype |= bow->attacktype; 1460 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1461 arrow->slaying = bow->slaying;
1711 1462
1712 arrow->map = m; 1463 arrow->attacktype |= bow->attacktype;
1464 }
1465
1466 wc -= arrow->level;
1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1468
1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1713 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1472
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1717 tag = arrow->count; 1474 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1475
1720 if (!was_destroyed(arrow, tag)) 1476 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1477 move_arrow (arrow);
1722 1478
1723 if (op->type == PLAYER) {
1724 if (was_destroyed (left, left_tag))
1725 esrv_del_item(op->contr, left_tag);
1726 else
1727 esrv_send_item(op, left);
1728 }
1729 return 1; 1479 return 1;
1730} 1480}
1731 1481
1732/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1483 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1484 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1485 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1486 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1487 * hence the function name.
1738 */ 1488 */
1489int
1739int player_fire_bow(object *op, int dir) 1490player_fire_bow (object *op, int dir)
1740{ 1491{
1741 int ret=0, wcmod=0; 1492 int ret;
1742 1493
1743 if (op->contr->bowtype == bow_bestarrow) { 1494 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1495 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1497 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1499 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1749 wcmod =-1;
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1502 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1503 else if (op->contr->bowtype == bow_threewide)
1504 {
1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1508 }
1509 else if (op->contr->bowtype == bow_spreadshot)
1510 {
1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1514 }
1515 else
1516 {
1517 /* Simple case */
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1518 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1756 } else if (op->contr->bowtype == bow_spreadshot) {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1760
1761 } else {
1762 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1764 } 1519 }
1520
1765 return ret; 1521 return ret;
1766} 1522}
1767
1768 1523
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
1771 */ 1526 */
1527void
1772void fire_misc_object(object *op, int dir) 1528fire_misc_object (object *op, int dir)
1773{ 1529{
1774 object *item; 1530 object *item = op->contr->ranged_ob;
1775 1531
1776 if (!op->contr->ranges[range_misc]) { 1532 if (!item)
1533 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1535 return;
1779 } 1536 }
1780 1537
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1538 if (!item->inv)
1539 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1541 return;
1785 } 1542 }
1543
1544 if (!op->change_weapon (item))
1545 return;
1546
1786 if (item->type == WAND) { 1547 if (item->type == WAND)
1548 {
1787 if(item->stats.food<=0) { 1549 if (item->stats.food <= 0)
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1550 {
1551 op->contr->play_sound (sound_find ("wand_poof"));
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1553
1790 return; 1554 return;
1791 } 1555 }
1556 }
1792 } else if (item->type == ROD || item->type==HORN) { 1557 else if (item->type == ROD || item->type == HORN)
1558 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1564 {
1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
1795 if (item->type== ROD) 1567 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1569 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1571
1801 return; 1572 return;
1802 } 1573 }
1803 } 1574 }
1804 1575
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1577 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1807 if (item->type == WAND) { 1580 if (item->type == WAND)
1581 {
1808 if (!(--item->stats.food)) { 1582 if (!(--item->stats.food))
1583 {
1809 object *tmp; 1584 object *tmp;
1585
1810 if (item->arch) { 1586 if (item->arch)
1587 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
1813 item->speed = 0; 1590 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1591 }
1816 if ((tmp=is_player_inv(item))) 1592
1593 if (object *pl = item->visible_to ())
1817 esrv_update_item(UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1595 }
1819 } 1596 }
1820 else if (item->type == ROD || item->type==HORN) { 1597 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1598 drain_rod_charge (item);
1822 }
1823 } 1599 }
1824} 1600}
1825 1601
1826/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
1827 */ 1603 */
1604bool
1828void fire(object *op,int dir) { 1605fire (object *op, int dir)
1606{
1829 int spellcost=0; 1607 int spellcost = 0;
1830 1608
1609 player *pl = op->contr;
1610
1611 if (pl->golem)
1612 {
1613 control_golem (op->contr->golem, dir);
1614 return false;
1615 }
1616
1617 object *ob = pl->ranged_ob;
1618
1619 if (!ob)
1620 return false;
1621
1622 if (op->speed_left > 0.f)
1623 --op->speed_left;
1624 else
1625 return false;
1626
1627 if (!op->change_weapon (ob))
1628 return false;
1629
1831 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1631 if (action_makes_visible (op))
1632 make_visible (op);
1833 1633
1834 switch(op->contr->shoottype) { 1634 switch (ob->type)
1835 case range_none: 1635 {
1836 return; 1636 case BOW:
1837
1838 case range_bow:
1839 player_fire_bow(op, dir); 1637 player_fire_bow (op, dir);
1840 return; 1638 break;
1841 1639
1842 case range_magic: /* Casting spells */ 1640 case SPELL:
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1844 return; 1642 break;
1845 1643
1846 case range_misc: 1644 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1645 apply_map_builder (op, dir);
1646 break;
1647
1648 case SKILL:
1649 do_skill (op, op, ob, dir, 0);
1650 break;
1651
1652 default:
1653 fire_misc_object (op, dir);
1654 break;
1655 }
1656
1657 return true;
1658}
1659
1660static object *
1661find_key_ (object *pl, object *container, object *door)
1662{
1663 object *tmp, *key;
1664
1665 /* Should not happen, but sanity checking is never bad */
1666 if (!container->inv)
1667 return 0;
1668
1669 /* First, lets try to find a key in the top level inventory */
1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1671 {
1672 if (door->type == DOOR && tmp->type == KEY)
1673 break;
1674
1675 /* For sanity, we should really check door type, but other stuff
1676 * (like containers) can be locked with special keys
1677 */
1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1679 break;
1680 }
1681
1682 /* No key found - lets search inventories now */
1683 /* If we find and use a key in an inventory, return at that time.
1684 * otherwise, if we search all the inventories and still don't find
1685 * a key, return
1686 */
1687 if (!tmp)
1688 {
1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1690 /* No reason to search empty containers */
1691 if (tmp->type == CONTAINER && tmp->inv)
1692 if ((key = find_key_ (pl, tmp, door)))
1693 return key;
1694
1695 if (!tmp)
1871 return; 1696 return 0;
1872 default: 1697 }
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1698
1699 /* We get down here if we have found a key. Now if its in a container,
1700 * see if we actually want to use it
1701 */
1702 if (pl != container)
1703 {
1704 /* Only let players use keys in containers */
1705 if (!pl->contr)
1874 return; 1706 return 0;
1875 }
1876}
1877 1707
1708 /* cases where this fails:
1709 * If we only search the player inventory, return now since we
1710 * are not in the players inventory.
1711 * If the container is not active, return now since only active
1712 * containers can be used.
1713 * If we only search keyrings and the container does not have
1714 * a race/isn't a keyring.
1715 * No checking for all containers - to fall through past here,
1716 * inv must have been an container and must have been active.
1717 *
1718 * Change the color so that the message doesn't disappear with
1719 * all the others.
1720 */
1721 if (pl->contr->usekeys == key_inventory
1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1724 {
1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1727 return NULL;
1728 }
1729 }
1878 1730
1731 return tmp;
1732}
1879 1733
1880/* find_key 1734/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1735 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1736 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1737 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1739 * pl is the player,
1886 * inv is the objects inventory to searched 1740 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1741 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1742 * This function can be called recursively to search containers.
1889 */ 1743 */
1890 1744object *
1891object * find_key(object *pl, object *container, object *door) 1745find_key (object *pl, object *container, object *door)
1892{ 1746{
1893 object *tmp,*key; 1747 if (door->slaying && is_match_expr (door->slaying))
1894
1895 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL;
1897
1898 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1900 if (door->type==DOOR && tmp->type==KEY) break;
1901 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys
1903 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1905 tmp->slaying==door->slaying) break;
1906 } 1748 {
1907 /* No key found - lets search inventories now */ 1749 // for match expressions, we try to find the key by applying the match
1908 /* If we find and use a key in an inventory, return at that time. 1750 // to the op itself, which is supposed to find the "key", instead
1909 * otherwise, if we search all the inventories and still don't find 1751 // of searching through containers ourselves.
1910 * a key, return 1752
1911 */ 1753 return match_one (door->slaying, container, door, pl, pl);
1912 if (!tmp) {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1914 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1917 }
1918 }
1919 if (!tmp) return NULL;
1920 } 1754 }
1921 /* We get down here if we have found a key. Now if its in a container, 1755 else
1922 * see if we actually want to use it 1756 return find_key_ (pl, container, door);
1923 */
1924 if (pl!=container) {
1925 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL;
1927 /* cases where this fails:
1928 * If we only search the player inventory, return now since we
1929 * are not in the players inventory.
1930 * If the container is not active, return now since only active
1931 * containers can be used.
1932 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active.
1936 *
1937 * Change the color so that the message doesn't disappear with
1938 * all the others.
1939 */
1940 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys")))
1944 ) {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door",
1947 query_name(tmp), query_name(container));
1948 return NULL;
1949 }
1950 }
1951 return tmp;
1952} 1757}
1953 1758
1954/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1957 * 0 otherwise 1762 * 0 otherwise
1958 */ 1763 */
1764static int
1959static int player_attack_door(object *op, object *door) 1765player_attack_door (object *op, object *door)
1960{ 1766{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1767 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1768 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
1965 */ 1770 */
1966 object *key=find_key(op, op, door); 1771 object *key = find_key (op, op, door);
1967 1772
1968 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
1969 if (key) { 1774 if (key)
1775 {
1970 object *container=key->env; 1776 object *container = key->env;
1971 1777
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1778 if (action_makes_visible (op))
1779 make_visible (op);
1780
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1782 spring_trap (door->inv, op);
1783
1975 if (door->type == DOOR) { 1784 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1785 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1786 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1787 {
1980 "You open the door with the %s", query_short_name(key)); 1788 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1981 remove_door2(door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1790 }
1791
1983 /* Do this after we print the message */ 1792 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1794
1986 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
1796 }
1989 } else if (door->type==LOCKED_DOOR) { 1797 else if (door->type == LOCKED_DOOR)
1798 {
1990 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1800 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1992 return 1; 1801 return 1;
1993 } 1802 }
1803
1994 return 0; 1804 return 0;
1995} 1805}
1996 1806
1997/* This function is just part of a breakup from move_player. 1807/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2002 */ 1812 */
2003 1813bool
2004void move_player_attack(object *op, int dir) 1814move_player_attack (object *op, int dir)
2005{ 1815{
2006 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2007 sint16 nx, ny; 1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2008 int on_battleground; 1822 int on_battleground;
2009 mapstruct *m;
2010 1823
2011 nx=freearr_x[dir]+op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2013 1826
2014 on_battleground = op_on_battleground(op, NULL, NULL); 1827 on_battleground = op_on_battleground (op, 0, 0);
2015 1828
1829 if (out_of_map (op->map, nx, ny))
1830 return false;
1831
2016 /* If braced, or can't move to the square, and it is not out of the 1832 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1833 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1834 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 1836 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 1837 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 1838 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 1839 * move_ob uses.
2024 */ 1840 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1841 maptile *m = op->map->xy_find (nx, ny);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 1842
2037 mon = NULL;
2038 /* Go through all the objects, and find ones of interest. Only stop if 1843 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 1844 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 1845 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 1846 * on the space
1847 */
1848 object *mon;
1849 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1850 {
1851 if ((mon->flag [FLAG_ALIVE]
1852 || mon->type == LOCKED_DOOR
1853 || mon->flag [FLAG_CAN_ROLL])
1854 && mon != op)
1855 break;
1856 }
1857
1858 if (!mon) /* This happens anytime the player tries to move */
1859 return false; /* into a wall */
1860
1861 mon = mon->head_ ();
1862
1863 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1864 if (op->contr->weapon_sp_left > 0.f)
1865 if (player_attack_door (op, mon))
2042 */ 1866 {
2043 while (tmp!=NULL) { 1867 --op->contr->weapon_sp_left;
2044 if (tmp == op) { 1868 return true;
2045 tmp=tmp->above; 1869 }
2046 continue; 1870
1871 /* The following deals with possibly attacking peaceful
1872 * or friendly creatures. Basically, all players are considered
1873 * unaggressive. If the moving player has peaceful set, then the
1874 * object should be pushed instead of attacked. It is assumed that
1875 * if you are braced, you will not attack friends accidently,
1876 * and thus will not push them.
1877 */
1878
1879 /* If the creature is a pet, push it even if the player is not
1880 * peaceful. Our assumption is the creature is a pet if the
1881 * player owns it and it is either friendly or unagressive.
1882 */
1883 if (op->type == PLAYER
1884 && ((mon->owner && mon->owner->contr
1885 && same_party (mon->owner->contr->party, op->contr->party))
1886 || mon->owner == op)
1887 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1888 {
1889 /* If we're braced, we don't want to switch places with it */
1890 if (op->contr->braced)
1891 return false;
1892
1893 if (op->speed_left > 0.f)
1894 {
1895 --op->speed_left;
1896
1897 op->play_sound (sound_find ("push_player"));
1898 push_ob (mon, dir, op);
1899
1900 if (action_makes_visible (op))
1901 make_visible (op);
1902
1903 return true;
1904 }
1905 else
1906 return false;
1907 }
1908
1909 /* in certain circumstances, you shouldn't attack friendly
1910 * creatures. Note that if you are braced, you can't push
1911 * someone, but put it inside this loop so that you won't
1912 * attack them either.
1913 */
1914 if ((mon->type == PLAYER || mon->enemy != op)
1915 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
1916 && ((op->contr->peaceful
1917 || (mon->type == PLAYER && mon->contr->peaceful))
1918 && !on_battleground))
1919 {
1920 if (op->speed_left > 0.f)
1921 {
1922 --op->speed_left;
1923
1924 if (!op->contr->braced)
1925 {
1926 op->play_sound (sound_find ("push_player"));
1927 push_ob (mon, dir, op);
2047 } 1928 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1929 else
2049 mon = tmp; 1930 op->statusmsg ("You withhold your attack");
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 1931
2060 if(mon->head != NULL) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2061 mon = mon->head; 1933 make_visible (op);
2062 1934
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1935 return true;
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 { 1936 }
2091 /* If we're braced, we don't want to switch places with it */ 1937 }
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 1938 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced. 1939 * roll it if not braced. You can't roll it if you are braced.
2125 */ 1940 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1941 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1942 {
1943 if (op->speed_left > 0.f)
1944 {
1945 --op->speed_left;
1946
2127 recursive_roll(mon,dir,op); 1947 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 1948 if (action_makes_visible (op))
2129 } 1949 make_visible (op);
2130 1950
1951 return true;
1952 }
1953 }
2131 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points 1955 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 1956 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 1957 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 1958 * that party_number -1 is no party, so attacks can still happen.
2136 */ 1959 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 1961 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 1962 {
2141 1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 1964 {
2169 } /* if player should attack something */ 1965 --op->contr->weapon_sp_left;
2170}
2171 1966
1967 skill_attack (mon, op, 0, 0, 0);
1968
1969 if (action_makes_visible (op))
1970 make_visible (op);
1971
1972 return true;
1973 }
1974 }
1975
1976 return false;
1977}
1978
1979bool
2172int move_player(object *op,int dir) { 1980move_player (object *op, int dir)
1981{
2173 int pick; 1982 int pick;
2174 1983
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 1985 return 0;
1986
1987 /* Sanity check: make sure dir is valid */
1988 if ((dir < 0) || (dir >= 9))
1989 {
1990 LOG (llevError, "move_player: invalid direction %d\n", dir);
1991 return 0;
1992 }
1993
1994 /* peterm: added following line */
1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1997
1998 op->facing = dir;
1999
2000 if (op->flag [FLAG_HIDDEN])
2001 do_hidden_move (op);
2002
2003 bool retval;
2004
2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2006 retval = RESULT_INT (0);
2007 else if (op->contr->fire_on)
2008 retval = fire (op, dir);
2009 else
2010 {
2011 retval = move_player_attack (op, dir);
2012 pick = check_pick (op);
2013 }
2014
2015 /* Add special check for newcs players and fire on - this way, the
2016 * server can handle repeat firing.
2017 */
2018 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2019 op->direction = dir;
2020 else
2021 op->direction = 0;
2022
2023 /* Update how the player looks. Use the facing, so direction may
2024 * get reset to zero. This allows for full animation capabilities
2025 * for players.
2026 */
2027 animate_object (op, op->facing);
2028
2029 return retval;
2216} 2030}
2217 2031
2218/* This is similar to handle_player, below, but is only used by the 2032/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2033 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2034 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2035 * the new speed values for commands.
2222 * 2036 *
2223 * Returns true if there are more actions we can do. 2037 * Returns true if there are more actions we can do. Should not do
2038 * many actions in a row, as that would be too unfair to other
2039 * players.
2224 */ 2040 */
2041bool
2225int handle_newcs_player(object *op) 2042handle_newcs_player (object *op)
2226{ 2043{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2045 {
2046 if (op->speed_left > 0.f)
2047 {
2048 --op->speed_left;
2244 flee_player(op); 2049 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2050
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2051 return true;
2249 } 2052 }
2053 else
2054 return false;
2250 } 2055 }
2251 2056
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2057 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2059 * called, so we recheck it here.
2267 */ 2060 */
2268 HandleClient(&op->contr->socket, op->contr); 2061 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2062 return true;
2270 2063
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2064 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2065 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2066
2281 else return 0; 2067 return false;
2282 } 2068}
2069
2070int
2071save_life (object *op)
2072{
2073 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2074 return 0;
2284}
2285 2075
2286int save_life(object *op) { 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 object *tmp; 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2078 {
2079 op->play_sound (sound_find ("ob_evaporate"));
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2288 2081
2082 tmp->destroy ();
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2084
2085 if (op->stats.hp < 0)
2086 op->stats.hp = op->stats.maxhp;
2087
2088 if (op->stats.food < 0)
2089 op->stats.food = 999;
2090
2091 op->update_stats ();
2290 return 0; 2092 return 1;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op,
2296 "Your %s vibrates violently, then evaporates.",
2297 query_name(tmp));
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 } 2093 }
2094
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2095 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2096 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2097 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2098 return 0;
2314} 2099}
2315 2100
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2101/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2102 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2103 * function will descend into containers. op is the object to start the search
2319 * from. 2104 * from.
2320 */ 2105 */
2106static void
2321void remove_unpaid_objects(object *op, object *env) 2107drop_unpaid_items (object *op, object *env)
2322{ 2108{
2323 object *next;
2324
2325 while (op) { 2109 while (op)
2110 {
2326 next=op->below; /* Make sure we have a good value, in case 2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2112
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2113 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2114 op->insert_at (env);
2331 op->x = env->x; 2115 else if (op->inv)
2332 op->y = env->y; 2116 drop_unpaid_items (op->inv, env);
2333 if (env->type == PLAYER) 2117
2334 esrv_del_item(env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0);
2336 }
2337 else if (op->inv) remove_unpaid_objects(op->inv, env);
2338 op=next; 2118 op = next;
2339 } 2119 }
2340} 2120}
2341 2121
2122void
2123object::drop_unpaid_items ()
2124{
2125 if (!flag [FLAG_REMOVED])
2126 ::drop_unpaid_items (inv, this);
2127}
2342 2128
2343/* 2129/*
2344 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2349 */ 2135 */
2136const char *
2350char *gravestone_text (object *op) 2137gravestone_text (object *op)
2351{ 2138{
2139 static dynbuf_text buf;
2140
2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2144 if (op->type == PLAYER)
2145 buf << " the " << op->contr->title;
2146
2147 buf << "\n\n";
2148
2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2153 if (op->type == PLAYER)
2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2155
2156 {
2352 static char buf2[MAX_BUF]; 2157 static char buf2[128];
2353 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2158 time_t now = time (NULL);
2355
2356 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf);
2363 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369 if (op->type == PLAYER) {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2376 strcat (buf2, buf); 2161 }
2162
2377 return buf2; 2163 return buf;
2378} 2164}
2379 2165
2380 2166void
2381
2382void do_some_living(object *op) { 2167do_some_living (object *op)
2168{
2383 int last_food=op->stats.food; 2169 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2170 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2171 int over_hp, over_sp, over_grace;
2386 int i; 2172 int i;
2387 int rate_hp = 1200; 2173 int rate_hp = 1200;
2388 int rate_sp = 2500; 2174 int rate_sp = 2500;
2389 int rate_grace = 2000; 2175 int rate_grace = 2000;
2390 const int max_hp = 1; 2176 const int max_hp = 1;
2391 const int max_sp = 1; 2177 const int max_sp = 1;
2392 const int max_grace = 1; 2178 const int max_grace = 1;
2393 2179
2394 if (op->contr->outputs_sync) { 2180 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2181 {
2396 if (op->contr->outputs[i].buf!=NULL && 2182 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2183 /* the socket code flashes the player visible/invisible
2398 flush_output_element(op, &op->contr->outputs[i]); 2184 * depending on the value of invisible, so we need to
2185 * alternate it here for it to work correctly.
2186 */
2187 if (pticks & 2)
2188 op->invisible--;
2399 } 2189 }
2190 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2191 {
2192 if (!op->invisible--)
2193 {
2194 make_visible (op);
2195 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2196 }
2197 }
2400 2198
2401 if(op->contr->state==ST_PLAYING) { 2199 if (op->contr->ns->state == ST_PLAYING)
2402 2200 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2201 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2202 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2203 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2204 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2205 else
2206 {
2408 gen_hp = op->stats.maxhp; 2207 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2208 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2209 }
2210
2411 if(op->contr->gen_sp >= 0 ) 2211 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2212 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2213 else
2214 {
2414 gen_sp = op->stats.maxsp; 2215 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2216 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2217 }
2218
2417 if(op->contr->gen_grace >= 0) 2219 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2221 else
2222 {
2420 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 } 2225 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--;
2446 if(op->stats.sp>op->stats.maxsp)
2447 op->stats.sp=op->stats.maxsp;
2448 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457 2226
2458 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2228 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2460 if(--op->last_grace<0) { 2229 if (--op->last_grace < 0)
2230 {
2461 if(op->stats.grace<op->stats.maxgrace/2) 2231 if (op->stats.grace < op->stats.maxgrace / 2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */ 2232 op->stats.grace++; /* no penalty in food for regaining grace */
2233
2463 if(max_grace>1) { 2234 if (max_grace > 1)
2235 {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2236 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2465 if (over_grace > 0) { 2237 if (over_grace > 0)
2238 {
2466 op->stats.sp += over_grace 2239 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2240 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2468 op->last_grace=0; 2241 op->last_grace = 0;
2242 }
2469 } else { 2243 else
2244 {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2245 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2246 }
2471 } 2247 }
2472 } else { 2248 else
2249 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2251 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) {
2480 if(op->stats.hp<op->stats.maxhp) {
2481 op->stats.hp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2484 op->stats.food--;
2485 if(op->contr->digestion<0)
2486 op->stats.food+=op->contr->digestion;
2487 else if(op->contr->digestion>0 &&
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food;
2490 } 2253 }
2491 } 2254
2492 if(max_hp>1) { 2255 if (op->stats.food > 0)
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 } 2256 {
2501 } else { 2257 /* Regenerate Spell Points */
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2258 if (!op->contr->golem && --op->last_sp < 0)
2503 } 2259 {
2504 } 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2505 2261
2506 /* Digestion */ 2262 if (op->stats.sp < op->stats.maxsp)
2507 if(--op->last_eat<0) { 2263 {
2508#ifdef COZY_SERVER 2264 op->stats.sp++;
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0,
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2265
2517 if(op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2519 else
2520 op->last_eat=25*(1+bonus)/(penalty +1);
2521 /* dms do not consume food */ 2266 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2523 }
2524 }
2525
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2527 object *tmp, *flesh=NULL;
2528
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0);
2534 if(op->stats.food>=0||op->stats.hp<0)
2535 break; 2268 {
2269 op->stats.food--;
2270
2271 if (op->contr->digestion < 0)
2272 op->stats.food += op->contr->digestion;
2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2274 op->stats.food = last_food;
2275 }
2536 } 2276 }
2277
2278 if (max_sp > 1)
2279 {
2280 over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2298 }
2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2307 {
2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!QUERY_FLAG (op, FLAG_WIZ))
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2320 }
2321
2322 if (max_hp > 1)
2323 {
2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2333 }
2334 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2336 }
2337 }
2338
2339 /* Digestion */
2340 if (--op->last_eat < 0)
2341 {
2342 int bonus = max (0, op->contr->digestion),
2343 penalty = max (0, -op->contr->digestion);
2344
2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2346
2347 /* dms do not consume food */
2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2349 op->stats.food--;
2350 }
2351
2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2353 {
2354 object *flesh = 0;
2355
2356 for_inv_removable (op, tmp)
2357 {
2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2362 {
2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2365 manual_apply (op, tmp, 0);
2366
2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2368 break;
2369 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2370 else if (tmp->type == FLESH)
2538 } /* End if paid for object */ 2371 flesh = tmp;
2539 } /* end of for loop */ 2372 }
2373
2540 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2375 * eat flesh instead.
2542 */ 2376 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2378 {
2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2545 manual_apply(op,flesh,0); 2381 manual_apply (op, flesh, 0);
2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2388 }
2389
2390 if (op->stats.food < 0)
2546 } 2391 {
2547 } /* end if player is starving */ 2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2548 2394
2549 while(op->stats.food<0&&op->stats.hp>0) 2395 if (op->stats.hp < 0)
2550 op->stats.food++,op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2551 2401
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2402 /* killer should be set here already */
2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 kill_player(op); 2404 kill_player (op);
2405 }
2554} 2406}
2555
2556
2557 2407
2558/* If the player should die (lack of hp, food, etc), we call this. 2408/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2409 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2410 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2411 * file.
2562 */ 2412 */
2413void
2563void kill_player(object *op) 2414kill_player (object *op)
2564{ 2415{
2565 char buf[MAX_BUF];
2566 int x,y,i; 2416 int x, y;
2567 mapstruct *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2568 int z;
2569 int num_stats_lose;
2570 int lost_a_stat;
2571 int lose_this_stat;
2572 int this_stat;
2573 int will_kill_again; 2418 int will_kill_again;
2574 archetype *at; 2419 archetype *at;
2575 object *tmp; 2420 object *tmp;
2576 2421
2577 if(save_life(op)) 2422 if (save_life (op))
2578 return; 2423 return;
2579 2424
2425 dynbuf_text deathtab;
2580 2426
2427 /* restore player */
2428 at = archetype::find ("poisoning");
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find ("confusion");
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0)
2449 op->stats.food = 999;
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2462
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2466 */
2585 if (op_on_battleground(op, &x, &y)) { 2467 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2468 {
2587 "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2589 "Local medics have saved your life...");
2590
2591 /* restore player */
2592 at = find_archetype("poisoning");
2593 tmp=present_arch_in_ob(at,op);
2594 if (tmp) {
2595 remove_ob(tmp);
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2598 }
2599 2470
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2606 }
2607
2608 cure_disease(op,0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999;
2611
2612 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 {
2616 sprintf(buf,"%s's finger", &op->name);
2617 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level),
2621 op->contr->killer);
2622 tmp->msg=buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0;
2624 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 } 2473 {
2474 tmp->name = format ("%s's finger" , &op->name);
2475 tmp->name_pl = format ("%s's fingers", &op->name);
2476 tmp->msg = format (
2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2478 &op->name, op->contr->title,
2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2482 tmp->value = 0, tmp->type = 0;
2483 tmp->materialname = "organics";
2484 tmp->insert_at (op, tmp);
2628 2485 }
2486
2629 /* teleport defeated player to new destination*/ 2487 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2632 return; 2492 return;
2633 } 2493 }
2634 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2635 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2636 2499
2637 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2638 2501
2639 if(op->stats.food<0) { 2502 op->contr->play_sound (sound_find ("player_dies"));
2640 if (op->contr->explore) {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name);
2647 strcpy(op->contr->killer,"starvation");
2648 }
2649 else {
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name);
2657 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2659 2503
2660 /* save the map location for corpse, gravestone*/ 2504 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2505 x = op->x;
2506 y = op->y;
2507 map = op->map;
2662 2508
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2509 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2510 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2511 * See the config.h file for a little more in depth detail about this.
2668 */ 2512 */
2669 2513
2670 /* Basically two ways to go - remove a stat permanently, or just 2514 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2515 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2516 * of death.
2673 */ 2517 */
2674#ifndef COZY_SERVER 2518#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2519 if (settings.balanced_stat_loss)
2520 {
2676 /* If stat loss is permanent, lose one stat only. */ 2521 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2522 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2523 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2524 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2525 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2526 little bit harder. */
2682 /* GD */ 2527 /* GD */
2683 if (settings.stat_loss_on_death) 2528 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2529 num_stats_lose = 1;
2689 } 2530 else
2531 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2532 }
2533 else
2534 num_stats_lose = 1;
2535
2690 lost_a_stat = 0; 2536 lost_a_stat = 0;
2691 2537
2692 for (z=0; z<num_stats_lose; z++) { 2538 for (z = 0; z < num_stats_lose; z++)
2693 i = RANDOM() % NUM_STATS; 2539 {
2540 i = rndm (NUM_STATS);
2694 2541
2695 if (settings.stat_loss_on_death) { 2542 if (settings.stat_loss_on_death)
2543 {
2696 /* Pick a random stat and take a point off it. Tell the player 2544 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2545 * what he lost.
2698 */ 2546 */
2699 change_attr_value(&(op->stats), i,-1); 2547 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2548 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2549 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2550 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2551 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2552 lost_a_stat = 1;
2705 } else { 2553 }
2554 else
2555 {
2706 /* deplete a stat */ 2556 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2557 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2558 object *dep;
2559
2560 dep = present_arch_in_ob (deparch, op);
2561 if (!dep)
2709 2562 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2563 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2564 insert_ob_in_ob (dep, op);
2714 } 2565 }
2715 lose_this_stat = 1; 2566 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2567 if (settings.balanced_stat_loss)
2568 {
2717 /* GD */ 2569 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2570 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2571 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2572 if (this_stat < 0)
2573 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2574 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2575 int keep_chance = this_stat * this_stat;
2576
2723 /* Yes, I am paranoid. Sue me. */ 2577 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2578 if (keep_chance < 1)
2725 keep_chance = 1; 2579 keep_chance = 1;
2726 2580
2727 /* There is a maximum depletion total per level. */ 2581 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2582 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2583 {
2729 lose_this_stat = 0; 2584 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2585 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2586 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2587 }
2741 } 2588 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2589 {
2751 if (this_stat>=-50) { 2590 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2591 lose_this_stat = 0;
2592 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2593 this_stat, keep_chance, loss_chance,
2594 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2595 }
2758 } 2596 }
2759 } 2597 }
2760 } 2598
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2599 if (lose_this_stat)
2763 { 2600 {
2764 /* determine_god() seems to not work sometimes... why is this? 2601 this_stat = get_attr_value (&dep->stats, i);
2765 Should I be using something else? GD */ 2602 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2603 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2604 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2605 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2606 * difference.
2770 " you.", god); 2607 */
2608 if (this_stat >= -50)
2771 else 2609 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2610 change_attr_value (&(dep->stats), i, -1);
2773 " feel a holy presence protecting you."); 2611 SET_FLAG (dep, FLAG_APPLIED);
2612 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2613 op->update_stats ();
2614 lost_a_stat = 1;
2615 }
2774 } 2616 }
2617 }
2618 }
2619
2620 /* If no stat lost, tell the player. */
2621 if (!lost_a_stat)
2622 {
2623 /* determine_god() seems to not work sometimes... why is this?
2624 Should I be using something else? GD */
2625 shstr_tmp god = determine_god (op);
2626
2627 if (god != shstr_none)
2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2629 else
2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2631 }
2632#else
2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2775#endif 2634#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2635
2779 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2637 * exp loss on the stone.
2781 */ 2638 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2640 tmp->name = format ("%s's gravestone", &op->name);
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2786 "who was killed\n" 2643 &op->name, op->contr->title, op->contr->killer_name ());
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2644 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2646
2794 /**************************************/ 2647 /**************************************/
2795 /* */ 2648 /* */
2796 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */
2799 /* */ 2650 /* */
2800 /**************************************/ 2651 /**************************************/
2801 2652
2802 /* remove any poisoning and confusion the character may be suffering.*/
2803 /* restore player */
2804 at = find_archetype("poisoning");
2805 tmp=present_arch_in_ob(at,op);
2806 if (tmp) {
2807 remove_ob(tmp);
2808 free_object(tmp);
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2810 }
2811
2812 at = find_archetype("confusion");
2813 tmp=present_arch_in_ob(at,op);
2814 if (tmp) {
2815 remove_ob(tmp);
2816 free_object(tmp);
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2818 }
2819 cure_disease(op,0); /* remove any disease */
2820
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2654 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827 2655
2828 /* 2656 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2657 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2658 * and put them back in the map.
2831 * in the map. 2659 */
2832 */ 2660 op->drop_unpaid_items ();
2833 2661
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/ 2662 /****************************************/
2838 /* */ 2663 /* */
2839 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
2841 /* */ 2666 /* */
2842 /****************************************/ 2667 /****************************************/
2843 2668
2844 enter_player_savebed(op); 2669 enter_player_savebed (op);
2845 2670
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2671 op->contr->braced = 0;
2850 save_player(op,1);
2851 2672
2852 /* it is possible that the player has blown something up 2673 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2674 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2675 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2676 * on the space that might harm the player.
2856 */ 2677 */
2857 will_kill_again=0; 2678 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2679 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2680 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2681 will_kill_again |= tmp->attacktype;
2861 } 2682
2862 if (will_kill_again) { 2683 if (will_kill_again)
2684 {
2863 object *force; 2685 object *force;
2864 int at; 2686 int at;
2865 2687
2866 force=get_archetype(FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2690 force->speed = 0.1f;
2869 force->speed_left=-5.0; 2691 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2693 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2695 force->resist[at] = 100;
2696
2697 insert_ob_in_ob (force, op);
2698 op->update_stats ();
2699 }
2700
2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2702}
2703
2704void
2705loot_object (object *op)
2706{ /* Grab and destroy some treasure */
2707 object *tmp, *tmp2, *next;
2708
2709 op->close_container (); /* close open sack first */
2710
2711 for (tmp = op->inv; tmp; tmp = next)
2712 {
2713 next = tmp->below;
2714
2715 if (tmp->invisible)
2716 continue;
2717
2718 tmp->remove ();
2719 tmp->x = op->x, tmp->y = op->y;
2720
2721 if (tmp->type == CONTAINER)
2722 loot_object (tmp); /* empty container to ground */
2723
2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2725 {
2726 if (tmp->nrof > 1)
2727 {
2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2730 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2731 else
2933 delete_character(op->name,1); 2732 tmp->destroy ();
2934 } 2733 }
2935 } 2734 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2736 }
2977} 2737}
2978 2738
2979/* 2739/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2742 * was changed.
2983 */ 2743 */
2984 2744void
2985void fix_weight(void) { 2745fix_weight (void)
2986 player *pl; 2746{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2747 for_all_players (pl)
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2748 {
2989 if(old == sum) 2749 sint32 old = pl->ob->carrying;
2990 continue; 2750
2991 fix_player(pl->ob); 2751 pl->ob->update_weight ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2752
2993 &pl->ob->name, old, sum); 2753 if (old != pl->ob->carrying)
2754 {
2755 pl->ob->update_stats ();
2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
2994 } 2758 }
2995} 2759}
2996 2760
2761void
2997void fix_luck(void) { 2762fix_luck (void)
2998 player *pl; 2763{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2764 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2765 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2766 pl->ob->change_luck (0);
3002} 2767}
3003
3004 2768
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3008 */ 2772 */
3009
3010void 2773void
3011cast_dust (object * op, object * throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3012{ 2775{
3013 object *skop, *spob; 2776 object *skop, *spob;
3014 2777
3015 skop = find_skill_by_name (op, throw_ob->skill); 2778 skop = find_skill_by_name (op, throw_ob->skill);
3016 2779
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2780 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2781 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 2782 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2783 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 2784 return;
3023 } 2785 }
3024 2786
3025 spob = throw_ob->inv; 2787 spob = throw_ob->inv;
3026 2788
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2789 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 2790 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 2791 // errors should be reported as early as possible IMHO)
3030 if (!spob) 2792 if (!spob)
3031 { 2793 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2794 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 2795 return;
3035 } 2796 }
3036 2797
3037 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2799 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 2800
3040 cast_spell (op, throw_ob, dir, spob, NULL); 2801 cast_spell (op, throw_ob, dir, spob, NULL);
3041 2802
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2803 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 2804}
3046 2805
2806void
3047void make_visible (object *op) { 2807make_visible (object *op)
3048 op->hide = 0; 2808{
2809 op->flag [FLAG_HIDDEN] = 0;
3049 op->invisible = 0; 2810 op->invisible = 0;
2811
3050 if(op->type==PLAYER) { 2812 if (op->type == PLAYER)
2813 {
3051 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3053 } 2816 }
2817
3054 update_object(op,UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3055} 2819}
3056 2820
2821int
3057int is_true_undead(object *op) { 2822is_true_undead (object *op)
3058 object *tmp=NULL; 2823{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2825 return 1;
3061 2826
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 2827 return 0;
3067} 2828}
3068 2829
3069/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 2832 * indicate greater hideability.
3072 */ 2833 */
3073 2834int
3074int hideability(object *ob) { 2835hideability (object *ob)
2836{
3075 int i,level=0, mflag; 2837 int i, level = 0, mflag;
3076 sint16 x,y; 2838 sint16 x, y;
3077 2839
3078 if(!ob||!ob->map) return 0; 2840 if (!ob || !ob->map)
2841 return 0;
3079 2842
3080 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3082 2845
3083 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2849 if (ob->has_carried_lights ())
2850 level = -(10 + (2 * ob->map->darklevel ()));
3087 2851
3088 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2856 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 2858 if (mflag & P_OUT_OF_MAP)
2859 continue;
2860
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 2862 level += 2;
3094 else /* open terrain! */ 2863 else /* open terrain! */
3095 level -= 1; 2864 level -= 1;
3096 } 2865 }
3097 2866
3098#if 0 2867#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2868 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 2869#endif
3101 return level; 2870 return level;
3102} 2871}
3103 2872
3104/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 2877 */
3109 2878void
3110void do_hidden_move (object *op) { 2879do_hidden_move (object *op)
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2880{
3112 object *skop; 2881 int hide = 0;
3113 2882
3114 if(!op || !op->map) return; 2883 if (!op || !op->map)
2884 return;
3115 2885
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3117 2888
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 2890 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 2891 if (!skop || num >= skop->level)
2892 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 2894 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2895 return;
3132 "You moved out of hiding! You are visible!");
3133 } 2896 }
2897 else
2898 num += 20;
2899
2900 num += op->map->difficulty;
2901 hide = hideability (op); /* modify by terrain hidden level */
2902 num -= hide;
2903
2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2905 {
2906 make_visible (op);
2907
2908 if (op->type == PLAYER)
2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2910 }
3134 else if (op->type == PLAYER && skop) { 2911 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 2913}
3138 2914
3139/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3140 2916
2917int
3141int stand_near_hostile( object *who ) { 2918stand_near_hostile (object *who)
2919{
3142 object *tmp=NULL; 2920 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 2921 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 2922 maptile *m;
3145 sint16 x,y; 2923 sint16 x, y;
3146 2924
3147 if(!who) return 0; 2925 if (!who)
2926 return 0;
3148 2927
3149 if(who->type==PLAYER) player=1; 2928 if (who->type == PLAYER)
2929 player = 1;
2930
2931 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2932 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 2933
3152 /* search adjacent squares */ 2934 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 2935 for (i = 1; i < 9; i++)
2936 {
3154 x = who->x+freearr_x[i]; 2937 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 2938 y = who->y + freearr_y[i];
3156 m = who->map; 2939 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 2940 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 2941 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 2942 * blocked, don't need to check this space.
3160 */ 2943 */
3161 if (mflags & P_OUT_OF_MAP) continue; 2944 if (mflags & P_OUT_OF_MAP)
2945 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 2947 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2948
3165 if((player||friendly) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2950 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2952 return 1;
2953 else if (tmp->type == PLAYER)
2954 {
2955 /*don't let a hidden DM prevent you from hiding */
2956 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 2957 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 2958 }
3174 } 2959 }
3175 } 2960 }
3176 return 0; 2961 return 0;
3177} 2962}
3178 2963
3179/* check the player los field for viewability of the 2964/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3182 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3183 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3184 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3185 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3186 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3187 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 2974 * -b.t.
3190 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3191 */ 2976 */
3192 2977int
3193int player_can_view (object *pl,object *op) { 2978player_can_view (object *pl, object *op)
2979{
3194 rv_vector rv; 2980 rv_vector rv;
3195 int dx,dy; 2981 int dx, dy;
3196 2982
3197 if(pl->type!=PLAYER) { 2983 if (pl->type != PLAYER)
2984 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 2986 return -1;
3200 } 2987 }
3201 if (!pl || !op) return 0;
3202 2988
3203 if(op->head) { op = op->head; } 2989 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 2990 return 0;
2991
2992 op = op->head_ ();
2993
2994 get_rangevector (pl, op, &rv, 0x1);
2995
2996 /* starting with the 'head' part, lets loop
2997 * through the object and find if it has any
2998 * part that is in the los array but isn't on
2999 * a blocked los square.
3000 * we use the archetype to figure out offsets.
3001 */
3002 while (op)
3003 {
3004 dx = rv.distance_x + op->arch->x;
3005 dy = rv.distance_y + op->arch->y;
3006
3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3008 return 1;
3009
3010 op = op->more;
3011 }
3012
3013 return 0;
3227} 3014}
3228 3015
3229/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3232 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3233 * return 0. 3020 * return 0.
3234 */ 3021 */
3022int
3235int action_makes_visible (object *op) { 3023action_makes_visible (object *op)
3236 3024{
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3026 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3239 return 0; 3034 return 0;
3035 }
3240 3036
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3037 if (op->contr && op->contr->tmp_invis == 0)
3038 return 0;
3242 3039
3243 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3042 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3246 return 1; 3044 return 1;
3247 } 3045 }
3248 } 3046 }
3047
3249 return 0; 3048 return 0;
3250} 3049}
3251 3050
3252/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3053 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3054 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3055 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3056 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3057 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3058 */
3059int
3260int op_on_battleground (object *op, int *x, int *y) { 3060op_on_battleground (object *op, int *x, int *y)
3261 object *tmp; 3061{
3262
3263 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3063 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3069 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3071 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3272 strcmp(tmp->name, "battleground")==0 && 3073 && tmp->type == BATTLEGROUND
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3074 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp))
3076 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3077 /* before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3078 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3276 object *invtmp; 3079 {
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3081 {
3278 if(invtmp->type==FORCE && invtmp->slaying && 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3083 {
3280 if (x != NULL && y != NULL) 3084 if (x && y)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3282 return 1; 3087 return 1;
3088 }
3283 } 3089 }
3284 } 3090 }
3285 } 3091
3286 if (x != NULL && y != NULL) 3092 if (x && y)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3288 return 1; 3095 return 1;
3096 }
3289 } 3097 }
3290 }
3291 } 3098 }
3099
3292 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3293 return 0; 3101 return 0;
3294} 3102}
3295 3103
3296/* 3104/*
3300 * attributes: 3108 * attributes:
3301 * object *who the dragon player 3109 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3110 * int atnr the attack-number of the ability focus
3303 * int level ability level 3111 * int level ability level
3304 */ 3112 */
3113void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3114dragon_ability_gain (object *who, int atnr, int level)
3115{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3116 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3117 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3118 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3119 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3121 int i = 0, j = 0;
3312 3122
3313 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3316 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3318 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3320 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3322 3132
3323 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3134 return;
3135
3136 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3137
3138 if (!tr || !tr->item)
3139 {
3140 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3141 return;
3142 }
3143
3144 /* everything seems okay - now bring on the gift: */
3145 item = tr->item;
3146
3147 if (item->type == SPELL)
3148 {
3149 if (check_spell_known (who, item->name))
3324 return; 3150 return;
3325 3151
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3152 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3153 do_learn_spell (who, item, 0);
3328 3154 return;
3329 if (tr == NULL || tr->item == NULL) { 3155 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3156
3157 /* grant direct spell */
3158 if (item->type == SPELLBOOK)
3159 {
3160 if (!item->inv)
3161 {
3162 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3163 return;
3164 }
3165 if (check_spell_known (who, item->inv->name))
3331 return; 3166 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3167 if (item->invisible)
3168 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3169 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3170 do_learn_spell (who, item->inv, 0);
3357 return; 3171 return;
3358 } 3172 }
3359 } 3173 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3174 else if (item->type == SKILL_TOOL && item->invisible)
3175 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3176 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3177 {
3362 3178
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3179 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3180 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3181 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3182 * but not all of them, he gets nothing.
3367 */ 3183 */
3368 if (!(skop->attacktype & item->attacktype)) { 3184 if (!(skop->attacktype & item->attacktype))
3185 {
3369 /* Give new attacktype */ 3186 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3187 skop->attacktype |= item->attacktype;
3371 3188
3372 /* always add physical if there's none */ 3189 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3190 skop->attacktype |= AT_PHYSICAL;
3374 3191
3375 if (item->msg != NULL) 3192 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3193 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3194
3378 /* Give player new face */ 3195 /* Give player new face */
3379 if (item->animation_id) { 3196 if (item->animation_id)
3197 {
3380 who->face = skop->face; 3198 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3199 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3200 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3201 who->last_anim = 0;
3384 who->state = 0; 3202 who->state = 0;
3385 animate_object(who, who->direction); 3203 animate_object (who, who->direction);
3386 } 3204 }
3387 } 3205 }
3388 } 3206 }
3389 } 3207 }
3390 else if (item->type == FORCE) { 3208 else if (item->type == FORCE)
3209 {
3391 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3211 object *skin;
3212
3393 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3214 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3395 skin=skin->below); 3215 ;
3396 if (skin == NULL) return; 3216
3397 3217 if (!skin)
3218 return;
3219
3398 /* adding new spellpath attunements */ 3220 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3221 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3222 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3223 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3224
3402 /* print message */ 3225 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3226 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3227 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3228 {
3405 if(item->path_attuned & (1<<i)) { 3229 if (item->path_attuned & (1 << i))
3230 {
3406 if (j) 3231 if (j)
3407 strcat(buf," and "); 3232 strcat (buf, " and ");
3408 else 3233 else
3409 j = 1; 3234 j = 1;
3410 strcat(buf, spellpathnames[i]); 3235 strcat (buf, spellpathnames[i]);
3411 } 3236 }
3412 } 3237 }
3413 strcat(buf,"."); 3238 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3239 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3240 }
3416 3241
3417 /* evtl. adding flags: */ 3242 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3243 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3244 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3245 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3246 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3247 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3248 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3249
3425 /* print message if there is one */ 3250 /* print message if there is one */
3426 if (item->msg != NULL) 3251 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3252 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3253 }
3254 else
3428 } 3255 {
3429 else {
3430 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3434 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp);
3436 } 3260 }
3437} 3261}
3438 3262
3439/** 3263/**
3440 * Unready an object for a player. This function does nothing if the object was 3264 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3265 * not readied.
3442 */ 3266 */
3267void
3443void player_unready_range_ob(player *pl, object *ob) { 3268player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3269{
3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3445 3272
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3273 if (pl->combat_ob == ob)
3447 if (pl->ranges[i] == ob) { 3274 pl->combat_ob = 0;
3448 pl->ranges[i] = NULL; 3275
3449 if (pl->shoottype == i) { 3276 if (pl->ranged_ob == ob)
3450 pl->shoottype = range_none; 3277 pl->ranged_ob = 0;
3451 }
3452 }
3453 }
3454} 3278}
3279
3280sint8
3281player::darkness_at (maptile *map, int x, int y) const
3282{
3283 if (!ns)
3284 return LOS_BLOCKED;
3285
3286 int dx, dy;
3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3288 return LOS_BLOCKED;
3289
3290 x += dx - ns->current_x;
3291 y += dy - ns->current_y;
3292
3293 return blocked_los (x, y);
3294}
3295
3296void
3297player::infobox (const char *title, const char *msg, int color)
3298{
3299 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3300}
3301
3302void
3303player::statusmsg (const char *msg, int color)
3304{
3305 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3306}
3307
3308void
3309player::failmsg (const char *msg, int color)
3310{
3311 play_sound (sound_find ("generic_failure"));
3312 statusmsg (msg, color);
3313}
3314

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines