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 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.274 by root, Wed Apr 21 06:40:57 2010 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 player *tmp; 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
208 80
209 p = (player *) malloc(sizeof(player)); 81 players.erase (this);
210 if(p==NULL) 82}
211 fatal(OUT_OF_MEMORY);
212 83
213 /* This adds the player in the linked list. There is extra 84// connect the player with a specific client
214 * complexity here because we want to add the new player at the 85// also changes, rationalises, and fixes some incorrect settings
215 * end of the list - there is in fact no compelling reason that 86void
216 * that needs to be done except for things like output of 87player::connect (client *ns)
217 * 'who'. 88{
218 */ 89 this->ns = ns;
219 tmp=first_player; 90 ns->pl = this;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 91
227 p->next = NULL; 92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
228 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
229 116
230 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 * for next and socket. 118 if (tmp->type == FORCE)
232 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 120 abil = tmp;
234 sizeof(player) - offsetof(player, ob)); 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
235 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
236 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 212 * we deal with that below this point.
238 */ 213 */
239 p->party=NULL; 214 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 217
245#ifdef AUTOSAVE
246 p->last_save_tick = 9999999;
247#endif
248
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
250
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 219
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10; 220 gen_sp_armour = 10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal; 221 bowtype = bow_normal;
268 p->petmode=pet_normal; 222 petmode = pet_normal;
269 p->listening=10;
270 p->usekeys=containers; 223 usekeys = containers;
271 p->last_weapon_sp= -1; 224 peaceful = 1; /* default peaceful */
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1; 225 do_los = 1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276 226
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 227 weapon_sp = 1.0f;
278 p->title[sizeof(p->title)-1] = '\0'; 228 weapon_sp_left = 0.5f;
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 229}
302 230
303 231void
304/* This loads the first map an puts the player on it. */ 232player::do_destroy ()
305static void set_first_map(object *op)
306{ 233{
307 strcpy(op->contr->maplevel, first_map_path); 234 disconnect ();
308 op->x = -1;
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312 235
313/* Tries to add player on the connection passwd in ns. 236 attachable::do_destroy ();
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317 237
318int add_player(NewSocket *ns) { 238 if (ob)
319 player *p; 239 ob->destroy ();
320 240
321 p=get_player(NULL); 241 ob = observe = viewpoint = 0;
322 p->socket = *ns; 242}
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333 243
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 244player::~player ()
335 add_friendly_object(p->ob); 245{
336 send_rules(p->ob); 246 /* Clear item stack */
337 send_news(p->ob); 247 free (stack_items);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341} 248}
342 249
343/* 250/*
344 * get_player_archetype() return next player archetype from archetype 251 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 252 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 253 * Note: there MUST be at least one player archetype!
347 */ 254 */
255static archetype *
348archetype *get_player_archetype(archetype* at) 256get_player_archetype (archetype *at)
349{ 257{
350 archetype *start = at; 258 // archetypes could have been reloaded
351 for (;;) { 259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 260
353 at=first_archetype; 261 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 262 return at;
358 if (at == start) { 263
359 LOG (llevError, "No Player archetypes\n"); 264 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 265
361 } 266 for (;;)
362 } 267 {
363} 268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
364 272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
276}
365 277
278/* Tries to add player on the connection passed in ns.
279 * All we can really get in this is some settings like host and display
280 * mode.
281 */
282player *
283player::create ()
284{
285 player *pl = new player;
286
287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
293 set_first_map (pl->ob);
294
295 return pl;
296}
297
298object *
366object *get_nearest_player(object *mon) { 299get_nearest_player (object *mon)
300{
367 object *op = NULL; 301 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 302 objectlink *ol;
370 unsigned lastdist; 303 unsigned lastdist;
371 rv_vector rv; 304 rv_vector rv;
372 305
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 307 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 309 continue;
400 310
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 311 if (lastdist > rv.distance)
410 op=pl->ob; 312 {
313 op = ol->ob;
411 lastdist=rv.distance; 314 lastdist = rv.distance;
315 }
412 } 316 }
413 } 317
414 } 318 for_all_players (pl)
319 if (can_detect_enemy (mon, pl->ob, &rv))
320 if (lastdist > rv.distance)
321 {
322 op = pl->ob;
323 lastdist = rv.distance;
324 }
325
415#if 0 326#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 327 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 328#endif
418 return op; 329 return op;
419} 330}
420 331
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 332/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 333 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 334 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 348 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 349 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 350 * is probably not a good thing.
440 */ 351 */
441#define MAX_SPACES 50 352#define MAX_SPACES 50
442
443 353
444/* 354/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 355 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 356 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 357 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 370 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 371 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 372 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 373 * is blocking itself.
464 */ 374 */
375int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 376path_to_player (object *mon, object *pl, unsigned mindiff)
377{
466 rv_vector rv; 378 rv_vector rv;
467 sint16 x,y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap;
470 380
471 get_rangevector(mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
472 382
473 if (rv.distance<mindiff) return 0; 383 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 384 return 0;
726}
727 385
728void confirm_password(object *op) { 386 mapxy pos (mon);
387 dir = rv.direction;
388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 390
730 op->contr->write_buf[0]='\0'; 391 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 392 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 393 return 0;
733}
734 394
395 while (diff > 1 && max > 0)
396 {
397 mapxy lastpos = pos;
398
399 pos.move (dir);
400
401 /* Space is blocked - try changing direction a little */
402 if (!pos.normalise ()
403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
405 {
406 /* recalculate direction from last good location. Possible
407 * we were not traversing ideal location before.
408 */
409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
410 if (rv.direction != dir)
411 {
412 /* OK - says direction should be different - lets reset the
413 * the values so it will try again.
414 */
415 pos = lastpos;
416 dir = firstdir = rv.direction;
417 }
418 else
419 {
420 /* direct path is blocked - try taking a side step to
421 * either the left or right.
422 * Note increase the values in the loop below to be
423 * more than -1/1 respectively will mean the monster takes
424 * bigger detour. Have to be careful about these values getting
425 * too big (3 or maybe 4 or higher) as the monster may just try
426 * stepping back and forth
427 */
428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
429 {
430 if (i == 0)
431 continue; /* already did this, so skip it */
432
433 /* Use lastdir here - otherwise,
434 * since the direction that the creature should move in
435 * may change, you could get infinite loops.
436 * ie, player is northwest, but monster can only
437 * move west, so it does that. It goes some distance,
438 * gets blocked, finds that it should move north,
439 * can't do that, but now finds it can move east, and
440 * gets back to its original point. lastdir contains
441 * the last direction the creature has successfully
442 * moved.
443 */
444 pos = lastpos;
445 pos.move (absdir (lastdir + i));
446
447 if (!pos.normalise ())
448 continue;
449
450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
453 continue;
454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
456 continue;
457
458 if (blocked_link (mon, pos.m, pos.x, pos.y))
459 break;
460 }
461
462 /* go through entire loop without finding a valid
463 * sidestep to take - thus, no valid path.
464 */
465 if (i == DETOUR_AMOUNT + 1)
466 return 0;
467
468 diff--;
469 lastdir = dir;
470 max--;
471 if (!firstdir)
472 firstdir = dir + i;
473 } /* else check alternate directions */
474 } /* if blocked */
475 else
476 {
477 /* we moved towards creature, so diff is less */
478 diff--;
479 max--;
480 lastdir = dir;
481
482 if (!firstdir)
483 firstdir = dir;
484 }
485
486 if (diff <= 1)
487 {
488 /* Recalculate diff (distance) because we may not have actually
489 * headed toward player for entire distance.
490 */
491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
493 }
494
495 if (diff > max)
496 return 0;
497 }
498
499 /* If we reached the max, didn't find a direction in time */
500 if (!max)
501 return 0;
502
503 return firstdir;
504}
505
506void
507give_initial_items (object *pl, treasurelist *items)
508{
509 if (pl->randomitems)
510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
511
512 for (object *next, *op = pl->inv; op; op = next)
513 {
514 next = op->below;
515
516 /* Forces get applied per default, unless they have the
517 * flag "neutral" set. Sorry but I can't think of a better way
518 */
519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
520 op->set_flag (FLAG_APPLIED);
521
522 /* we never give weapons/armour if these cannot be used
523 * by this player due to race restrictions
524 */
525 if (pl->type == PLAYER)
526 {
527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
529 (op->type == ARMOUR || op->type == BOOTS
530 || op->type == CLOAK || op->type == HELMET
531 || op->type == SHIELD || op->type == GLOVES
532 || op->type == BRACERS || op->type == GIRDLE))
533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
534 {
535 op->destroy ();
536 continue;
537 }
538 }
539
540 /* Here we remove duplicated skills (as duplicated spell objects have
541 * _very_ confusing effects for players), which could for instance be
542 * generated by bad treasurelists. - elmex
543 */
544 if (op->type == SKILL)
545 {
546 for (object *tmp = op->below; tmp; tmp = tmp->below)
547 if (tmp->type == op->type && tmp->name == op->name)
548 {
549 op->destroy ();
550 LOG (llevError,
551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
552 break;
553 }
554
555 if (op->nrof > 1)
556 op->nrof = 1;
557 }
558
559 if (op->type == SPELLBOOK && op->inv)
560 op->inv->clr_flag (FLAG_STARTEQUIP);
561
562 /* Give starting characters identified, uncursed, and undamned
563 * items. Just don't identify gold or silver, or it won't be
564 * merged properly.
565 */
566 if (op->need_identify ())
567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
573 if (op->type == SPELL)
574 {
575 op->destroy ();
576 continue;
577 }
578 else if (op->type == SKILL)
579 {
580 op->set_flag (FLAG_CAN_USE_SKILL);
581 op->stats.exp = 0;
582 op->level = 1;
583 }
584 else /* lock all 'normal items by default */
585 op->set_flag (FLAG_INV_LOCKED);
586 } /* for loop of objects in player inv */
587
588 /* Need to set up the skill pointers */
589 pl->contr->link_skills ();
590}
591
592void
735void get_party_password(object *op, partylist *party) { 593get_party_password (object *op, partylist *party)
594{
736 if (party == NULL) { 595 if (party == NULL)
596 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 597 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 598 return;
739 } 599 }
600
740 op->contr->write_buf[0]='\0'; 601 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 602 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 603 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 605}
745
746 606
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
748int roll_stat(void) { 608static int
609roll_stat ()
610{
749 int a[4],i,j,k; 611 int a[4], i, j, k;
750 612
751 for(i=0;i<4;i++) 613 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 614 a[i] = (int) rndm (6) + 1;
753 615
754 for(i=0,j=0,k=7;i<4;i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 617 if (a[i] < k)
756 k=a[i],j=i; 618 k = a[i], j = i;
757 619
758 for(i=0,k=0;i<4;i++) { 620 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 621 if (i != j)
760 k+=a[i]; 622 k += a[i];
761 } 623
762 return k; 624 return k;
763} 625}
764 626
765void roll_stats(object *op) { 627void
628object::roll_stats ()
629{
630 int statsort [NUM_STATS];
631
632 for (;;)
633 {
766 int sum=0; 634 int sum = 0;
767 int i = 0, j = 0; 635 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 636 sum += statsort [i] = roll_stat ();
769 637
770 do { 638 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 639 break;
772 op->stats.Dex=roll_stat(); 640 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 641
783 /* Sort the stats so that rerolling is easier... */ 642 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 644
792 /* a quick and dirty bubblesort? */ 645 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 646 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 647
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 648 stats.exp = 0;
823 op->stats.ac=0; 649 stats.ac = 0;
824 650
651 stats.hp = stats.maxhp;
652 stats.sp = stats.maxsp;
653 stats.grace = stats.maxgrace;
654
655 if (contr)
656 {
825 op->contr->levhp[1] = 9; 657 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 658 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 659 contr->levgrace[1] = 3;
828 660
829 fix_player(op); 661 contr->orig_stats = stats;
662 }
663}
664
665void
666object::swap_stats (int a, int b)
667{
668 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
669
670 for (int i = 0; i < NUM_STATS; ++i)
671 stats.stat (i) = contr->orig_stats.stat (i);
672
673 //TODO: the following code looks so borked and should, at the very least,
674 // be merged with the similar code in roll_stats
675 stats.ac = 0;
676
677 level = 1;
678 stats.exp = 0;
679 stats.ac = 0;
680
830 op->stats.hp = op->stats.maxhp; 681 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 682 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
687 contr->levhp[1] = 9;
688 contr->levsp[1] = 6;
689 contr->levgrace[1] = 3;
690
833 op->contr->orig_stats=op->stats; 691 contr->orig_stats = stats;
692 }
834} 693}
835 694
836void Roll_Again(object *op) 695static void
696start_info (object *op)
837{ 697{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
846 699
847 if ( op->contr->Swap_First == -1 ) { 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 702}
955 703
956/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
960 * not the class. 708 * not the class.
961 */ 709 */
962 710void
963int key_change_class(object *op, char key) 711player::chargen_race_done ()
964{ 712{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 714 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 715
979 /* Lauwenmark : Here we handle the BORN global event */ 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
980 execute_global_event(EVENT_BORN, op); 717 if (tl)
718 create_treasure (tl, ob, 0, 0, 0);
981 719
982 /* Lauwenmark : We then generate a LOGIN event */ 720 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 721 INVOKE_PLAYER (LOGIN, ob->contr);
722
984 op->contr->state=ST_PLAYING; 723 ob->contr->ns->state = ST_PLAYING;
985 724
986 if (op->msg) { 725 if (ob->msg)
987 free_string(op->msg); 726 ob->msg = 0;
988 op->msg=NULL;
989 }
990 727
991 /* We create this now because some of the unique maps will need it
992 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op); 728 start_info (ob);
1001 CLEAR_FLAG(op, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 730 give_initial_items (ob, ob->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op); 731 esrv_send_inventory (ob, ob);
1005 fix_player(op); 732 ob->update_stats ();
1006 733
1007 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
1008 * is one for this race 735 * is one for this race
1009 */ 736 */
1010 if(*first_map_ext_path) { 737 if (*first_map_ext_path)
1011 object *tmp; 738 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1012 mapstruct *oldmap = op->map; 739 else
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 740 LOG (llevDebug, "first_map_ext_path not set\n");
1026 } 741}
1027 return 0;
1028 }
1029 742
743void
744player::chargen_race_next ()
745{
1030 /* Following actually changes the race - this is the default command 746 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 747 * if we don't match with one of the options above.
1032 */ 748 */
1033 749
1034 tmp_loop = 0; 750 do
1035 while(!tmp_loop) { 751 {
1036 const char *name = add_string (op->name); 752 shstr name = ob->name;
1037 int x = op->x, y = op->y; 753 int x = ob->x, y = ob->y;
1038 remove_statbonus(op); 754
1039 remove_ob (op); 755 ob->remove_statbonus ();
756 ob->remove ();
1040 op->arch = get_player_archetype(op->arch); 757 ob->arch = get_player_archetype (ob->arch);
1041 copy_object (&op->arch->clone, op); 758 ob->arch->copy_to (ob);
759 ob->instantiate ();
1042 op->stats = op->contr->orig_stats; 760 ob->stats = ob->contr->orig_stats;
1043 free_string (op->name); 761 ob->name = ob->name_pl = name;
1044 op->name = name; 762 ob->x = x;
1045 free_string(op->name_pl); 763 ob->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 764 SET_ANIMATION (ob, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 765 insert_ob_in_map (ob, ob->map, ob, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 766 assign (ob->contr->title, ob->arch->object::name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 767 ob->add_statbonus ();
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 768 }
769 while (!allowed_class (ob));
770
1058 update_object(op,UP_OBJ_FACE); 771 update_object (ob, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 772 esrv_update_item (UPD_FACE, ob, ob);
1060 fix_player(op); 773 ob->update_stats ();
1061 op->stats.hp=op->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
1063 op->stats.grace=0; 776 ob->stats.grace = 0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068} 777}
1069 778
1070int key_confirm_quit(object *op, char key) 779static void
1071{
1072 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp);
1106 }
1107
1108 delete_character(op->name, 1);
1109 }
1110 play_again(op);
1111 return 1;
1112}
1113
1114void flee_player(object *op) { 780flee_player (object *op)
781{
1115 int dir,diff; 782 int dir, diff;
1116 rv_vector rv; 783 rv_vector rv;
1117 784
1118 if(op->stats.hp < 0) { 785 if (op->stats.hp < 0)
786 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
1121 return; 789 return;
790 }
791
792 if (!op->enemy)
1122 } 793 {
1123
1124 if(op->enemy==NULL) {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
1127 return; 796 return;
1128 } 797 }
1129 798
1130 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled.
1133 */
1134 if (op->enemy->map == NULL) {
1135 CLEAR_FLAG(op, FLAG_SCARED);
1136 op->enemy=NULL;
1137 return;
1138 }
1139
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 799 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1141 op->enemy=NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED);
1143 return;
1144 } 800 {
801 op->enemy = NULL;
802 op->clr_flag (FLAG_SCARED);
803 return;
804 }
805
1145 get_rangevector(op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
1146 807
1147 dir=absdir(4+rv.direction); 808 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 809 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 810 {
811 int m = 1 - rndm (2) * 2;
812
813 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
814 return;
815 }
816
1155 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
1157 op->enemy=NULL; 819 op->enemy = NULL;
1158} 820}
1159
1160 821
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 822/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 823 * It returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 824 * stop.
1164 */ 825 */
826int
1165int check_pick(object *op) { 827check_pick (object *op)
828{
1166 object *tmp, *next; 829 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 830 int stop = 0;
1169 int j, k, wvratio; 831 int wvratio;
1170 char putstring[128], tmpstr[16];
1171 832
1172
1173 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
1175 return 1; 835 return 1;
1176 836
1177 op_tag = op->count;
1178
1179 next = op->below; 837 next = op->below;
1180 if (next) 838
1181 next_tag = next->count; 839 int cnt = MAX_ITEM_PER_ACTION;
840#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1182 841
1183 /* loop while there are items on the floor that are not marked as 842 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 843 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 844 while (next && !next->destroyed ())
1186 { 845 {
1187 tmp = next; 846 tmp = next;
1188 next = tmp->below; 847 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 848
1192 if (was_destroyed (op, op_tag)) 849 if (cnt <= 0)
850 {
851 op->failmsg ("Couldn't pickup all items at once.");
852 return 0;
853 }
854
855 if (op->destroyed ())
1193 return 0; 856 return 0;
1194 857
1195 if ( ! can_pick (op, tmp)) 858 if (!can_pick (op, tmp))
1196 continue; 859 continue;
1197 860
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 862 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 864 CHK_PICK_PICKUP;
865
1202 continue; 866 continue;
1203 } 867 }
1204 868
1205 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) {
1207 switch (op->contr->mode) {
1208 case 0: return 1; /* don't pick up */
1209 case 1: pick_up (op, tmp);
1210 return 1;
1211 case 2: pick_up (op, tmp);
1212 return 0;
1213 case 3: return 0; /* stop before pickup */
1214 case 4: pick_up (op, tmp);
1215 break;
1216 case 5: pick_up (op, tmp);
1217 stop = 1;
1218 break;
1219 case 6:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1222 pick_up(op, tmp);
1223 break;
1224
1225 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp);
1228 break;
1229
1230 default:
1231 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100
1234 / (tmp->weight * MAX (tmp->nrof, 1)))
1235 >= op->contr->mode)
1236 pick_up(op,tmp);
1237 }
1238 }
1239 else { /* old model */
1240 /* NEW pickup handling */ 869 /* pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 870 if (op->contr->mode & PU_DEBUG)
1242 { 871 {
1243 /* some debugging code to figure out item information */ 872 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 873 const char *str = tmp->name
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 874 ? format ("item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 875 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 876 : format ("item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 877 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 878
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 879 new_draw_info (NDI_UNIQUE, 0, op, str);
1253
1254 sprintf(putstring,"...flags: ");
1255 for(k=0;k<4;k++)
1256 {
1257 for(j=0;j<32;j++)
1258 {
1259 if((tmp->flags[k]>>j)&0x01)
1260 {
1261 sprintf(tmpstr,"%d ",k*32+j);
1262 strcat(putstring, tmpstr);
1263 }
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267
1268#if 0
1269 /* print the flags too */
1270 for(k=0;k<4;k++)
1271 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31);
1273 for(j=0;j<32;j++)
1274 {
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1276 if(!((j+1)%4))fprintf(stderr," ");
1277 }
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif
1281 } 880 }
881
882 if (op->contr->mode & PU_INHIBIT)
883 return 1;
884
885 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
886 return 1;
887
1282 /* philosophy: 888 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's 889 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups 890 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a 891 * and selections, select-items should be used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for 892 * grab-as-you-run type mode that's really useful for arrows for
1287 * example. 893 * example.
1288 * The drawback: right now it has no frontend, so you need to 894 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then 895 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#> 896 * convert to decimal and then 'pickup <#>
1293 /* the first two modes are exclusive: if NOTHING we return, if 899 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially, 900 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */ 901 * meaning if any test passes, the item gets picked up. */
1296 902
1297 /* if mode is set to pick nothing up, return */ 903 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1; 904 if (op->contr->mode == PU_NOTHING)
905 return 1;
1300 906
1301 /* if mode is set to stop when encountering objects, return */ 907 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick 908 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */ 909 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0; 910 if (op->contr->mode & PU_STOP)
911 return 0;
1306 912
1307 /* useful for going into stores and not losing your settings... */ 913 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while 914 /* and for battles wher you don't want to get loaded down while
1309 * fighting */ 915 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1; 916 if (op->contr->mode & PU_INHIBIT)
917 return 1;
1311 918
1312 /* prevent us from turning into auto-thieves :) */ 919 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 920 if (tmp->flag [FLAG_UNPAID])
921 continue;
1314 922
1315 /* ignore known cursed objects */ 923 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 924 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
925 continue;
1317 926
1318 /* all food and drink if desired */ 927 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */ 928 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD) 929 if (op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD) 930 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 931 {
932 CHK_PICK_PICKUP;
933 continue;
934 }
935
1323 if(op->contr->mode & PU_DRINK) 936 if (op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 937 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 938 {
939 CHK_PICK_PICKUP;
940 continue;
941 }
1326 942
1327 if(op->contr->mode & PU_POTION) 943 if (op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 944 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 945 {
946 CHK_PICK_PICKUP;
947 continue;
948 }
1330 949
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 950 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 951 if (op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 952 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
1335 if(op->contr->mode & PU_SKILLSCROLL) 958 if (op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 959 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
1338 if(op->contr->mode & PU_READABLES) 965 if (op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 966 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
1341 971
1342 /* wands/staves/rods/horns */ 972 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 973 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 974 if (tmp->type == WAND
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 975 || tmp->type == ROD
976 || tmp->type == HORN
977 || tmp->type == POWER_CRYSTAL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
1346 982
1347 /* pick up all magical items */ 983 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL) 984 if (op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 985 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 986 && !tmp->flag [FLAG_KNOWN_CURSED])
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
1351 991
1352 if(op->contr->mode & PU_VALUABLES) 992 if (op->contr->mode & PU_VALUABLES)
1353 { 993 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 994 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 995 {
996 CHK_PICK_PICKUP;
997 continue;
998 }
1356 } 999 }
1357 1000
1358 /* rings & amulets - talismans seems to be typed AMULET */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1002 if (op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1003 if (tmp->type == RING
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1004 || tmp->type == AMULET
1005 || tmp->type == GIRDLE
1006 || tmp->type == SKILL_TOOL)
1007 {
1008 CHK_PICK_PICKUP;
1009 continue;
1010 }
1011
1012 /* we don't forget dragon food */
1013 if (op->contr->mode & PU_FLESH)
1014 if (tmp->type == FLESH)
1015 {
1016 CHK_PICK_PICKUP;
1017 continue;
1018 }
1362 1019
1363 /* bows and arrows. Bows are good for selling! */ 1020 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1021 if (op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1022 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1023 {
1024 CHK_PICK_PICKUP;
1025 continue;
1026 }
1027
1367 if(op->contr->mode & PU_ARROW) 1028 if (op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1029 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1370 1034
1371 /* all kinds of armor etc. */ 1035 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1036 if (op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1037 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1375 if(op->contr->mode & PU_HELMET) 1043 if (op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1044 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1378 if(op->contr->mode & PU_SHIELD) 1050 if (op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1051 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1381 if(op->contr->mode & PU_BOOTS) 1057 if (op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1058 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1384 if(op->contr->mode & PU_GLOVES) 1064 if (op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1387 if(op->contr->mode & PU_CLOAK) 1071 if (op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1072 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1390 1077
1391 /* hoping to catch throwing daggers here */ 1078 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1079 if (op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1395 1085
1396 /* careful: chairs and tables are weapons! */ 1086 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1087 if (op->contr->mode & PU_ALLWEAPON)
1398 { 1088 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1089 if (tmp->type == WEAPON)
1400 { 1090 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1091 {
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1092 CHK_PICK_PICKUP;
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1093 continue;
1404 } 1094 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 } 1095 }
1412 1096
1413 /* misc stuff that's useful */ 1097 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1098 if (op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1100 {
1101 CHK_PICK_PICKUP;
1102 continue;
1103 }
1417 1104
1418 /* any of the last 4 bits set means we use the ratio for value 1105 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */ 1106 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1107 if (op->contr->mode & PU_RATIO)
1421 { 1108 {
1422 /* use value density to decide what else to grab */ 1109 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1110 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits 1111 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */ 1112 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1113 wvratio = op->contr->mode & PU_RATIO;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1114 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1428 { 1115 {
1429 pick_up(op, tmp);
1430#if 0 1116#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1118 if (tmp->name != NULL)
1119 {
1433 fprintf(stderr,"%s", tmp->name); 1120 fprintf (stderr, "%s", tmp->name);
1434 } 1121 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1122 else
1123 fprintf (stderr, "%s", tmp->arch->archname);
1436 fprintf(stderr,",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1125 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1438#endif 1126#endif
1439 continue; 1127 CHK_PICK_PICKUP;
1440 } 1128 continue;
1129 }
1130 } /* the new pickup model */
1441 } 1131 }
1442 } /* the new pickup model */ 1132
1443 }
1444 return ! stop; 1133 return !stop;
1134}
1135
1136/* routine for both players and monsters. We call this when
1137 * there is a possibility for our action distrubing our hiding
1138 * place or invisiblity spell. Artefact invisiblity causes
1139 * "noise" instead. If we arent invisible to begin with, we
1140 * return 0.
1141 */
1142static int
1143action_makes_visible (object *op)
1144{
1145 if (op->invisible && op->flag [FLAG_ALIVE])
1146 {
1147 if (op->flag [FLAG_MAKE_INVIS])
1148 {
1149 // artefact invisibility is permanent, but we still make noise
1150 // this is important for game-balance.
1151 if (op->contr)
1152 op->make_noise ();
1153
1154 return 0;
1155 }
1156
1157 if (op->contr && op->contr->tmp_invis == 0)
1158 return 0;
1159
1160 /* If monsters, they should become visible */
1161 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1164 return 1;
1165 }
1166 }
1167
1168 return 0;
1445} 1169}
1446 1170
1447/* 1171/*
1448 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1174 * found object is returned.
1451 */ 1175 */
1176static object *
1452object *find_arrow(object *op, const char *type) 1177find_arrow (object *op, const char *type)
1453{ 1178{
1454 object *tmp = NULL; 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1181 return splay (tmp);
1455 1182
1456 for(op=op->inv; op; op=op->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1184 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1458 QUERY_FLAG(op,FLAG_APPLIED)) 1185 if (object *arrow = find_arrow (tmp, type))
1459 tmp = find_arrow (op, type); 1186 {
1460 else if (op->type==ARROW && op->race==type) 1187 splay (tmp);
1188 return arrow;
1189 }
1190
1461 return op; 1191 return 0;
1462 return tmp;
1463} 1192}
1464 1193
1465/* 1194/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1195 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1196 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1197 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1198 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1199 */
1471 1200static object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1473{ 1202{
1474 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1476 1205
1477 if (!type) 1206 if (!type)
1478 return NULL; 1207 return NULL;
1479 1208
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1210 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1483 i = 0; 1212 {
1213 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1485 if (i > betterby) { 1216 if (i > betterby)
1486 tmp = ntmp; 1217 {
1487 betterby = i; 1218 tmp = ntmp;
1488 } 1219 betterby = i;
1220 }
1221 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1222 else if (arrow->type == ARROW && arrow->race == type)
1223 {
1490 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1225 if (target->race && arrow->slaying.contains (target->race))
1492 strstr(arrow->slaying, target->race)) { 1226 {
1493 if (arrow->attacktype & AT_DEATH) { 1227 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1228 {
1495 return arrow; 1229 *better = 100;
1496 } else { 1230 return arrow;
1497 tmp = arrow; 1231 }
1232 else
1233 {
1234 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1235 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1236 }
1500 } else { 1237 }
1238 else
1239 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1240 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1241 {
1502 attacktype = 1<<attacknum; 1242 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1243 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1244 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1245 {
1246 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1247 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1507 } 1248 }
1508 } 1249 }
1250
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1252 {
1253 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1255 }
1256
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1258 {
1259 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1261 }
1262 }
1263 }
1517 } 1264 }
1518 } 1265
1519 }
1520 if (tmp == NULL && arrow == NULL) 1266 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1267 return find_arrow (op, type);
1522 1268
1523 *better = betterby; 1269 *better = betterby;
1524 return tmp; 1270 return tmp;
1525} 1271}
1526 1272
1527/* looks in a given direction, finds the first valid target, and calls 1273/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1275 * op = the shooter
1530 * type = bow->race 1276 * type = bow->race
1531 * dir = fire direction 1277 * dir = fire direction
1532 */ 1278 */
1533 1279static object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1535{ 1281{
1536 object *tmp = NULL; 1282 object *tmp = NULL;
1537 mapstruct *m; 1283 maptile *m;
1538 int i, mflags, found, number; 1284 int i, mflags, found, number;
1539 sint16 x, y; 1285 sint16 x, y;
1540 1286
1541 if (op->map == NULL) 1287 if (op->map == NULL)
1542 return find_arrow(op, type); 1288 return find_arrow (op, type);
1543 1289
1544 /* do a dex check */ 1290 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1291 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1292 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1293 return find_arrow (op, type);
1548 1294
1549 m = op->map; 1295 m = op->map;
1550 x = op->x; 1296 x = op->x;
1551 y = op->y; 1297 y = op->y;
1552 1298
1553 /* find the first target */ 1299 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1300 for (i = 0, found = 0; i < 20; i++)
1301 {
1555 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1559 tmp = NULL; 1307 {
1560 break; 1308 tmp = 0;
1309 break;
1310 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1311 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1312 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1564 */ 1315 */
1565 tmp = NULL; 1316 tmp = 0;
1566 break; 1317 break;
1567 } 1318 }
1319
1568 if (mflags & P_IS_ALIVE) { 1320 if (mflags & P_IS_ALIVE)
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1321 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1322 if (tmp->flag [FLAG_ALIVE])
1571 found++; 1323 break;
1572 break;
1573 }
1574 if (found)
1575 break;
1576 }
1577 } 1324 }
1578 if (tmp == NULL) 1325
1326 if (!tmp)
1579 return find_arrow(op, type); 1327 return find_arrow (op, type);
1580 1328
1581 if (tmp->head) 1329 if (tmp->head)
1582 tmp = tmp->head; 1330 tmp = tmp->head;
1583 1331
1584 return find_better_arrow(op, tmp, type, &i); 1332 return find_better_arrow (op, tmp, type, &i);
1585} 1333}
1586 1334
1587/* 1335/*
1588 * Creature fires a bow - op can be monster or player. Returns 1336 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1337 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1340 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1341 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1342 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1343 * player fire modes.
1596 */ 1344 */
1345int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1346fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1347{
1600 object *left, *bow; 1348 object *left, *bow;
1601 tag_t left_tag, tag; 1349 int mflags;
1602 int bowspeed, mflags; 1350 maptile *m;
1603 mapstruct *m;
1604 1351
1605 if (!dir) { 1352 if (!dir)
1353 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1354 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1355 return 0;
1356 }
1357
1358 if (op->contr)
1359 bow = op->current_weapon;
1360 else
1608 } 1361 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1362 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1363 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1364 * don't need to switch back and forth between bows and weapons.
1615 */ 1365 */
1616 if(bow->type==BOW) 1366 if (bow->type == BOW)
1617 break; 1367 break;
1618 1368
1619 if (!bow) { 1369 if (!bow)
1370 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1372 return 0;
1622 } 1373 }
1374
1375 // optimisation: move object to top so we will find it quickly again
1376 splay (bow);
1623 } 1377 }
1378
1624 if( !bow->race || !bow->skill) { 1379 if (!bow->race || !bow->skill)
1380 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1381 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1382 return 0;
1627 } 1383 }
1628 1384
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1385 if (arrow == NULL)
1386 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1387 if ((arrow = find_arrow (op, bow->race)) == NULL)
1388 {
1639 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1390 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1391 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1392 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1394
1645 return 0; 1395 return 0;
1646 } 1396 }
1647 } 1397 }
1398
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1399 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1400 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1401 return 0;
1651 } 1402
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1403 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1404 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1406 return 0;
1655 } 1407 }
1656 1408
1657 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1410 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1413 arrow->destroy ();
1414 return 0;
1415 }
1663 1416
1664 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count; 1418 arrow = arrow->split ();
1666 arrow = get_split_ob(arrow, 1); 1419 if (!arrow)
1667 if (arrow == NULL) { 1420 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1422 return 0;
1670 return 0;
1671 } 1423 }
1672 set_owner(arrow, op); 1424
1673 if (arrow->skill) free_string(arrow->skill); 1425 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1426 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1427 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1428
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1429 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1687 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1432 arrow->custom_name = arrow->slaying;
1690 arrow->spellarg = strdup_local(arrow->slaying);
1691 1433
1692 /* Note that this was different for monsters - they got their level 1434#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1435 if (player *pl = op->contr)
1694 */
1695 1436 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1437 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1438
1439 /* penalize ROF for bestarrow */
1440 if (pl->bowtype == bow_bestarrow)
1441 speed *= .9f;
1442 else
1443 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1444
1445 op->speed_left += speed - op->speed;
1446 }
1447#endif
1448
1449 SET_ANIMATION (arrow, arrow->direction);
1450
1700 /* update the speed */ 1451 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1452 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1702 0 : dam_bonus[op->stats.Str]) + 1453 + bow->stats.dam / 7.f;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1454
1706 if (arrow->speed < 1.0) 1455 arrow->set_speed (max (arrow->speed, 2.f));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1456 arrow->speed_left = 0;
1710 1457
1458 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1459
1711 if (op->type == PLAYER) { 1460 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1461 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1462 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1463 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1464
1465 if (!arrow->slaying)
1466 arrow->slaying = op->slaying;
1467
1468 arrow->attacktype |= op->attacktype;
1469 }
1470 else
1471 {
1722 arrow->level = op->level; 1472 arrow->level = op->level;
1723 } 1473 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1474
1475 if (!arrow->slaying)
1476 arrow->slaying = bow->slaying;
1477
1725 arrow->attacktype |= bow->attacktype; 1478 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1479 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1480
1729 arrow->map = m; 1481 wc -= arrow->level;
1482 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1483
1484 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1485 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1486 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1487
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1488 op->play_sound (sound_find ("fire_arrow"));
1734 tag = arrow->count; 1489 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1490
1737 if (!was_destroyed(arrow, tag)) 1491 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1492 move_arrow (arrow);
1739 1493
1740 if (op->type == PLAYER) {
1741 if (was_destroyed (left, left_tag))
1742 esrv_del_item(op->contr, left_tag);
1743 else
1744 esrv_send_item(op, left);
1745 }
1746 return 1; 1494 return 1;
1747} 1495}
1748 1496
1749/* Special fire code for players - this takes into 1497/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1498 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1502 * hence the function name.
1755 */ 1503 */
1504static int
1756int player_fire_bow(object *op, int dir) 1505player_fire_bow (object *op, int dir)
1757{ 1506{
1758 int ret=0, wcmod=0; 1507 int ret;
1759 1508
1760 if (op->contr->bowtype == bow_bestarrow) { 1509 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1510 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1511 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1512 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1513 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1514 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1766 wcmod =-1;
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1516 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1517 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1518 else if (op->contr->bowtype == bow_threewide)
1519 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1520 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1522 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1523 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1524 else if (op->contr->bowtype == bow_spreadshot)
1525 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1526 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1528 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1529 }
1778 } else { 1530 else
1531 {
1779 /* Simple case */ 1532 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1533 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1534 }
1535
1782 return ret; 1536 return ret;
1783} 1537}
1784
1785 1538
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1788 */ 1541 */
1542static void
1789void fire_misc_object(object *op, int dir) 1543fire_misc_object (object *op, int dir)
1790{ 1544{
1791 object *item; 1545 object *item = op->contr->ranged_ob;
1792 1546
1793 if (!op->contr->ranges[range_misc]) { 1547 if (!item)
1548 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1550 return;
1796 } 1551 }
1797 1552
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1553 if (!item->inv)
1554 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1556 return;
1802 } 1557 }
1803 if (item->type == WAND) { 1558
1804 if(item->stats.food<=0) { 1559 if (!op->apply (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1560 return;
1808 } 1561
1562 if (item->type == WAND)
1563 {
1564 if (item->stats.food <= 0)
1565 {
1566 op->contr->play_sound (sound_find ("wand_poof"));
1567 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1568
1569 return;
1570 }
1571 }
1572 else if (item->type == ROD || item->type == HORN)
1573 {
1574 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1575
1576 // using the maximum of the rods charge allows at least one spell cast
1577 // for a rod or horn, this fixes some broken rods.
1578 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1579 {
1580 op->contr->play_sound (sound_find ("wand_poof"));
1581
1582 if (item->type == ROD)
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1584 else
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1586
1587 return;
1588 }
1589 }
1590
1591 if (cast_spell (op, item, dir, item->inv, NULL))
1592 {
1593 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1594
1595 if (item->type == WAND)
1596 {
1597 if (!(--item->stats.food))
1598 {
1599 object *tmp;
1600
1601 if (item->arch)
1602 {
1603 item->clr_flag (FLAG_ANIMATE);
1604 item->face = item->arch->face;
1605 item->set_speed (0);
1606 }
1607
1608 if (object *pl = item->visible_to ())
1609 esrv_update_item (UPD_ANIM, pl, item);
1610 }
1611 }
1809 } else if (item->type == ROD || item->type==HORN) { 1612 else if (item->type == ROD || item->type == HORN)
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1812 if (item->type== ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op,
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1815 else
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return;
1819 }
1820 }
1821
1822 if(cast_spell(op,item,dir,item->inv,NULL)) {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) {
1825 if (!(--item->stats.food)) {
1826 object *tmp;
1827 if (item->arch) {
1828 CLEAR_FLAG(item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face;
1830 item->speed = 0;
1831 update_ob_speed(item);
1832 }
1833 if ((tmp=is_player_inv(item)))
1834 esrv_update_item(UPD_ANIM, tmp, item);
1835 }
1836 }
1837 else if (item->type == ROD || item->type==HORN) {
1838 drain_rod_charge(item); 1613 drain_rod_charge (item);
1839 }
1840 } 1614 }
1841} 1615}
1842 1616
1843/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1844 */ 1618 */
1619bool
1845void fire(object *op,int dir) { 1620fire (object *who, int dir)
1621{
1846 int spellcost=0; 1622 int spellcost = 0;
1847 1623
1624 player *pl = who->contr;
1625
1626 if (pl->golem)
1627 {
1628 control_golem (who->contr->golem, dir);
1629 return false;
1630 }
1631
1632 object *ob = pl->ranged_ob;
1633
1634 if (!ob)
1635 return false;
1636
1637 if (who->speed_left > 0.f)
1638 --who->speed_left;
1639 else
1640 return false;
1641
1642 if (!who->apply (ob))
1643 return false;
1644
1848 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1646 if (action_makes_visible (who))
1647 make_visible (who);
1850 1648
1851 switch(op->contr->shoottype) { 1649 switch (ob->type)
1852 case range_none: 1650 {
1853 return; 1651 case BOW:
1854
1855 case range_bow:
1856 player_fire_bow(op, dir); 1652 player_fire_bow (who, dir);
1857 return; 1653 break;
1858 1654
1859 case range_magic: /* Casting spells */ 1655 case SPELL:
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1656 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 return; 1657 break;
1862 1658
1863 case range_misc: 1659 case BUILDER:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir ); 1660 apply_map_builder (who, dir);
1661 break;
1662
1663 case SKILL:
1664 do_skill (who, who, ob, dir, 0);
1665 break;
1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1671 default:
1672 fire_misc_object (who, dir);
1673 break;
1674 }
1675
1676 return true;
1677}
1678
1679static object *
1680find_key_ (object *pl, object *container, object *door)
1681{
1682 object *tmp, *key;
1683
1684 /* Should not happen, but sanity checking is never bad */
1685 if (!container->inv)
1686 return 0;
1687
1688 /* First, lets try to find a key in the top level inventory */
1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1690 {
1691 if (door->type == DOOR && tmp->type == KEY)
1692 break;
1693
1694 /* For sanity, we should really check door type, but other stuff
1695 * (like containers) can be locked with special keys
1696 */
1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1698 break;
1699 }
1700
1701 /* No key found - lets search inventories now */
1702 /* If we find and use a key in an inventory, return at that time.
1703 * otherwise, if we search all the inventories and still don't find
1704 * a key, return
1705 */
1706 if (!tmp)
1707 {
1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1709 /* No reason to search empty containers */
1710 if (tmp->type == CONTAINER && tmp->inv)
1711 if ((key = find_key_ (pl, tmp, door)))
1712 return key;
1713
1714 if (!tmp)
1888 return; 1715 return 0;
1889 default: 1716 }
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1717
1891 return; 1718 /* We get down here if we have found a key. Now if its in a container,
1719 * see if we actually want to use it
1720 */
1721 if (pl != container)
1892 } 1722 {
1893} 1723 /* Only let players use keys in containers */
1724 if (!pl->contr)
1725 return 0;
1894 1726
1727 /* cases where this fails:
1728 * If we only search the player inventory, return now since we
1729 * are not in the players inventory.
1730 * If the container is not active, return now since only active
1731 * containers can be used.
1732 * If we only search keyrings and the container does not have
1733 * a race/isn't a keyring.
1734 * No checking for all containers - to fall through past here,
1735 * inv must have been an container and must have been active.
1736 *
1737 * Change the color so that the message doesn't disappear with
1738 * all the others.
1739 */
1740 if (pl->contr->usekeys == key_inventory
1741 || !container->flag [FLAG_APPLIED]
1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1743 {
1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1745 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1746 return NULL;
1747 }
1748 }
1895 1749
1750 return tmp;
1751}
1896 1752
1897/* find_key 1753/* find_key
1898 * We try to find a key for the door as passed. If we find a key 1754 * We try to find a key for the door as passed. If we find a key
1899 * and successfully use it, we return the key, otherwise NULL 1755 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1756 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1758 * pl is the player,
1903 * inv is the objects inventory to searched 1759 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1760 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1761 * This function can be called recursively to search containers.
1906 */ 1762 */
1907 1763object *
1908object * find_key(object *pl, object *container, object *door) 1764find_key (object *pl, object *container, object *door)
1909{ 1765{
1910 object *tmp,*key; 1766 if (door->slaying && is_match_expr (door->slaying))
1911
1912 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL;
1914
1915 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917 if (door->type==DOOR && tmp->type==KEY) break;
1918 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys
1920 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1922 tmp->slaying==door->slaying) break;
1923 } 1767 {
1924 /* No key found - lets search inventories now */ 1768 // for match expressions, we try to find the key by applying the match
1925 /* If we find and use a key in an inventory, return at that time. 1769 // to the op itself, which is supposed to find the "key", instead
1926 * otherwise, if we search all the inventories and still don't find 1770 // of searching through containers ourselves.
1927 * a key, return 1771
1928 */ 1772 return match_one (door->slaying, container, door, pl, pl);
1929 if (!tmp) {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1931 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) {
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1934 } 1773 }
1935 } 1774 else
1936 if (!tmp) return NULL; 1775 return find_key_ (pl, container, door);
1937 }
1938 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it
1940 */
1941 if (pl!=container) {
1942 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL;
1944 /* cases where this fails:
1945 * If we only search the player inventory, return now since we
1946 * are not in the players inventory.
1947 * If the container is not active, return now since only active
1948 * containers can be used.
1949 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active.
1953 *
1954 * Change the color so that the message doesn't disappear with
1955 * all the others.
1956 */
1957 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings &&
1960 (!container->race || strcmp(container->race, "keys")))
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door",
1964 query_name(tmp), query_name(container));
1965 return NULL;
1966 }
1967 }
1968 return tmp;
1969} 1776}
1970 1777
1971/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1974 * 0 otherwise 1781 * 0 otherwise
1975 */ 1782 */
1783static int
1976static int player_attack_door(object *op, object *door) 1784player_attack_door (object *op, object *door)
1977{ 1785{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1786 /* If its a door, try to find a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1787 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1788 * otherwise, we fall through to the rest of the code.
1982 */ 1789 */
1983 object *key=find_key(op, op, door); 1790 object *key = find_key (op, op, door);
1984 1791
1985 /* IF we found a key, do some extra work */ 1792 /* If we found a key, do some extra work */
1986 if (key) { 1793 if (key)
1794 {
1987 object *container=key->env; 1795 object *container = key->env;
1988 1796
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1797 if (action_makes_visible (op))
1990 if(action_makes_visible(op)) make_visible(op); 1798 make_visible (op);
1799
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1800 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1801 spring_trap (door->inv, op);
1802
1992 if (door->type == DOOR) { 1803 if (door->type == DOOR)
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1804 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1805 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1806 {
1997 "You open the door with the %s", query_short_name(key)); 1807 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2(door); /* remove door without violence ;-) */ 1808 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1809 }
1810
2000 /* Do this after we print the message */ 1811 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1812 key->decrease (); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1813
2003 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 1814 return 1; /* Nothing more to do below */
1815 }
2006 } else if (door->type==LOCKED_DOOR) { 1816 else if (door->type == LOCKED_DOOR)
1817 {
2007 /* Might as well return now - no other way to open this */ 1818 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1819 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1820 return 1;
2010 } 1821 }
1822
2011 return 0; 1823 return 0;
2012} 1824}
2013 1825
2014/* This function is just part of a breakup from move_player. 1826/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1827 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1828 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 1829 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
2019 */ 1831 */
2020 1832bool
2021void move_player_attack(object *op, int dir) 1833move_player_attack (object *op, int dir)
2022{ 1834{
2023 object *tmp, *mon, *tpl; 1835 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2024 sint16 nx, ny; 1836 {
2025 int on_battleground; 1837 --op->speed_left;
2026 mapstruct *m; 1838 return true;
1839 }
2027 1840
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 1841 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 1842 sint16 ny = freearr_y[dir] + op->y;
2032 1843
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 1844 if (out_of_map (op->map, nx, ny))
1845 return false;
2034 1846
2035 /* If braced, or can't move to the square, and it is not out of the 1847 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 1848 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 1849 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 1851 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 1852 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 1853 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 1854 * move_ob uses.
2043 */ 1855 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1856 maptile *m = op->map->xy_find (nx, ny);
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055 1857
2056 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 1858 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 1859 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 1860 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 1861 * on the space
2061 */ 1862 */
2062 while (tmp!=NULL) { 1863 object *mon;
2063 if (tmp == op) { 1864 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 1865 {
2065 continue; 1866 if ((mon->flag [FLAG_ALIVE]
1867 || mon->type == LOCKED_DOOR
1868 || mon->flag [FLAG_CAN_ROLL])
1869 && mon != op)
1870 break;
2066 } 1871 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1872
2068 mon = tmp;
2069 break;
2070 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 1873 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 1874 return false; /* into a wall */
2078 1875
2079 if(mon->head != NULL)
2080 mon = mon->head; 1876 mon = mon->head_ ();
2081 1877
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1878 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1879 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 1880 if (player_attack_door (op, mon))
1881 {
1882 --op->contr->weapon_sp_left;
1883 return true;
1884 }
2084 1885
2085 /* The following deals with possibly attacking peaceful 1886 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 1887 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 1888 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 1889 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 1890 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 1891 * and thus will not push them.
2091 */ 1892 */
2092 1893
2093 /* If the creature is a pet, push it even if the player is not 1894 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 1895 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 1896 * player owns it and it is either friendly or unagressive.
2096 */ 1897 */
2097 if ((op->type==PLAYER) 1898 if (op->type == PLAYER
2098#if COZY_SERVER 1899 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 1901 || mon->owner == op)
2104 ) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2105#else 1903 {
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2109 {
2110 /* If we're braced, we don't want to switch places with it */ 1904 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 1905 if (op->contr->braced)
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1906 return false;
2113 (void) push_ob(mon,dir,op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 1907
1908 if (op->speed_left > 0.f)
1909 {
1910 --op->speed_left;
1911
1912 op->play_sound (sound_find ("push_player"));
1913 push_ob (mon, dir, op);
1914
1915 if (action_makes_visible (op))
1916 make_visible (op);
1917
1918 return true;
1919 }
1920 else
1921 return false;
1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
1925
2118 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1928 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1929 * attack them either.
2122 */ 1930 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 1931 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1932 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2125 ( 1933 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 1935 && !on_battleground))
1936 {
1937 if (op->speed_left > 0.f)
1938 {
1939 --op->speed_left;
1940
1941 if (!op->contr->braced)
2132 )) { 1942 {
2133 if (!op->contr->braced) { 1943 op->play_sound (sound_find ("push_player"));
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1944 push_ob (mon, dir, op);
2135 (void) push_ob(mon,dir,op); 1945 }
2136 } else { 1946 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
1948
1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1950 make_visible (op);
1951
1952 return true;
1953 }
2138 } 1954 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 1956 * roll it if not braced. You can't roll it if you are braced.
2144 */ 1957 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1959 {
1960 if (op->speed_left > 0.f)
1961 {
1962 --op->speed_left;
1963
2146 recursive_roll(mon,dir,op); 1964 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 1965 if (action_makes_visible (op))
2148 } 1966 make_visible (op);
2149 1967
1968 return true;
1969 }
1970 }
2150 /* Any generic living creature. Including things like doors. 1971 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 1972 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 1974 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 1975 * that party_number -1 is no party, so attacks can still happen.
2155 */ 1976 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 1978 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 1979 {
1980 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1981 {
1982 --op->contr->weapon_sp_left;
2160 1983
2161 /* If the player hasn't hit something this tick, and does 1984 skill_attack (mon, op, 0, 0, 0);
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168 1985
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1986 if (action_makes_visible (op))
1987 make_visible (op);
1988
1989 return true;
1990 }
2170 } 1991 }
2171 1992
2172 skill_attack(mon, op, 0, NULL, NULL); 1993 return false;
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189} 1994}
2190 1995
1996bool
2191int move_player(object *op,int dir) { 1997move_player (object *op, int dir)
2192 int pick; 1998{
2193 object *transport = op->contr->transport; 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2194
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2000 return 0;
2001
2002 /* Sanity check: make sure dir is valid */
2003 if (dir < 0 || dir > 8)
2004 {
2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2006 return 0;
2007 }
2008
2009 /* peterm: added following line */
2010 if (op->flag [FLAG_CONFUSED] && dir)
2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2012
2013 op->facing = dir;
2014
2015 if (op->flag [FLAG_HIDDEN])
2016 do_hidden_move (op);
2017
2018 bool retval;
2019 int pick = 0;
2020
2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2022 retval = RESULT_INT (0);
2023 else if (op->contr->fire_on)
2024 retval = fire (op, dir);
2025 else
2026 {
2027 retval = move_player_attack (op, dir);
2028 pick = check_pick (op);
2029 }
2030
2031 /* Add special check for newcs players and fire on - this way, the
2032 * server can handle repeat firing.
2033 */
2034 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2035 op->direction = dir;
2036 else
2037 op->direction = 0;
2038
2039 /* Update how the player looks. Use the facing, so direction may
2040 * get reset to zero. This allows for full animation capabilities
2041 * for players.
2042 */
2043 animate_object (op, op->facing);
2044
2045 return retval;
2257} 2046}
2258 2047
2259/* This is similar to handle_player, below, but is only used by the 2048/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2049 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2050 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2051 * the new speed values for commands.
2263 * 2052 *
2264 * Returns true if there are more actions we can do. 2053 * Returns true if there are more actions we can do. Should not do
2054 * many actions in a row, as that would be too unfair to other
2055 * players.
2265 */ 2056 */
2057bool
2266int handle_newcs_player(object *op) 2058handle_newcs_player (object *op)
2267{ 2059{
2268 if (op->contr->hidden) { 2060 if (op->flag [FLAG_SCARED])
2269 op->invisible = 1000; 2061 {
2270 /* the socket code flashes the player visible/invisible 2062 if (op->speed_left > 0.f)
2271 * depending on the value of invisible, so we need to 2063 {
2272 * alternate it here for it to work correctly. 2064 --op->speed_left;
2273 */ 2065 flee_player (op);
2274 if (pticks & 2) op->invisible--; 2066
2067 return true;
2068 }
2069 else
2070 return false;
2275 } 2071 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283 2072
2284 if (QUERY_FLAG(op, FLAG_SCARED)) {
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 }
2292
2293 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer.
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 }
2304
2305 /* call this here - we also will call this in do_ericserver, but 2073 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2074 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2075 * called, so we recheck it here.
2308 */ 2076 */
2309 HandleClient(&op->contr->socket, op->contr); 2077 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2078 return true;
2311 2079
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2080 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction); 2081 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2082
2322 else return 0; 2083 return false;
2323 } 2084}
2085
2086static int
2087save_life (object *op)
2088{
2089 if (!op->flag [FLAG_LIFESAVE])
2324 return 0; 2090 return 0;
2325}
2326 2091
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2094 {
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2095 op->play_sound (sound_find ("ob_evaporate"));
2337 "Your %s vibrates violently, then evaporates.", 2096 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338 query_name(tmp)); 2097
2339 if (op->contr) 2098 tmp->destroy ();
2340 esrv_del_item(op->contr, tmp->count); 2099 op->clr_flag (FLAG_LIFESAVE);
2341 remove_ob(tmp); 2100
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE);
2344 if(op->stats.hp<0) 2101 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2103
2346 if(op->stats.food<0) 2104 if (op->stats.food < 0)
2347 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2348 fix_player(op); 2106
2107 op->update_stats ();
2349 return 1; 2108 return 1;
2350 } 2109 }
2110
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2114 return 0;
2355} 2115}
2356 2116
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2117/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2118 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2119 * function will descend into containers. op is the object to start the search
2360 * from. 2120 * from.
2361 */ 2121 */
2122static void
2362void remove_unpaid_objects(object *op, object *env) 2123drop_unpaid_items (object *op, object *env)
2363{ 2124{
2364 object *next;
2365
2366 while (op) { 2125 while (op)
2367 next=op->below; /* Make sure we have a good value, in case
2368 * we remove object 'op'
2369 */
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2371 remove_ob(op);
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 } 2126 {
2381} 2127 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2382 2128
2129 if (op->flag [FLAG_UNPAID])
2130 op->insert_at (env);
2131 else if (op->inv)
2132 drop_unpaid_items (op->inv, env);
2383 2133
2384/* 2134 op = next;
2385 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory.
2390 */
2391char *gravestone_text (object *op)
2392{
2393 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF];
2395 time_t now = time (NULL);
2396
2397 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2400 else
2401 sprintf (buf, "%s\n", op->name);
2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf);
2404 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2408 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf);
2410 if (op->type == PLAYER) {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 } 2135 }
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf);
2418 return buf2;
2419} 2136}
2420 2137
2138void
2139object::drop_unpaid_items ()
2140{
2141 if (!flag [FLAG_REMOVED])
2142 ::drop_unpaid_items (inv, this);
2143}
2421 2144
2422 2145void
2423void do_some_living(object *op) { 2146do_some_living (object *op)
2147{
2424 int last_food=op->stats.food; 2148 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2149 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2150 int over_hp, over_sp, over_grace;
2427 int i; 2151 int i;
2428 int rate_hp = 1200; 2152 int rate_hp = 1200;
2429 int rate_sp = 2500; 2153 int rate_sp = 2500;
2430 int rate_grace = 2000; 2154 int rate_grace = 2000;
2431 const int max_hp = 1; 2155 const int max_hp = 1;
2432 const int max_sp = 1; 2156 const int max_sp = 1;
2433 const int max_grace = 1; 2157 const int max_grace = 1;
2434 2158
2435 if (op->contr->outputs_sync) { 2159 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2160 {
2437 if (op->contr->outputs[i].buf!=NULL && 2161 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2162 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2163 * depending on the value of invisible, so we need to
2164 * alternate it here for it to work correctly.
2165 */
2166 if (pticks & 2)
2167 op->invisible--;
2440 } 2168 }
2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2170 {
2171 if (!op->invisible--)
2172 {
2173 make_visible (op);
2174 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2175 }
2176 }
2441 2177
2442 if(op->contr->state==ST_PLAYING) { 2178 if (op->contr->ns->state == ST_PLAYING)
2443 2179 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2180 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2181 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif
2557
2558 if(op->contr->gen_hp > 0) 2182 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2183 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2184 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2185 {
2186 gen_hp = op->stats.maxhp;
2187 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2188 }
2189
2190 if (op->contr->gen_sp >= 0)
2191 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2192 else
2193 {
2194 gen_sp = op->stats.maxsp;
2195 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2196 }
2197
2198 if (op->contr->gen_grace >= 0)
2199 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2200 else
2201 {
2202 gen_grace = op->stats.maxgrace;
2203 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2204 }
2205
2206 /* Regenerate Grace */
2207 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2208 if (--op->last_grace < 0)
2209 {
2210 if (op->stats.grace < op->stats.maxgrace / 2)
2211 op->stats.grace++; /* no penalty in food for regaining grace */
2212
2213 if (max_grace > 1)
2214 {
2215 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2216 if (over_grace > 0)
2217 {
2218 op->stats.sp += over_grace
2219 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2220 op->last_grace = 0;
2221 }
2222 else
2223 {
2224 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2225 }
2226 }
2227 else
2228 {
2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2230 }
2231 /* wearing stuff doesn't detract from grace generation. */
2232 }
2233
2234 if (op->stats.food > 0)
2235 {
2236 /* Regenerate Spell Points */
2237 if (!op->contr->golem && --op->last_sp < 0)
2238 {
2239 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2240
2241 if (op->stats.sp < op->stats.maxsp)
2242 {
2243 op->stats.sp++;
2244
2245 /* dms do not consume food */
2246 if (!op->flag [FLAG_WIZ])
2247 {
2248 op->stats.food--;
2249
2250 if (op->contr->digestion < 0)
2251 op->stats.food += op->contr->digestion;
2252 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2253 op->stats.food = last_food;
2254 }
2255 }
2256
2257 if (max_sp > 1)
2258 {
2259 over_sp = (gen_sp + 10) / rate_sp;
2260 if (over_sp > 0)
2261 {
2262 if (op->stats.sp < op->stats.maxsp)
2263 {
2264 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2265
2266 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2267 op->stats.sp--;
2268
2269 if (op->stats.sp > op->stats.maxsp)
2270 op->stats.sp = op->stats.maxsp;
2271 }
2272
2273 op->last_sp = 0;
2274 }
2275 else
2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2277 }
2278 else
2279 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2280 }
2281
2282 /* Regenerate Hit Points */
2283 if (--op->last_heal < 0)
2284 {
2285 if (op->stats.hp < op->stats.maxhp)
2286 {
2287 op->stats.hp++;
2288
2289 /* dms do not consume food */
2290 if (!op->flag [FLAG_WIZ])
2291 {
2292 op->stats.food--;
2293
2294 if (op->contr->digestion < 0)
2295 op->stats.food += op->contr->digestion;
2296 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2297 op->stats.food = last_food;
2298 }
2299 }
2300
2301 if (max_hp > 1)
2302 {
2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2304
2305 if (over_hp > 0)
2306 {
2307 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2308 op->last_heal = 0;
2309 }
2310 else
2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2312 }
2313 else
2314 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2315 }
2316 }
2317
2318 /* Digestion */
2319 if (--op->last_eat < 0)
2320 {
2321 int bonus = max (0, op->contr->digestion),
2322 penalty = max (0, -op->contr->digestion);
2323
2324 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2325
2562 /* dms do not consume food */ 2326 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2327 if (!op->flag [FLAG_WIZ])
2564 } 2328 op->stats.food--;
2565 } 2329 }
2566 2330
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2332 {
2333 object *flesh = 0;
2569 2334
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2335 for_inv_removable (op, tmp)
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2336 {
2337 if (tmp->flag [FLAG_UNPAID])
2338 continue;
2339
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2341 {
2574 manual_apply(op,tmp,0); 2342 op->statusmsg ("You blindly grab for a bite of food. "
2343 "H<To prevent you from starving, you ate some random item from your backpack.>");
2344 op->apply (tmp);
2345
2575 if(op->stats.food>=0||op->stats.hp<0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2347 break;
2577 } 2348 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2349 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2350 flesh = tmp;
2580 } /* end of for loop */ 2351 }
2352
2581 /* If player is still starving, it means they don't have any food, so 2353 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2354 * eat flesh instead.
2583 */ 2355 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2357 {
2586 manual_apply(op,flesh,0); 2358 op->statusmsg ("You blindly grab for a bite of food. "
2587 } 2359 "H<To prevent you from starving, you ate some random item from your backpack.>");
2588 } /* end if player is starving */ 2360 op->apply (flesh);
2361 }
2589 2362
2590 while(op->stats.food<0&&op->stats.hp>0) 2363 // If player is still starving, alert him!
2591 op->stats.food++,op->stats.hp--; 2364 if (op->stats.food < 0)
2592 2365 op->failmsg ("You are starving! "
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2366 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2594 kill_player(op);
2595}
2596
2597 2367 }
2368
2369 if (op->stats.food < 0)
2370 {
2371 op->stats.hp += op->stats.food;
2372 op->stats.food = 0;
2373
2374 if (op->stats.hp < 0)
2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2378 }
2379 }
2380
2381 /* killer should be set here already */
2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2383 kill_player (op);
2384 }
2385}
2598 2386
2599/* If the player should die (lack of hp, food, etc), we call this. 2387/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2388 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2389 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2390 * file.
2603 */ 2391 */
2392void
2604void kill_player(object *op) 2393kill_player (object *op)
2605{ 2394{
2606 char buf[MAX_BUF];
2607 int x,y,i; 2395 int x, y;
2608 mapstruct *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2609 int z;
2610 int num_stats_lose;
2611 int lost_a_stat;
2612 int lose_this_stat;
2613 int this_stat;
2614 int will_kill_again; 2397 int will_kill_again;
2615 archetype *at; 2398 archetype *at;
2616 object *tmp; 2399 object *tmp;
2617 2400
2618 if(save_life(op)) 2401 if (save_life (op))
2619 return; 2402 return;
2620 2403
2404 dynbuf_text deathtab;
2621 2405
2406 /* restore player */
2407 at = archetype::find (shstr_poisoning);
2408 if (object *tmp = present_arch_in_ob (at, op))
2409 {
2410 tmp->destroy ();
2411 deathtab << "Your body feels cleansed...\r";
2412 }
2413
2414 at = archetype::find (shstr_confusion);
2415 if (object *tmp = present_arch_in_ob (at, op))
2416 {
2417 tmp->destroy ();
2418 deathtab << "Your mind feels clearer...\r";
2419 }
2420
2421 cure_disease (op, 0, 0); /* remove any disease */
2422
2423 max_it (op->stats.hp , op->stats.maxhp);
2424 max_it (op->stats.sp , op->stats.maxsp);
2425 max_it (op->stats.grace, op->stats.maxgrace);
2426 max_it (op->stats.food , 200);
2427
2428 // remove all spell effects that are active
2429 // to avoid long-term effects such as word-of-recall
2430 for (object *item = op->inv; item; )
2431 {
2432 object *next = item->below;
2433
2434 if (item->type == SPELL_EFFECT && item->active)
2435 item->destroy ();
2436
2437 item = next;
2438 }
2439
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2440 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2441 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2443 */
2626 if (op_on_battleground(op, &x, &y)) { 2444 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2445 {
2628 "You have been defeated in combat!"); 2446 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2630 "Local medics have saved your life...");
2631
2632 /* restore player */
2633 at = find_archetype("poisoning");
2634 tmp=present_arch_in_ob(at,op);
2635 if (tmp) {
2636 remove_ob(tmp);
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2639 }
2640 2447
2641 at = find_archetype("confusion");
2642 tmp=present_arch_in_ob(at,op);
2643 if (tmp) {
2644 remove_ob(tmp);
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2647 }
2648
2649 cure_disease(op,0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999;
2652
2653 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2655 if (tmp != NULL) 2450
2656 { 2451 tmp->name = format ("%s's finger" , &op->name);
2657 sprintf(buf,"%s's finger",op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2658 tmp->name = add_string(buf); 2453 tmp->msg = format (
2659 sprintf(buf," This finger has been cut off %s\n" 2454 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2455 &op->name, op->contr->title,
2661 op->name, op->contr->title, (int)(op->level), 2456 (int)op->level,
2662 op->contr->killer); 2457 op->contr->killer_name ()
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0;
2665 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2458 );
2459 tmp->value = 0, tmp->type = 0;
2460 tmp->material = name_to_material (shstr_organic);
2461 tmp->insert_at (op, tmp);
2462
2670 /* teleport defeated player to new destination*/ 2463 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2465 op->contr->braced = 0;
2673 return;
2674 }
2675 2466
2676 /* Lauwenmark: Handle for plugin death event */ 2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2468 return;
2469 }
2679 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2474 INVOKE_PLAYER (DEATH, op->contr);
2475
2680 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2681 2477
2682 /* Lauwenmark: Handle for the global death event */ 2478 op->contr->play_sound (sound_find ("player_dies"));
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) {
2685 if (op->contr->explore) {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name);
2692 strcpy(op->contr->killer,"starvation");
2693 }
2694 else {
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name);
2702 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2704 2479
2705 /* save the map location for corpse, gravestone*/ 2480 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2481 x = op->x;
2482 y = op->y;
2483 map = op->map;
2707 2484
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2485 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2486 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2487 * See the config.h file for a little more in depth detail about this.
2713 */ 2488 */
2714 2489
2715 /* Basically two ways to go - remove a stat permanently, or just 2490 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2491 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2492 * of death.
2718 */ 2493 */
2719#ifndef COZY_SERVER 2494#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2495 if (settings.balanced_stat_loss)
2496 {
2721 /* If stat loss is permanent, lose one stat only. */ 2497 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2498 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2499 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2500 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2501 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2502 little bit harder. */
2727 /* GD */ 2503 /* GD */
2728 if (settings.stat_loss_on_death) 2504 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2505 num_stats_lose = 1;
2730 else 2506 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2507 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2508 }
2509 else
2733 num_stats_lose = 1; 2510 num_stats_lose = 1;
2734 } 2511
2735 lost_a_stat = 0; 2512 lost_a_stat = 0;
2736 2513
2737 for (z=0; z<num_stats_lose; z++) { 2514 for (z = 0; z < num_stats_lose; z++)
2738 i = RANDOM() % NUM_STATS; 2515 {
2516 i = rndm (NUM_STATS);
2739 2517
2740 if (settings.stat_loss_on_death) { 2518 if (settings.stat_loss_on_death)
2519 {
2741 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2521 * what he lost.
2743 */ 2522 */
2744 change_attr_value(&(op->stats), i,-1); 2523 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2524 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2525 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2526 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2527 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2528 lost_a_stat = 1;
2750 } else { 2529 }
2530 else
2531 {
2751 /* deplete a stat */ 2532 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2753 object *dep; 2534 object *dep;
2535
2536 dep = present_arch_in_ob (deparch, op);
2537 if (!dep)
2754 2538 {
2755 dep = present_arch_in_ob(deparch,op); 2539 dep = deparch->instance ();
2756 if(!dep) {
2757 dep = arch_to_object(deparch);
2758 insert_ob_in_ob(dep, op); 2540 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2541 }
2788 if (lose_this_stat) { 2542 lose_this_stat = 1;
2543 if (settings.balanced_stat_loss)
2544 {
2545 /* GD */
2546 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2547 this_stat = get_attr_value (&(dep->stats), i);
2548 if (this_stat < 0)
2549 {
2550 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2551 int keep_chance = this_stat * this_stat;
2552
2553 /* Yes, I am paranoid. Sue me. */
2554 if (keep_chance < 1)
2555 keep_chance = 1;
2556
2557 /* There is a maximum depletion total per level. */
2558 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2559 {
2560 lose_this_stat = 0;
2561 /* Take loss chance vs keep chance to see if we
2562 retain the stat. */
2563 }
2564 else
2565 {
2566 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2567 lose_this_stat = 0;
2568 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2569 this_stat, keep_chance, loss_chance,
2570 lose_this_stat?"LOSE":"KEEP"); */
2571 }
2572 }
2573 }
2574
2575 if (lose_this_stat)
2576 {
2577 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2582 * difference.
2795 */ 2583 */
2796 if (this_stat>=-50) { 2584 if (this_stat >= -50)
2585 {
2797 change_attr_value(&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2589 op->update_stats ();
2801 lost_a_stat = 1; 2590 lost_a_stat = 1;
2802 } 2591 }
2803 } 2592 }
2593 }
2804 } 2594 }
2805 } 2595
2806 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2597 if (!lost_a_stat)
2808 { 2598 {
2809 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2601 shstr_tmp god = determine_god (op);
2812 if (god && (strcmp(god, "none"))) 2602
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2603 if (god != shstr_none)
2814 "moment you feel the holy presence of %s protecting" 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2815 " you.", god); 2605 else
2816 else 2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2607 }
2608#else
2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2820#endif 2610#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2611
2824 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2613 * exp loss on the stone.
2826 */ 2614 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2828 sprintf(buf,"%s's gravestone",op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2830 sprintf(buf,"%s's gravestones",op->name); 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2831 FREE_AND_COPY(tmp->name_pl, buf); 2619 &op->name, op->contr->title, op->contr->killer_name ());
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2833 "who was killed\n"
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2622
2841 /**************************************/ 2623 /**************************************/
2842 /* */ 2624 /* */
2843 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2626 /* */
2847 /**************************************/ 2627 /**************************************/
2848 2628
2849 /* remove any poisoning and confusion the character may be suffering.*/
2850 /* restore player */
2851 at = find_archetype("poisoning");
2852 tmp=present_arch_in_ob(at,op);
2853 if (tmp) {
2854 remove_ob(tmp);
2855 free_object(tmp);
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2857 }
2858
2859 at = find_archetype("confusion");
2860 tmp=present_arch_in_ob(at,op);
2861 if (tmp) {
2862 remove_ob(tmp);
2863 free_object(tmp);
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2865 }
2866 cure_disease(op,0); /* remove any disease */
2867
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2630 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2874 2631
2875 /* 2632 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2633 * Check to see if the player has any unpaid items. If so, remove them
2877 * the player has any unpaid items. If so, remove them and put them back 2634 * and put them back in the map.
2878 * in the map. 2635 */
2879 */ 2636 op->drop_unpaid_items ();
2880 2637
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op);
2884 break;
2885 }
2886 }
2887
2888
2889 /****************************************/ 2638 /****************************************/
2890 /* */ 2639 /* */
2891 /* Move player to his current respawn- */ 2640 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2641 /* position (usually last savebed) */
2893 /* */ 2642 /* */
2894 /****************************************/ 2643 /****************************************/
2895 2644
2896 enter_player_savebed(op); 2645 enter_player_savebed (op);
2897 2646
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2647 op->contr->braced = 0;
2902 save_player(op,1);
2903 2648
2904 /* it is possible that the player has blown something up 2649 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2650 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2651 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2652 * on the space that might harm the player.
2908 */ 2653 */
2909 will_kill_again=0; 2654 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2656 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2657 will_kill_again |= tmp->attacktype;
2913 } 2658
2914 if (will_kill_again) { 2659 if (will_kill_again)
2660 {
2915 object *force; 2661 object *force;
2916 int at; 2662 int at;
2917 2663
2918 force=get_archetype(FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2666 force->speed = 0.1f;
2921 force->speed_left=-5.0; 2667 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2669 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2671 force->resist[at] = 100;
2926 } 2672
2927 insert_ob_in_ob(force, op); 2673 insert_ob_in_ob (force, op);
2928 fix_player(op); 2674 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 } 2675 }
2987 }
2988 play_again(op);
2989 2676
2990 /* peterm: added to create a corpse at deathsite. */ 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2678}
3004 2679
3005 2680static void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2681loot_object (object *op)
2682{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2683 object *tmp, *tmp2, *next;
3008 2684
3009 if (op->container) { /* close open sack first */ 2685 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2686
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2687 for (tmp = op->inv; tmp; tmp = next)
2688 {
3014 next=tmp->below; 2689 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2690
3016 remove_ob(tmp); 2691 if (tmp->invisible)
2692 continue;
2693
2694 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2695 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2696
3019 loot_object(tmp); 2697 if (tmp->type == CONTAINER)
3020 } 2698 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2699
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2701 {
3023 if(tmp->nrof>1) { 2702 if (tmp->nrof > 1)
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2703 {
3025 free_object(tmp2); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2706 }
2707 else
2708 tmp->destroy ();
2709 }
3027 } else 2710 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2711 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2712 }
3032} 2713}
3033 2714
3034/* 2715/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2718 * was changed.
3038 */ 2719 */
2720void
2721fix_weight ()
2722{
2723 for_all_players (pl)
2724 {
2725 sint32 old = pl->ob->carrying;
3039 2726
3040void fix_weight(void) { 2727 pl->ob->update_weight ();
3041 player *pl; 2728
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2729 if (old != pl->ob->carrying)
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2730 {
3044 if(old == sum) 2731 pl->ob->update_stats ();
3045 continue; 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3046 fix_player(pl->ob); 2733 }
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3048 pl->ob->name, old, sum);
3049 } 2734 }
3050} 2735}
3051 2736
3052void fix_luck(void) { 2737void
3053 player *pl; 2738fix_luck ()
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2739{
2740 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2741 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2742 pl->ob->change_luck (0);
3057} 2743}
3058
3059 2744
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2745/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2746 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2747 * just treat this as any other spell casting object.
3063 */ 2748 */
3064 2749void
3065void cast_dust (object *op, object *throw_ob, int dir) { 2750cast_dust (object *op, object *throw_ob, int dir)
2751{
3066 object *skop, *spob; 2752 object *skop, *spob;
3067 2753
3068 skop = find_skill_by_name(op, throw_ob->skill); 2754 skop = find_skill_by_name (op, throw_ob->skill);
3069 2755
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 2756 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 2757 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2758 {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", 2759 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3073 op->name); 2760 return;
3074 return;
3075 } 2761 }
2762
3076 spob = throw_ob->inv; 2763 spob = throw_ob->inv;
2764
2765 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2766 // not pass NULL to cast_spell (which did indeed check itself, but
2767 // errors should be reported as early as possible IMHO)
2768 if (!spob)
2769 {
2770 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2771 return;
2772 }
2773
3077 if (op->type==PLAYER && spob) 2774 if (op->type == PLAYER)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); 2775 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3079 2776
3080 cast_spell(op, throw_ob, dir, spob, NULL); 2777 cast_spell (op, throw_ob, dir, spob, NULL);
3081
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083 free_object(throw_ob);
3084}
3085 2778
2779 throw_ob->destroy ();
2780}
2781
2782void
3086void make_visible (object *op) { 2783make_visible (object *op)
3087 op->hide = 0; 2784{
2785 op->flag [FLAG_HIDDEN] = 0;
3088 op->invisible = 0; 2786 op->invisible = 0;
3089 if(op->type==PLAYER) {
3090 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3092 }
3093 update_object(op,UP_OBJ_FACE);
3094}
3095 2787
3096int is_true_undead(object *op) {
3097 object *tmp=NULL;
3098
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3100
3101 if(op->type==PLAYER) 2788 if (op->type == PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below) 2789 {
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2790 op->contr->tmp_invis = 0;
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2791 op->contr->invis_race = 0;
2792 }
2793
2794 update_object (op, UP_OBJ_CHANGE);
2795}
2796
2797int
2798is_true_undead (object *op)
2799{
2800 if (op->arch->flag [FLAG_UNDEAD])
2801 return 1;
2802
3105 return 0; 2803 return 0;
3106} 2804}
3107 2805
3108/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3110 * indicate greater hideability. 2808 * indicate greater hideability.
3111 */ 2809 */
3112 2810int
3113int hideability(object *ob) { 2811hideability (object *ob)
2812{
3114 int i,level=0, mflag; 2813 int i, level = 0, mflag;
3115 sint16 x,y; 2814 sint16 x, y;
3116 2815
3117 if(!ob||!ob->map) return 0; 2816 if (!ob || !ob->map)
2817 return 0;
3118 2818
3119 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3121 2821
3122 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3123 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3124 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2825 if (ob->has_carried_lights ())
2826 level = -(10 + (2 * ob->map->darklevel ()));
3126 2827
3127 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2832 {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 2834 if (mflag & P_OUT_OF_MAP)
2835 continue;
2836
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 2838 level += 2;
3133 else /* open terrain! */ 2839 else /* open terrain! */
3134 level -= 1; 2840 level -= 1;
3135 } 2841 }
3136 2842
3137#if 0 2843#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2844 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3139#endif 2845#endif
3140 return level; 2846 return level;
3141} 2847}
3142 2848
3143/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 2853 */
3148 2854void
3149void do_hidden_move (object *op) { 2855do_hidden_move (object *op)
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2856{
3151 object *skop; 2857 int hide = 0;
3152 2858
3153 if(!op || !op->map) return; 2859 if (!op || !op->map)
2860 return;
3154 2861
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3156 2864
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) { 2866 if (op->type == PLAYER && op->contr->run_on)
3159 if(!skop || num >= skop->level) { 2867 if (!skop || num >= skop->level)
2868 {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3161 make_visible(op); 2870 make_visible (op);
3162 return; 2871 return;
3163 } else num += 20;
3164 } 2872 }
2873 else
2874 num += 20;
2875
3165 num += op->map->difficulty; 2876 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 2877 hide = hideability (op); /* modify by terrain hidden level */
3167 num -= hide; 2878 num -= hide;
2879
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2881 {
3169 make_visible(op); 2882 make_visible (op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2883
3171 "You moved out of hiding! You are visible!"); 2884 if (op->type == PLAYER)
2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 2886 }
3173 else if (op->type == PLAYER && skop) { 2887 else if (op->type == PLAYER && skop)
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3175 }
3176} 2889}
3177 2890
3178/* determine if who is standing near a hostile creature. */ 2891/* determine if who is standing near a hostile creature. */
3179 2892
2893int
3180int stand_near_hostile( object *who ) { 2894stand_near_hostile (object *who)
2895{
3181 object *tmp=NULL; 2896 object *tmp = NULL;
3182 int i,friendly=0,player=0, mflags; 2897 int i, friendly = 0, player = 0, mflags;
3183 mapstruct *m; 2898 maptile *m;
3184 sint16 x,y; 2899 sint16 x, y;
3185 2900
3186 if(!who) return 0; 2901 if (!who)
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0; 2902 return 0;
2903
2904 if (who->type == PLAYER)
2905 player = 1;
2906
2907 else
2908 friendly = who->flag [FLAG_FRIENDLY];
2909
2910 /* search adjacent squares */
2911 for (i = 1; i < 9; i++)
2912 {
2913 x = who->x + freearr_x[i];
2914 y = who->y + freearr_y[i];
2915 m = who->map;
2916 mflags = get_map_flags (m, &m, x, y, &x, &y);
2917 /* space must be blocked if there is a monster. If not
2918 * blocked, don't need to check this space.
2919 */
2920 if (mflags & P_OUT_OF_MAP)
2921 continue;
2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2923 continue;
2924
2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2926 {
2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2928 return 1;
2929 else if (tmp->type == PLAYER)
2930 {
2931 /*don't let a hidden DM prevent you from hiding */
2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2933 return 1;
2934 }
2935 }
2936 }
2937 return 0;
3216} 2938}
3217 2939
3218/* check the player los field for viewability of the 2940/* check the player los field for viewability of the
3219 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in 2942 * but we dont worry if the object isnt the top one in
3221 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3222 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3223 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3224 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3225 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3226 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3227 * for them to differ. Sigh, this fctn could get a bit more complex. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t. 2950 * -b.t.
3229 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3230 */ 2952 */
3231 2953int
3232int player_can_view (object *pl,object *op) { 2954player_can_view (object *pl, object *op)
2955{
3233 rv_vector rv; 2956 rv_vector rv;
3234 int dx,dy; 2957 int dx, dy;
3235 2958
3236 if(pl->type!=PLAYER) { 2959 if (pl->type != PLAYER)
2960 {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 2961 LOG (llevError, "player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 2962 return -1;
3263 op = op->more;
3264 } 2963 }
2964
2965 if (!pl || !op)
3265 return 0; 2966 return 0;
3266}
3267 2967
3268/* routine for both players and monsters. We call this when 2968 op = op->head_ ();
3269 * there is a possibility for our action distrubing our hiding 2969
3270 * place or invisiblity spell. Artefact invisiblity is not 2970 get_rangevector (pl, op, &rv, 0x1);
3271 * effected by this. If we arent invisible to begin with, we 2971
3272 * return 0. 2972 /* starting with the 'head' part, lets loop
2973 * through the object and find if it has any
2974 * part that is in the los array but isn't on
2975 * a blocked los square.
2976 * we use the archetype to figure out offsets.
3273 */ 2977 */
3274int action_makes_visible (object *op) { 2978 while (op)
2979 {
2980 dx = rv.distance_x + op->arch->x;
2981 dy = rv.distance_y + op->arch->y;
3275 2982
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3278 return 0;
3279
3280 if (op->contr && op->contr->tmp_invis == 0) return 0;
3281
3282 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3285 return 1; 2984 return 1;
3286 } 2985
2986 op = op->more;
3287 } 2987 }
2988
3288 return 0; 2989 return 0;
3289} 2990}
3290 2991
3291/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground 2994 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL) 2995 * -exit-coord. (and if x, y not NULL)
3295 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 2996 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 2997 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297 * Default is to do the same as before, so only people wanting to have different points need worry about this 2998 * Default is to do the same as before, so only people wanting to have different points need worry about this
3298 */ 2999 */
3000int
3299int op_on_battleground (object *op, int *x, int *y) { 3001op_on_battleground (object *op, int *x, int *y)
3300 object *tmp; 3002{
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3004 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3010 {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3011 if (tmp->flag [FLAG_IS_FLOOR])
3311 strcmp(tmp->name, "battleground")==0 && 3012 {
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3013 if (tmp->flag [FLAG_NO_PICK]
3014 && tmp->type == BATTLEGROUND
3015 && tmp->name == shstr_battleground
3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3017 {
3313 /*before we assign the exit, check if this is a teambattle*/ 3018 /* before we assign the exit, check if this is a teambattle */
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3019 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3315 object *invtmp; 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3317 if(invtmp->type==FORCE && invtmp->slaying && 3022 {
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3023 if (x && y)
3319 if (x != NULL && y != NULL)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3026 return 1;
3027 }
3028
3029 if (x && y)
3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3321 return 1; 3032 return 1;
3322 } 3033 }
3323 } 3034 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3035 }
3329 } 3036
3330 }
3331 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3332 return 0; 3038 return 0;
3333} 3039}
3334 3040
3335/* 3041/*
3339 * attributes: 3045 * attributes:
3340 * object *who the dragon player 3046 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus 3047 * int atnr the attack-number of the ability focus
3342 * int level ability level 3048 * int level ability level
3343 */ 3049 */
3050void
3344void dragon_ability_gain(object *who, int atnr, int level) { 3051dragon_ability_gain (object *who, int atnr, int level)
3052{
3345 treasurelist *trlist = NULL; /* treasurelist */ 3053 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */ 3054 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */ 3055 object *tmp, *skop; /* tmp. object */
3348 object *item; /* treasure object */ 3056 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3058 int i = 0, j = 0;
3351 3059
3352 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3355 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3357 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3359 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3361 3069
3362 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3363 return; 3071 return;
3364 3072
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3073 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3366 tr = tr->next, i++); 3074
3367 3075 if (!tr || !tr->item)
3368 if (tr == NULL || tr->item == NULL) { 3076 {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3077 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3078 return;
3371 } 3079 }
3372 3080
3373 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3082 item = tr->item;
3375 3083
3376 if (item->type == SPELL) { 3084 if (item->type == SPELL)
3085 {
3377 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3378 return; 3087 return;
3379 3088
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3089 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0); 3090 do_learn_spell (who, item, 0);
3382 return; 3091 return;
3383 } 3092 }
3384 3093
3385 /* grant direct spell */ 3094 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3095 if (item->type == SPELLBOOK)
3096 {
3387 if (!item->inv) { 3097 if (!item->inv)
3098 {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3099 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3389 item->name);
3390 return; 3100 return;
3391 } 3101 }
3392 if (check_spell_known (who, item->inv->name)) 3102 if (check_spell_known (who, item->inv->name))
3393 return; 3103 return;
3394 if (item->invisible) { 3104 if (item->invisible)
3105 {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3106 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3396 do_learn_spell (who, item->inv, 0); 3107 do_learn_spell (who, item->inv, 0);
3397 return; 3108 return;
3398 } 3109 }
3399 } 3110 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3111 else if (item->type == SKILL_TOOL && item->invisible)
3112 {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3113 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3114 {
3402 3115
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3116 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets 3117 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill, 3118 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing. 3119 * but not all of them, he gets nothing.
3407 */ 3120 */
3408 if (!(skop->attacktype & item->attacktype)) { 3121 if (!(skop->attacktype & item->attacktype))
3122 {
3409 /* Give new attacktype */ 3123 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3124 skop->attacktype |= item->attacktype;
3411 3125
3412 /* always add physical if there's none */ 3126 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3127 skop->attacktype |= AT_PHYSICAL;
3414
3415 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3417 3128
3418 /* Give player new face */ 3129 if (item->msg != NULL)
3419 if (item->animation_id) {
3420 who->face = skop->face;
3421 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0;
3424 who->state = 0;
3425 animate_object(who, who->direction);
3426 }
3427 }
3428 }
3429 }
3430 else if (item->type == FORCE) {
3431 /* forces in the treasurelist can alter the player's stats */
3432 object *skin;
3433 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3435 skin=skin->below);
3436 if (skin == NULL) return;
3437
3438 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441
3442 /* print message */
3443 sprintf(buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3445 if(item->path_attuned & (1<<i)) {
3446 if (j)
3447 strcat(buf," and ");
3448 else
3449 j = 1;
3450 strcat(buf, spellpathnames[i]);
3451 }
3452 }
3453 strcat(buf,".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3455 }
3456
3457 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3464
3465 /* print message if there is one */
3466 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3130 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 }
3469 else {
3470 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item);
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3473 tmp = insert_ob_in_ob (tmp, who);
3474 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp);
3476 }
3477}
3478 3131
3479/** 3132 /* Give player new face */
3480 * Unready an object for a player. This function does nothing if the object was 3133 if (item->animation_id)
3481 * not readied. 3134 {
3482 */ 3135 who->face = skop->face;
3483void player_unready_range_ob(player *pl, object *ob) { 3136 who->animation_id = item->animation_id;
3484 rangetype i; 3137 who->anim_speed = item->anim_speed;
3485 3138 who->last_anim = 0;
3486 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3139 who->state = 0;
3487 if (pl->ranges[i] == ob) { 3140 animate_object (who, who->direction);
3488 pl->ranges[i] = NULL; 3141 }
3489 if (pl->shoottype == i) {
3490 pl->shoottype = range_none;
3491 } 3142 }
3492 } 3143 }
3493 } 3144 }
3145 else if (item->type == FORCE)
3146 {
3147 /* forces in the treasurelist can alter the player's stats */
3148 object *skin;
3149
3150 /* first get the dragon skin force */
3151 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3152 ;
3153
3154 if (!skin)
3155 return;
3156
3157 /* adding new spellpath attunements */
3158 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3159 {
3160 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3161
3162 /* print message */
3163 sprintf (buf, "You feel attuned to ");
3164 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3165 {
3166 if (item->path_attuned & (1 << i))
3167 {
3168 if (j)
3169 strcat (buf, " and ");
3170 else
3171 j = 1;
3172 strcat (buf, spellpathnames[i]);
3173 }
3174 }
3175
3176 strcat (buf, ".");
3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3178 }
3179
3180 /* evtl. adding flags: */
3181 if (item->flag [FLAG_XRAYS])
3182 skin->set_flag (FLAG_XRAYS);
3183 if (item->flag [FLAG_STEALTH])
3184 skin->set_flag (FLAG_STEALTH);
3185 if (item->flag [FLAG_SEE_IN_DARK])
3186 skin->set_flag (FLAG_SEE_IN_DARK);
3187
3188 /* print message if there is one */
3189 if (item->msg != NULL)
3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3191 }
3192 else
3193 {
3194 /* generate misc. treasure */
3195 tmp = tr->item->instance ();
3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3197 who->insert (tmp);
3198 }
3494} 3199}
3200
3201//-GPL
3202
3203sint8
3204player::darkness_at (maptile *map, int x, int y) const
3205{
3206 if (!ns)
3207 return LOS_BLOCKED;
3208
3209 int dx, dy;
3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3211 return LOS_BLOCKED;
3212
3213 x += dx - ns->current_x;
3214 y += dy - ns->current_y;
3215
3216 return blocked_los (x, y);
3217}
3218
3219void
3220player::infobox (const char *title, const char *msg, int color)
3221{
3222 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3223}
3224
3225void
3226player::statusmsg (const char *msg, int color)
3227{
3228 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3229}
3230
3231void
3232player::failmsg (const char *msg, int color)
3233{
3234 play_sound (sound_find ("generic_failure"));
3235 statusmsg (msg, color);
3236}
3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines