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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 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 1.15 2006/09/04 11:08:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 75
208 if (!p) 76 ob->remove ();
209 { 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
210 p = new player; 78 ob->map = 0;
79 party = 0;
211 80
212 /* This adds the player in the linked list. There is extra 81 players.erase (this);
213 * complexity here because we want to add the new player at the 82}
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 83
226 p->next = NULL; 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
227 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
228 116
229 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 * for next and socket. 118 if (tmp->type == FORCE)
231 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 120 abil = tmp;
233 p->attachable_clear (); 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
234 123
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{
235 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 212 * we deal with that below this point.
237 */ 213 */
238 p->party = NULL; 214 outputs_sync = 4;
239 p->outputs_sync = 16; /* Every 2 seconds */ 215 outputs_count = 4;
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 217
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
249 219
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 220 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none;
266 p->bowtype = bow_normal; 221 bowtype = bow_normal;
267 p->petmode = pet_normal; 222 petmode = pet_normal;
268 p->listening = 10;
269 p->usekeys = containers; 223 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 225 do_los = 1;
273 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275 226
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 227 weapon_sp = 1.0f;
277 p->title[sizeof (p->title) - 1] = '\0'; 228 weapon_sp_left = 0.5f;
278 op->race = op->arch->clone.race;
279
280 CLEAR_FLAG (op, FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i = 0; i < NROFATTACKS; i++)
293 {
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298
299 p->socket.update_look = 0;
300 p->socket.look_position = 0;
301 return p;
302} 229}
303 230
304/* This loads the first map an puts the player on it. */ 231void
305static void set_first_map(object *op) 232player::do_destroy ()
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
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
351 for (;;) { 266 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
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) { 311 if (lastdist > rv.distance)
312 {
402 op=ol->ob; 313 op = ol->ob;
403 lastdist=rv.distance; 314 lastdist = rv.distance;
404 } 315 }
405 } 316 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 317
318 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 319 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 320 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 321 {
414 } 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)
384 return 0;
474 385
475 x=mon->x; 386 mapxy pos (mon);
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction; 387 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
390
481 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0; 392 if (diff > max)
393 return 0;
394
483 while (diff >1 && max>0) { 395 while (diff > 1 && max > 0)
484 lastx = x; 396 {
485 lasty = y; 397 mapxy lastpos = pos;
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);
492 398
399 pos.move (dir);
400
493 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 402 if (!pos.normalise ()
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
405 {
496 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
498 */ 408 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
500 if (rv.direction != dir) { 410 if (rv.direction != dir)
411 {
501 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 413 * the values so it will try again.
503 */ 414 */
504 x = lastx;
505 y = lasty;
506 m = lastmap; 415 pos = lastpos;
507 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
417 }
508 } else { 418 else
419 {
509 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
510 * either the left or right. 421 * either the left or right.
511 * Note increase the values in the loop below to be 422 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 423 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 424 * 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 425 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 426 * stepping back and forth
516 */ 427 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
429 {
430 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
519 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 434 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 438 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 441 * the last direction the creature has successfully
528 * moved. 442 * moved.
529 */ 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))
530 459 break;
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 } 460 }
461
542 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
544 */ 464 */
545 if (i==(DETOUR_AMOUNT+1)) 465 if (i == DETOUR_AMOUNT + 1)
546 return 0; 466 return 0;
467
547 diff--; 468 diff--;
548 lastdir=dir; 469 lastdir = dir;
549 max--; 470 max--;
550 if (!firstdir) firstdir = dir+i; 471 if (!firstdir)
472 firstdir = dir + i;
551 } /* else check alternate directions */ 473 } /* else check alternate directions */
552 } /* if blocked */ 474 } /* if blocked */
553 else { 475 else
476 {
554 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
555 diff--; 478 diff--;
556 max--; 479 max--;
557 lastdir=dir; 480 lastdir = dir;
481
482 if (!firstdir)
558 if (!firstdir) firstdir = dir; 483 firstdir = dir;
484 }
485
486 if (diff <= 1)
559 } 487 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 489 * headed toward player for entire distance.
563 */ 490 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
566 } 493 }
567 if (diff>max) return 0; 494
495 if (diff > max)
496 return 0;
568 } 497 }
498
569 /* If we reached the max, didn't find a direction in time */ 499 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0; 500 if (!max)
501 return 0;
571 502
572 return firstdir; 503 return firstdir;
573} 504}
574 505
506void
575void give_initial_items(object *pl,treasurelist *items) { 507give_initial_items (object *pl, treasurelist *items)
576 object *op,*next=NULL; 508{
577
578 if(pl->randomitems!=NULL) 509 if (pl->randomitems)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 511
581 for (op=pl->inv; op; op=next) { 512 for (object *next, *op = pl->inv; op; op = next)
513 {
582 next = op->below; 514 next = op->below;
583 515
584 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
586 */ 518 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
588 SET_FLAG(op,FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
589 521
590 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 523 * by this player due to race restrictions
592 */ 524 */
593 if (pl->type == PLAYER) { 525 if (pl->type == PLAYER)
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 526 {
527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
595 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
596 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
597 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
598 op->type == BRACERS || op->type == GIRDLE)) || 532 || op->type == BRACERS || op->type == GIRDLE))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 534 {
604 } 535 op->destroy ();
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; 536 continue;
624 } 537 }
625 if (op->nrof > 1) op->nrof = 1; 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)
626 } 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 }
627 554
555 if (op->nrof > 1)
556 op->nrof = 1;
557 }
558
628 if (op->type == SPELLBOOK && op->inv) { 559 if (op->type == SPELLBOOK && op->inv)
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
630 }
631 561
632 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
634 * merged properly. 564 * merged properly.
635 */ 565 */
636 if (need_identify(op)) { 566 if (op->need_identify ())
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
641 if(op->type==SPELL) { 573 if (op->type == SPELL)
642 remove_ob(op); 574 {
643 free_object(op); 575 op->destroy ();
644 continue; 576 continue;
577 }
578 else if (op->type == SKILL)
645 } 579 {
646 else if(op->type==SKILL) { 580 op->set_flag (FLAG_CAN_USE_SKILL);
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 581 op->stats.exp = 0;
649 op->level = 1; 582 op->level = 1;
650 } 583 }
651 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
654 587
655 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
656 link_player_skills(pl); 589 pl->contr->link_skills ();
657} 590}
658 591
659void get_name(object *op) { 592void
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 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 593get_party_password (object *op, partylist *party)
594{
732 if (party == NULL) { 595 if (party == NULL)
596 {
733 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);
734 return; 598 return;
735 } 599 }
600
736 op->contr->write_buf[0]='\0'; 601 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 602 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 603 op->contr->party_to_join = party;
739 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:");
740} 605}
741
742 606
743/* 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. */
744int roll_stat(void) { 608static int
609roll_stat ()
610{
745 int a[4],i,j,k; 611 int a[4], i, j, k;
746 612
747 for(i=0;i<4;i++) 613 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 614 a[i] = (int) rndm (6) + 1;
749 615
750 for(i=0,j=0,k=7;i<4;i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 617 if (a[i] < k)
752 k=a[i],j=i; 618 k = a[i], j = i;
753 619
754 for(i=0,k=0;i<4;i++) { 620 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 621 if (i != j)
756 k+=a[i]; 622 k += a[i];
757 } 623
758 return k; 624 return k;
759} 625}
760 626
761void roll_stats(object *op) { 627void
628object::roll_stats ()
629{
630 int statsort [NUM_STATS];
631
632 for (;;)
633 {
762 int sum=0; 634 int sum = 0;
763 int i = 0, j = 0; 635 for (int i = NUM_STATS; i--; )
764 int statsort[7]; 636 sum += statsort [i] = roll_stat ();
765 637
766 do { 638 if (sum >= 82 && sum <= 116)
767 op->stats.Str=roll_stat(); 639 break;
768 op->stats.Dex=roll_stat(); 640 }
769 op->stats.Int=roll_stat();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 641
779 /* Sort the stats so that rerolling is easier... */ 642 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 644
788 /* a quick and dirty bubblesort? */ 645 for (int i = 0; i < NUM_STATS; ++i)
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 646 stats.stat (i) = statsort [i];
801 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6];
807 647
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 648 stats.exp = 0;
819 op->stats.ac=0; 649 stats.ac = 0;
820 650
651 stats.hp = stats.maxhp;
652 stats.sp = stats.maxsp;
653 stats.grace = stats.maxgrace;
654
655 if (contr)
656 {
821 op->contr->levhp[1] = 9; 657 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 658 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 659 contr->levgrace[1] = 3;
824 660
825 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
826 op->stats.hp = op->stats.maxhp; 681 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 682 stats.sp = stats.maxsp;
828 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
829 op->contr->orig_stats=op->stats; 691 contr->orig_stats = stats;
692 }
830} 693}
831 694
832void Roll_Again(object *op) 695static void
696start_info (object *op)
833{ 697{
834 esrv_new_player(op->contr, 0);
835 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)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
842 699
843 if ( op->contr->Swap_First == -1 ) { 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf);
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 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");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 702}
951 703
952/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
956 * not the class. 708 * not the class.
957 */ 709 */
958 710void
959int key_change_class(object *op, char key) 711player::chargen_race_done ()
960{ 712{
961 int tmp_loop;
962
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') {
969 char buf[MAX_BUF];
970
971 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 714 esrv_new_player (ob->contr);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 715
716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
717 if (tl)
718 create_treasure (tl, ob, 0, 0, 0);
719
975 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
977 722
978 op->contr->state=ST_PLAYING; 723 ob->contr->ns->state = ST_PLAYING;
979 724
980 if (op->msg) 725 if (ob->msg)
981 op->msg=NULL; 726 ob->msg = 0;
982 727
983 /* We create this now because some of the unique maps will need it
984 * to save here.
985 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 make_path_to_file(buf);
988
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op); 728 start_info (ob);
993 CLEAR_FLAG(op, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 730 give_initial_items (ob, ob->randomitems);
995 link_player_skills(op);
996 esrv_send_inventory(op, op); 731 esrv_send_inventory (ob, ob);
997 fix_player(op); 732 ob->update_stats ();
998 733
999 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
1000 * is one for this race 735 * is one for this race
1001 */ 736 */
1002 if(*first_map_ext_path) { 737 if (*first_map_ext_path)
1003 object *tmp; 738 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1004 mapstruct *oldmap = op->map; 739 else
1005 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 first_map_ext_path, &op->arch->name);
1008 tmp=get_object();
1009 EXIT_PATH(tmp) = mapname;
1010 EXIT_X(tmp) = op->x;
1011 EXIT_Y(tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the
1014 * default initial map */
1015 free_object(tmp);
1016 } else {
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 740 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 741}
1019 return 0;
1020 }
1021 742
743void
744player::chargen_race_next ()
745{
1022 /* Following actually changes the race - this is the default command 746 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 747 * if we don't match with one of the options above.
1024 */ 748 */
1025 749
1026 tmp_loop = 0; 750 do
1027 while(!tmp_loop) { 751 {
1028 shstr name = op->name; 752 shstr name = ob->name;
1029 int x = op->x, y = op->y; 753 int x = ob->x, y = ob->y;
754
1030 remove_statbonus(op); 755 ob->remove_statbonus ();
1031 remove_ob (op); 756 ob->remove ();
1032 op->arch = get_player_archetype(op->arch); 757 ob->arch = get_player_archetype (ob->arch);
1033 copy_object (&op->arch->clone, op); 758 ob->arch->copy_to (ob);
1034 op->instantiate (); 759 ob->instantiate ();
1035 op->stats = op->contr->orig_stats; 760 ob->stats = ob->contr->orig_stats;
1036 op->name = op->name_pl = name; 761 ob->name = ob->name_pl = name;
1037 op->x = x; 762 ob->x = x;
1038 op->y = y; 763 ob->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 764 SET_ANIMATION (ob, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 765 insert_ob_in_map (ob, ob->map, ob, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 766 assign (ob->contr->title, ob->arch->object::name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 767 ob->add_statbonus ();
1044 tmp_loop=allowed_class(op);
1045 } 768 }
769 while (!allowed_class (ob));
770
1046 update_object(op,UP_OBJ_FACE); 771 update_object (ob, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 772 esrv_update_item (UPD_FACE, ob, ob);
1048 fix_player(op); 773 ob->update_stats ();
1049 op->stats.hp=op->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
1051 op->stats.grace=0; 776 ob->stats.grace = 0;
1052 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0;
1056} 777}
1057 778
1058int key_confirm_quit(object *op, char key) 779static void
1059{
1060 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) {
1092 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf)))
1094 delete_map(mp);
1095 }
1096
1097 delete_character(op->name, 1);
1098 }
1099 play_again(op);
1100 return 1;
1101}
1102
1103void flee_player(object *op) { 780flee_player (object *op)
781{
1104 int dir,diff; 782 int dir, diff;
1105 rv_vector rv; 783 rv_vector rv;
1106 784
1107 if(op->stats.hp < 0) { 785 if (op->stats.hp < 0)
786 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
789 return;
790 }
791
792 if (!op->enemy)
793 {
794 LOG (llevDebug, "Fleeing player had no enemy.\n");
795 op->clr_flag (FLAG_SCARED);
796 return;
797 }
798
799 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
800 {
801 op->enemy = NULL;
802 op->clr_flag (FLAG_SCARED);
803 return;
804 }
805
806 get_rangevector (op, op->enemy, &rv, 0);
807
808 dir = absdir (4 + rv.direction);
809 for (diff = 0; diff < 3; diff++)
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))))
1110 return; 814 return;
1111 } 815 }
1112 816
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
1146 op->enemy=NULL; 819 op->enemy = NULL;
1147} 820}
1148
1149 821
1150/* 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.
1151 * 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
1152 * stop. 824 * stop.
1153 */ 825 */
826int
1154int check_pick(object *op) { 827check_pick (object *op)
828{
1155 object *tmp, *next; 829 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 830 int stop = 0;
1158 int j, k, wvratio; 831 int wvratio;
1159 char putstring[128], tmpstr[16];
1160 832
1161
1162 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
1164 return 1; 835 return 1;
1165 836
1166 op_tag = op->count;
1167
1168 next = op->below; 837 next = op->below;
1169 if (next) 838
1170 next_tag = next->count; 839 int cnt = MAX_ITEM_PER_ACTION;
840#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1171 841
1172 /* 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
1173 * destroyed */ 843 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 844 while (next && !next->destroyed ())
1175 { 845 {
1176 tmp = next; 846 tmp = next;
1177 next = tmp->below; 847 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 848
1181 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 ())
1182 return 0; 856 return 0;
1183 857
1184 if ( ! can_pick (op, tmp)) 858 if (!can_pick (op, tmp))
1185 continue; 859 continue;
1186 860
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 862 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 864 CHK_PICK_PICKUP;
865
1191 continue; 866 continue;
1192 }
1193
1194 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) {
1196 switch (op->contr->mode) {
1197 case 0: return 1; /* don't pick up */
1198 case 1: pick_up (op, tmp);
1199 return 1;
1200 case 2: pick_up (op, tmp);
1201 return 0;
1202 case 3: return 0; /* stop before pickup */
1203 case 4: pick_up (op, tmp);
1204 break;
1205 case 5: pick_up (op, tmp);
1206 stop = 1;
1207 break;
1208 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp);
1212 break;
1213
1214 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp);
1217 break;
1218
1219 default:
1220 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp);
1226 } 867 }
1227 } 868
1228 else { /* old model */
1229 /* NEW pickup handling */ 869 /* pickup handling */
1230 if(op->contr->mode & PU_DEBUG) 870 if (op->contr->mode & PU_DEBUG)
1231 { 871 {
1232 /* some debugging code to figure out item information */ 872 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL) 873 const char *str = tmp->name
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 874 ? format ("item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 875 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 876 : format ("item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 877 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
878
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring); 879 new_draw_info (NDI_UNIQUE, 0, op, str);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 }
1253 } 880 }
1254 }
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256 881
1257#if 0 882 if (op->contr->mode & PU_INHIBIT)
1258 /* print the flags too */ 883 return 1;
1259 for(k=0;k<4;k++) 884
1260 { 885 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 886 return 1;
1262 for(j=0;j<32;j++) 887
1263 {
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1265 if(!((j+1)%4))fprintf(stderr," ");
1266 }
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif
1270 }
1271 /* philosophy: 888 /* philosophy:
1272 * 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
1273 * generic. This takes no game-time. For more detailed pickups 890 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a 891 * and selections, select-items should be used. This is a
1275 * 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
1276 * example. 893 * example.
1277 * 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
1278 * 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
1279 * convert to decimal and then 'pickup <#> 896 * convert to decimal and then 'pickup <#>
1282 /* the first two modes are exclusive: if NOTHING we return, if 899 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially, 900 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */ 901 * meaning if any test passes, the item gets picked up. */
1285 902
1286 /* if mode is set to pick nothing up, return */ 903 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1; 904 if (op->contr->mode == PU_NOTHING)
905 return 1;
1289 906
1290 /* if mode is set to stop when encountering objects, return */ 907 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick 908 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */ 909 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0; 910 if (op->contr->mode & PU_STOP)
911 return 0;
1295 912
1296 /* useful for going into stores and not losing your settings... */ 913 /* useful for going into stores and not losing your settings... */
1297 /* 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
1298 * fighting */ 915 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1; 916 if (op->contr->mode & PU_INHIBIT)
917 return 1;
1300 918
1301 /* prevent us from turning into auto-thieves :) */ 919 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 920 if (tmp->flag [FLAG_UNPAID])
921 continue;
1303 922
1304 /* ignore known cursed objects */ 923 /* ignore known cursed objects */
1305 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;
1306 926
1307 /* all food and drink if desired */ 927 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */ 928 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD) 929 if (op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD) 930 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 931 {
932 CHK_PICK_PICKUP;
933 continue;
934 }
935
1312 if(op->contr->mode & PU_DRINK) 936 if (op->contr->mode & PU_DRINK)
1313 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]))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 938 {
939 CHK_PICK_PICKUP;
940 continue;
941 }
1315 942
1316 if(op->contr->mode & PU_POTION) 943 if (op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION) 944 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 945 {
946 CHK_PICK_PICKUP;
947 continue;
948 }
1319 949
1320 /* spellbooks, skillscrolls and normal books/scrolls */ 950 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK) 951 if (op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK) 952 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
1324 if(op->contr->mode & PU_SKILLSCROLL) 958 if (op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL) 959 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
1327 if(op->contr->mode & PU_READABLES) 965 if (op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL) 966 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
1330 971
1331 /* wands/staves/rods/horns */ 972 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE) 973 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 974 if (tmp->type == WAND
1334 { 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 }
1335 982
1336 /* pick up all magical items */ 983 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL) 984 if (op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 985 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1339 { 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 }
1340 991
1341 if(op->contr->mode & PU_VALUABLES) 992 if (op->contr->mode & PU_VALUABLES)
1342 { 993 {
1343 if (tmp->type == MONEY || tmp->type == GEM) 994 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 995 {
996 CHK_PICK_PICKUP;
997 continue;
998 }
1345 } 999 }
1346 1000
1347 /* rings & amulets - talismans seems to be typed AMULET */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS) 1002 if (op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET) 1003 if (tmp->type == RING
1350 { 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 }
1351 1019
1352 /* bows and arrows. Bows are good for selling! */ 1020 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW) 1021 if (op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW) 1022 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1023 {
1024 CHK_PICK_PICKUP;
1025 continue;
1026 }
1027
1356 if(op->contr->mode & PU_ARROW) 1028 if (op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW) 1029 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1359 1034
1360 /* all kinds of armor etc. */ 1035 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR) 1036 if (op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR) 1037 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1364 if(op->contr->mode & PU_HELMET) 1043 if (op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET) 1044 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1367 if(op->contr->mode & PU_SHIELD) 1050 if (op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD) 1051 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1370 if(op->contr->mode & PU_BOOTS) 1057 if (op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS) 1058 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1373 if(op->contr->mode & PU_GLOVES) 1064 if (op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES) 1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1376 if(op->contr->mode & PU_CLOAK) 1071 if (op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK) 1072 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1379 1077
1380 /* hoping to catch throwing daggers here */ 1078 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON) 1079 if (op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1384 1085
1385 /* careful: chairs and tables are weapons! */ 1086 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON) 1087 if (op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 } 1088 {
1394 if(tmp->type == WEAPON && tmp->name==NULL) 1089 if (tmp->type == WEAPON)
1090 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1395 { 1095 }
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401 1096
1402 /* misc stuff that's useful */ 1097 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY) 1098 if (op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1100 {
1101 CHK_PICK_PICKUP;
1102 continue;
1103 }
1406 1104
1407 /* 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
1408 * pickups */ 1106 * pickups */
1409 if(op->contr->mode & PU_RATIO) 1107 if (op->contr->mode & PU_RATIO)
1410 { 1108 {
1411 /* use value density to decide what else to grab */ 1109 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */ 1110 /* >=7 was >= op->contr->mode */
1413 /* >=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
1414 * and multiply them by 5, giving 0..15*5== 5..75 */ 1112 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5; 1113 wvratio = op->contr->mode & PU_RATIO;
1416 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)
1417 { 1115 {
1418 pick_up(op, tmp);
1419#if 0 1116#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) { 1118 if (tmp->name != NULL)
1119 {
1422 fprintf(stderr,"%s", tmp->name); 1120 fprintf (stderr, "%s", tmp->name);
1423 } 1121 }
1122 else
1424 else fprintf(stderr,"%s",tmp->arch->name); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1425 fprintf(stderr,",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1426 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))));
1427#endif 1126#endif
1127 CHK_PICK_PICKUP;
1428 continue; 1128 continue;
1429 } 1129 }
1130 } /* the new pickup model */
1430 } 1131 }
1431 } /* the new pickup model */ 1132
1432 }
1433 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;
1434} 1169}
1435 1170
1436/* 1171/*
1437 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1174 * found object is returned.
1440 */ 1175 */
1176static object *
1441object *find_arrow(object *op, const char *type) 1177find_arrow (object *op, const char *type)
1442{ 1178{
1443 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);
1444 1182
1445 for(op=op->inv; op; op=op->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1184 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1447 QUERY_FLAG(op,FLAG_APPLIED)) 1185 if (object *arrow = find_arrow (tmp, type))
1448 tmp = find_arrow (op, type); 1186 {
1449 else if (op->type==ARROW && op->race==type) 1187 splay (tmp);
1450 return op; 1188 return arrow;
1189 }
1190
1451 return tmp; 1191 return 0;
1452} 1192}
1453 1193
1454/* 1194/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1199 */
1460 1200static object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1462{ 1202{
1463 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1465 1205
1466 if (!type) 1206 if (!type)
1467 return NULL; 1207 return NULL;
1468 1208
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1210 {
1470 if (arrow->type==CONTAINER && arrow->race==type && 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1212 {
1472 i = 0; 1213 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1474 if (i > betterby) { 1216 if (i > betterby)
1217 {
1475 tmp = ntmp; 1218 tmp = ntmp;
1476 betterby = i; 1219 betterby = i;
1477 } 1220 }
1221 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1222 else if (arrow->type == ARROW && arrow->race == type)
1223 {
1479 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1225 if (target->race && arrow->slaying.contains (target->race))
1481 strstr(arrow->slaying, target->race)) { 1226 {
1482 if (arrow->attacktype & AT_DEATH) { 1227 if (arrow->attacktype & AT_DEATH)
1228 {
1483 *better = 100; 1229 *better = 100;
1484 return arrow; 1230 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1231 }
1489 } else { 1232 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1233 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1234 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1235 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1236 }
1506 } 1237 }
1238 else
1239 {
1240 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1241 {
1242 attacktype = 1 << attacknum;
1243 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1244 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1245 {
1246 tmp = arrow;
1247 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1248 }
1249 }
1250
1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1252 {
1253 tmp = arrow;
1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1255 }
1256
1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1258 {
1259 tmp = arrow;
1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1261 }
1507 } 1262 }
1263 }
1508 } 1264 }
1265
1509 if (tmp == NULL && arrow == NULL) 1266 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1267 return find_arrow (op, type);
1511 1268
1512 *better = betterby; 1269 *better = betterby;
1513 return tmp; 1270 return tmp;
1514} 1271}
1515 1272
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1275 * op = the shooter
1519 * type = bow->race 1276 * type = bow->race
1520 * dir = fire direction 1277 * dir = fire direction
1521 */ 1278 */
1522 1279static object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1524{ 1281{
1525 object *tmp = NULL; 1282 object *tmp = NULL;
1526 mapstruct *m; 1283 maptile *m;
1527 int i, mflags, found, number; 1284 int i, mflags, found, number;
1528 sint16 x, y; 1285 sint16 x, y;
1529 1286
1530 if (op->map == NULL) 1287 if (op->map == NULL)
1531 return find_arrow(op, type); 1288 return find_arrow (op, type);
1532 1289
1533 /* do a dex check */ 1290 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1291 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 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)))
1536 return find_arrow(op, type); 1293 return find_arrow (op, type);
1537 1294
1538 m = op->map; 1295 m = op->map;
1539 x = op->x; 1296 x = op->x;
1540 y = op->y; 1297 y = op->y;
1541 1298
1542 /* find the first target */ 1299 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1300 for (i = 0, found = 0; i < 20; i++)
1301 {
1544 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1307 {
1548 tmp = NULL; 1308 tmp = 0;
1309 break;
1310 }
1311 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1312 {
1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1314 * perhaps a bad assumption.
1315 */
1316 tmp = 0;
1317 break;
1318 }
1319
1320 if (mflags & P_IS_ALIVE)
1321 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1322 if (tmp->flag [FLAG_ALIVE])
1549 break; 1323 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1324 }
1567 if (tmp == NULL) 1325
1326 if (!tmp)
1568 return find_arrow(op, type); 1327 return find_arrow (op, type);
1569 1328
1570 if (tmp->head) 1329 if (tmp->head)
1571 tmp = tmp->head; 1330 tmp = tmp->head;
1572 1331
1573 return find_better_arrow(op, tmp, type, &i); 1332 return find_better_arrow (op, tmp, type, &i);
1574} 1333}
1575 1334
1576/* 1335/*
1577 * Creature fires a bow - op can be monster or player. Returns 1336 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1337 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1340 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1343 * player fire modes.
1585 */ 1344 */
1345int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1347{
1589 object *left, *bow; 1348 object *left, *bow;
1590 tag_t left_tag, tag; 1349 int mflags;
1591 int bowspeed, mflags; 1350 maptile *m;
1592 mapstruct *m;
1593 1351
1594 if (!dir) { 1352 if (!dir)
1353 {
1595 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!");
1596 return 0; 1355 return 0;
1356 }
1357
1358 if (op->contr)
1359 bow = op->current_weapon;
1360 else
1597 } 1361 {
1598 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow];
1600 else {
1601 for(bow=op->inv; bow; bow=bow->below) 1362 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1365 */
1605 if(bow->type==BOW) 1366 if (bow->type == BOW)
1606 break; 1367 break;
1607 1368
1608 if (!bow) { 1369 if (!bow)
1370 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1372 return 0;
1611 } 1373 }
1374
1375 // optimisation: move object to top so we will find it quickly again
1376 splay (bow);
1612 } 1377 }
1378
1613 if( !bow->race || !bow->skill) { 1379 if (!bow->race || !bow->skill)
1380 {
1614 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);
1615 return 0; 1382 return 0;
1616 } 1383 }
1617 1384
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625
1626 if (arrow == NULL) { 1385 if (arrow == NULL)
1386 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1387 if ((arrow = find_arrow (op, bow->race)) == NULL)
1388 {
1628 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1390 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* 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 */
1632 else 1392 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1394
1634 return 0; 1395 return 0;
1635 } 1396 }
1636 } 1397 }
1398
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1399 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1400 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1401 return 0;
1640 } 1402
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1403 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1404 {
1642 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.");
1643 return 0; 1406 return 0;
1644 } 1407 }
1645 1408
1646 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1410 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1411 {
1649 free_object(arrow); 1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1413 arrow->destroy ();
1650 return 0; 1414 return 0;
1651 } 1415 }
1652 1416
1653 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count; 1418 arrow = arrow->split ();
1655 arrow = get_split_ob(arrow, 1); 1419 if (!arrow)
1656 if (arrow == NULL) { 1420 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1422 return 0;
1659 } 1423 }
1660 set_owner(arrow, op); 1424
1425 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1426 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1427 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1428
1667 if (op->type == PLAYER) {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1669 fix_player(op);
1670 }
1671
1672 SET_ANIMATION(arrow, arrow->direction);
1673 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 */
1674 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1432 arrow->custom_name = arrow->slaying;
1677 arrow->spellarg = strdup_local(arrow->slaying);
1678 1433
1679 /* Note that this was different for monsters - they got their level 1434#if 0
1680 * added to the damage. I think the strength bonus is more proper. 1435 if (player *pl = op->contr)
1681 */
1682 1436 {
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1437 float speed = pl->weapon_sp;
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1451 /* update the speed */
1688 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
1689 0 : dam_bonus[op->stats.Str]) +
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0; 1453 + bow->stats.dam / 7.f;
1692 1454
1693 if (arrow->speed < 1.0) 1455 arrow->set_speed (max (arrow->speed, 2.f));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1456 arrow->speed_left = 0;
1697 1457
1458 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1459
1698 if (op->type == PLAYER) { 1460 if (op->type == PLAYER)
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1461 {
1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1462 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1463 wc -= dex_bonus[op->stats.Dex];
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708 1464
1465 if (!arrow->slaying)
1466 arrow->slaying = op->slaying;
1467
1468 arrow->attacktype |= op->attacktype;
1469 }
1470 else
1471 {
1709 arrow->level = op->level; 1472 arrow->level = op->level;
1710 } 1473 arrow->stats.wc -= bow->magic;
1711 if (arrow->attacktype == AT_PHYSICAL) 1474
1712 arrow->attacktype |= bow->attacktype; 1475 if (!arrow->slaying)
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1476 arrow->slaying = bow->slaying;
1715 1477
1716 arrow->map = m; 1478 arrow->attacktype |= bow->attacktype;
1479 }
1480
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);
1717 arrow->move_type = MOVE_FLY_LOW; 1485 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1486 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1487
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1488 op->play_sound (sound_find ("fire_arrow"));
1721 tag = arrow->count; 1489 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1490
1724 if (!was_destroyed(arrow, tag)) 1491 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1492 move_arrow (arrow);
1726 1493
1727 if (op->type == PLAYER) {
1728 if (was_destroyed (left, left_tag))
1729 esrv_del_item(op->contr, left_tag);
1730 else
1731 esrv_send_item(op, left);
1732 }
1733 return 1; 1494 return 1;
1734} 1495}
1735 1496
1736/* Special fire code for players - this takes into 1497/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1498 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1502 * hence the function name.
1742 */ 1503 */
1504static int
1743int player_fire_bow(object *op, int dir) 1505player_fire_bow (object *op, int dir)
1744{ 1506{
1745 int ret=0, wcmod=0; 1507 int ret;
1746 1508
1747 if (op->contr->bowtype == bow_bestarrow) { 1509 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1510 {
1749 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);
1750 dir, 0, op->x, op->y); 1512 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1753 wcmod =-1;
1754 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);
1755 op->x, op->y); 1517 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1518 else if (op->contr->bowtype == bow_threewide)
1519 {
1520 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1521 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 }
1524 else if (op->contr->bowtype == bow_spreadshot)
1525 {
1526 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1527 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);
1529 }
1530 else
1531 {
1532 /* Simple case */
1757 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);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1759 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1760 } else if (op->contr->bowtype == bow_spreadshot) {
1761 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1763 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1764
1765 } else {
1766 /* Simple case */
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1768 } 1534 }
1535
1769 return ret; 1536 return ret;
1770} 1537}
1771
1772 1538
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1775 */ 1541 */
1542static void
1776void fire_misc_object(object *op, int dir) 1543fire_misc_object (object *op, int dir)
1777{ 1544{
1778 object *item; 1545 object *item = op->contr->ranged_ob;
1779 1546
1780 if (!op->contr->ranges[range_misc]) { 1547 if (!item)
1548 {
1781 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.");
1782 return; 1550 return;
1783 } 1551 }
1784 1552
1785 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1553 if (!item->inv)
1554 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1556 return;
1789 } 1557 }
1558
1559 if (!op->apply (item))
1560 return;
1561
1790 if (item->type == WAND) { 1562 if (item->type == WAND)
1563 {
1791 if(item->stats.food<=0) { 1564 if (item->stats.food <= 0)
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1565 {
1566 op->contr->play_sound (sound_find ("wand_poof"));
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1567 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1568
1794 return; 1569 return;
1795 } 1570 }
1571 }
1796 } else if (item->type == ROD || item->type==HORN) { 1572 else if (item->type == ROD || item->type == HORN)
1797 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1573 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 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
1799 if (item->type== ROD) 1582 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 1584 else
1803 new_draw_info_format(NDI_UNIQUE, 0,op, 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804 "The %s needs more time to charge.", query_base_name(item,0)); 1586
1805 return; 1587 return;
1806 } 1588 }
1807 } 1589 }
1808 1590
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1591 if (cast_spell (op, item, dir, item->inv, NULL))
1592 {
1810 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1593 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1594
1811 if (item->type == WAND) { 1595 if (item->type == WAND)
1596 {
1812 if (!(--item->stats.food)) { 1597 if (!(--item->stats.food))
1598 {
1813 object *tmp; 1599 object *tmp;
1600
1814 if (item->arch) { 1601 if (item->arch)
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1602 {
1603 item->clr_flag (FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1604 item->face = item->arch->face;
1817 item->speed = 0; 1605 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1606 }
1820 if ((tmp=is_player_inv(item))) 1607
1608 if (object *pl = item->visible_to ())
1821 esrv_update_item(UPD_ANIM, tmp, item); 1609 esrv_update_item (UPD_ANIM, pl, item);
1822 } 1610 }
1823 } 1611 }
1824 else if (item->type == ROD || item->type==HORN) { 1612 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1613 drain_rod_charge (item);
1826 }
1827 } 1614 }
1828} 1615}
1829 1616
1830/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1831 */ 1618 */
1619bool
1832void fire(object *op,int dir) { 1620fire (object *who, int dir)
1621{
1833 int spellcost=0; 1622 int spellcost = 0;
1834 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
1835 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1646 if (action_makes_visible (who))
1647 make_visible (who);
1837 1648
1838 switch(op->contr->shoottype) { 1649 switch (ob->type)
1839 case range_none: 1650 {
1840 return; 1651 case BOW:
1841
1842 case range_bow:
1843 player_fire_bow(op, dir); 1652 player_fire_bow (who, dir);
1844 return; 1653 break;
1845 1654
1846 case range_magic: /* Casting spells */ 1655 case SPELL:
1847 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);
1848 return; 1657 break;
1849 1658
1850 case range_misc: 1659 case BUILDER:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1872 return;
1873 case range_builder:
1874 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)
1875 return; 1715 return 0;
1876 default: 1716 }
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1717
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)
1722 {
1723 /* Only let players use keys in containers */
1724 if (!pl->contr)
1878 return; 1725 return 0;
1879 }
1880}
1881 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 }
1882 1749
1750 return tmp;
1751}
1883 1752
1884/* find_key 1753/* find_key
1885 * 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
1886 * and successfully use it, we return the key, otherwise NULL 1755 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic 1756 * This function merges both normal and locked door, since the logic
1889 * pl is the player, 1758 * pl is the player,
1890 * inv is the objects inventory to searched 1759 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1760 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1761 * This function can be called recursively to search containers.
1893 */ 1762 */
1894 1763object *
1895object * find_key(object *pl, object *container, object *door) 1764find_key (object *pl, object *container, object *door)
1896{ 1765{
1897 object *tmp,*key; 1766 if (door->slaying && is_match_expr (door->slaying))
1898
1899 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL;
1901
1902 /* First, lets try to find a key in the top level inventory */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1904 if (door->type==DOOR && tmp->type==KEY) break;
1905 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys
1907 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1909 tmp->slaying==door->slaying) break;
1910 } 1767 {
1911 /* No key found - lets search inventories now */ 1768 // for match expressions, we try to find the key by applying the match
1912 /* 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
1913 * otherwise, if we search all the inventories and still don't find 1770 // of searching through containers ourselves.
1914 * a key, return 1771
1915 */ 1772 return match_one (door->slaying, container, door, pl, pl);
1916 if (!tmp) {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1918 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1921 }
1922 }
1923 if (!tmp) return NULL;
1924 } 1773 }
1925 /* We get down here if we have found a key. Now if its in a container, 1774 else
1926 * see if we actually want to use it 1775 return find_key_ (pl, container, door);
1927 */
1928 if (pl!=container) {
1929 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL;
1931 /* cases where this fails:
1932 * If we only search the player inventory, return now since we
1933 * are not in the players inventory.
1934 * If the container is not active, return now since only active
1935 * containers can be used.
1936 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active.
1940 *
1941 * Change the color so that the message doesn't disappear with
1942 * all the others.
1943 */
1944 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys")))
1948 ) {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door",
1951 query_name(tmp), query_name(container));
1952 return NULL;
1953 }
1954 }
1955 return tmp;
1956} 1776}
1957 1777
1958/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1961 * 0 otherwise 1781 * 0 otherwise
1962 */ 1782 */
1783static int
1963static int player_attack_door(object *op, object *door) 1784player_attack_door (object *op, object *door)
1964{ 1785{
1965
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 1788 * otherwise, we fall through to the rest of the code.
1969 */ 1789 */
1970 object *key=find_key(op, op, door); 1790 object *key = find_key (op, op, door);
1971 1791
1972 /* IF we found a key, do some extra work */ 1792 /* If we found a key, do some extra work */
1973 if (key) { 1793 if (key)
1794 {
1974 object *container=key->env; 1795 object *container = key->env;
1975 1796
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1977 if(action_makes_visible(op)) make_visible(op); 1797 if (action_makes_visible (op))
1798 make_visible (op);
1799
1978 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
1979 if (door->type == DOOR) { 1803 if (door->type == DOOR)
1980 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 */
1981 }
1982 else if(door->type==LOCKED_DOOR) { 1805 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1806 {
1984 "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);
1985 remove_door2(door); /* remove door without violence ;-) */ 1808 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1809 }
1810
1987 /* Do this after we print the message */ 1811 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 1812 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1813
1990 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1814 return 1; /* Nothing more to do below */
1815 }
1993 } else if (door->type==LOCKED_DOOR) { 1816 else if (door->type == LOCKED_DOOR)
1817 {
1994 /* Might as well return now - no other way to open this */ 1818 /* Might as well return now - no other way to open this */
1995 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...");
1996 return 1; 1820 return 1;
1997 } 1821 }
1822
1998 return 0; 1823 return 0;
1999} 1824}
2000 1825
2001/* This function is just part of a breakup from move_player. 1826/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 1827 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 1828 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 1829 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
2006 */ 1831 */
2007 1832bool
2008void move_player_attack(object *op, int dir) 1833move_player_attack (object *op, int dir)
2009{ 1834{
2010 object *tmp, *mon; 1835 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2011 sint16 nx, ny; 1836 {
2012 int on_battleground; 1837 --op->speed_left;
2013 mapstruct *m; 1838 return true;
1839 }
2014 1840
2015 nx=freearr_x[dir]+op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
2017 1843
2018 on_battleground = op_on_battleground(op, NULL, NULL); 1844 if (out_of_map (op->map, nx, ny))
1845 return false;
2019 1846
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2024 * 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
2025 * 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
2026 * 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
2027 * move_ob uses. 1854 * move_ob uses.
2028 */ 1855 */
2029 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1856 maptile *m = op->map->xy_find (nx, ny);
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 }
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2038 return;
2039 }
2040 1857
2041 mon = NULL;
2042 /* 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
2043 * 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.
2044 * 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
2045 * on the space 1861 * on the space
1862 */
1863 object *mon;
1864 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1865 {
1866 if ((mon->flag [FLAG_ALIVE]
1867 || mon->type == LOCKED_DOOR
1868 || mon->flag [FLAG_CAN_ROLL])
1869 && mon != op)
1870 break;
1871 }
1872
1873 if (!mon) /* This happens anytime the player tries to move */
1874 return false; /* into a wall */
1875
1876 mon = mon->head_ ();
1877
1878 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1879 if (op->contr->weapon_sp_left > 0.f)
1880 if (player_attack_door (op, mon))
2046 */ 1881 {
2047 while (tmp!=NULL) { 1882 --op->contr->weapon_sp_left;
2048 if (tmp == op) { 1883 return true;
2049 tmp=tmp->above; 1884 }
2050 continue; 1885
1886 /* The following deals with possibly attacking peaceful
1887 * or friendly creatures. Basically, all players are considered
1888 * unaggressive. If the moving player has peaceful set, then the
1889 * object should be pushed instead of attacked. It is assumed that
1890 * if you are braced, you will not attack friends accidently,
1891 * and thus will not push them.
1892 */
1893
1894 /* If the creature is a pet, push it even if the player is not
1895 * peaceful. Our assumption is the creature is a pet if the
1896 * player owns it and it is either friendly or unagressive.
1897 */
1898 if (op->type == PLAYER
1899 && ((mon->owner && mon->owner->contr
1900 && same_party (mon->owner->contr->party, op->contr->party))
1901 || mon->owner == op)
1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1903 {
1904 /* If we're braced, we don't want to switch places with it */
1905 if (op->contr->braced)
1906 return false;
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
1926 /* in certain circumstances, you shouldn't attack friendly
1927 * creatures. Note that if you are braced, you can't push
1928 * someone, but put it inside this loop so that you won't
1929 * attack them either.
1930 */
1931 if ((mon->type == PLAYER || mon->enemy != op)
1932 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1933 && ((op->contr->peaceful
1934 || (mon->type == PLAYER && mon->contr->peaceful))
1935 && !on_battleground))
1936 {
1937 if (op->speed_left > 0.f)
1938 {
1939 --op->speed_left;
1940
1941 if (!op->contr->braced)
1942 {
1943 op->play_sound (sound_find ("push_player"));
1944 push_ob (mon, dir, op);
2051 } 1945 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1946 else
2053 mon = tmp; 1947 op->statusmsg ("You withhold your attack");
2054 break;
2055 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063 1948
2064 if(mon->head != NULL) 1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2065 mon = mon->head; 1950 make_visible (op);
2066 1951
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1952 return true;
2068 if (player_attack_door(op, mon)) return;
2069
2070 /* The following deals with possibly attacking peaceful
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */
2077
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 { 1953 }
2095 /* If we're braced, we don't want to switch places with it */ 1954 }
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) {
2118 if (!op->contr->braced) {
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 (void) push_ob(mon,dir,op);
2121 } else {
2122 new_draw_info(0, 0,op,"You withhold your attack");
2123 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126
2127 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2128 * 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.
1957 */
1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1959 {
1960 if (op->speed_left > 0.f)
2129 */ 1961 {
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1962 --op->speed_left;
1963
2131 recursive_roll(mon,dir,op); 1964 recursive_roll (mon, dir, op);
2132 if(action_makes_visible(op)) make_visible(op); 1965 if (action_makes_visible (op))
2133 } 1966 make_visible (op);
2134 1967
1968 return true;
1969 }
1970 }
2135 /* Any generic living creature. Including things like doors. 1971 /* Any generic living creature. Including things like doors.
2136 * 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
2137 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2138 * 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
2139 * 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.
2140 */ 1976 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL || 1978 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2144 op->contr->party!=mon->contr->party))) { 1979 {
2145 1980 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 } 1981 {
2173 } /* if player should attack something */ 1982 --op->contr->weapon_sp_left;
2174}
2175 1983
1984 skill_attack (mon, op, 0, 0, 0);
1985
1986 if (action_makes_visible (op))
1987 make_visible (op);
1988
1989 return true;
1990 }
1991 }
1992
1993 return false;
1994}
1995
1996bool
2176int move_player(object *op,int dir) { 1997move_player (object *op, int dir)
2177 int pick; 1998{
2178
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 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;
2220} 2046}
2221 2047
2222/* 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
2223 * new client/server stuff. 2049 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2051 * the new speed values for commands.
2226 * 2052 *
2227 * 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.
2228 */ 2056 */
2057bool
2229int handle_newcs_player(object *op) 2058handle_newcs_player (object *op)
2230{ 2059{
2231 if (op->contr->hidden) { 2060 if (op->flag [FLAG_SCARED])
2232 op->invisible = 1000; 2061 {
2233 /* the socket code flashes the player visible/invisible 2062 if (op->speed_left > 0.f)
2234 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly.
2236 */
2237 if (pticks & 2) op->invisible--;
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--;
2241 if(!op->invisible) {
2242 make_visible(op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 } 2063 {
2245 } 2064 --op->speed_left;
2246
2247 if (QUERY_FLAG(op, FLAG_SCARED)) {
2248 flee_player(op); 2065 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2066
2250 if (QUERY_FLAG(op, FLAG_SCARED)) {
2251 op->speed_left--;
2252 return 0; 2067 return true;
2253 } 2068 }
2069 else
2070 return false;
2254 } 2071 }
2255 2072
2256 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer.
2260 */
2261 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0;
2266 }
2267
2268 /* 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
2269 * the players time has been increased when doericserver has been 2074 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2075 * called, so we recheck it here.
2271 */ 2076 */
2272 HandleClient(&op->contr->socket, op->contr); 2077 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2078 return true;
2274 2079
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2080 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction); 2081 return move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2082
2285 else return 0; 2083 return false;
2286 } 2084}
2085
2086static int
2087save_life (object *op)
2088{
2089 if (!op->flag [FLAG_LIFESAVE])
2287 return 0; 2090 return 0;
2288}
2289 2091
2290int save_life(object *op) { 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2291 object *tmp; 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2094 {
2095 op->play_sound (sound_find ("ob_evaporate"));
2096 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292 2097
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2098 tmp->destroy ();
2099 op->clr_flag (FLAG_LIFESAVE);
2100
2101 if (op->stats.hp < 0)
2102 op->stats.hp = op->stats.maxhp;
2103
2104 if (op->stats.food < 0)
2105 op->stats.food = MAX_FOOD;
2106
2107 op->update_stats ();
2294 return 0; 2108 return 1;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2299 new_draw_info_format(NDI_UNIQUE, 0,op,
2300 "Your %s vibrates violently, then evaporates.",
2301 query_name(tmp));
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 } 2109 }
2110
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2114 return 0;
2318} 2115}
2319 2116
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2120 * from.
2324 */ 2121 */
2122static void
2325void remove_unpaid_objects(object *op, object *env) 2123drop_unpaid_items (object *op, object *env)
2326{ 2124{
2327 object *next;
2328
2329 while (op) { 2125 while (op)
2126 {
2330 next=op->below; /* Make sure we have a good value, in case 2127 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2331 * we remove object 'op' 2128
2332 */ 2129 if (op->flag [FLAG_UNPAID])
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2130 op->insert_at (env);
2334 remove_ob(op); 2131 else if (op->inv)
2335 op->x = env->x; 2132 drop_unpaid_items (op->inv, env);
2336 op->y = env->y; 2133
2337 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0);
2340 }
2341 else if (op->inv) remove_unpaid_objects(op->inv, env);
2342 op=next; 2134 op = next;
2343 } 2135 }
2344} 2136}
2345 2137
2346 2138void
2347/* 2139object::drop_unpaid_items ()
2348 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory.
2353 */
2354char *gravestone_text (object *op)
2355{ 2140{
2356 static char buf2[MAX_BUF]; 2141 if (!flag [FLAG_REMOVED])
2357 char buf[MAX_BUF]; 2142 ::drop_unpaid_items (inv, this);
2358 time_t now = time (NULL);
2359
2360 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else
2364 sprintf (buf, "%s\n", &op->name);
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 if (op->type == PLAYER) {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 }
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 return buf2;
2382} 2143}
2383 2144
2384 2145void
2385
2386void do_some_living(object *op) { 2146do_some_living (object *op)
2147{
2387 int last_food=op->stats.food; 2148 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2149 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2150 int over_hp, over_sp, over_grace;
2390 int i; 2151 int i;
2391 int rate_hp = 1200; 2152 int rate_hp = 1200;
2392 int rate_sp = 2500; 2153 int rate_sp = 2500;
2393 int rate_grace = 2000; 2154 int rate_grace = 2000;
2394 const int max_hp = 1; 2155 const int max_hp = 1;
2395 const int max_sp = 1; 2156 const int max_sp = 1;
2396 const int max_grace = 1; 2157 const int max_grace = 1;
2397 2158
2398 if (op->contr->outputs_sync) { 2159 if (op->contr->hidden)
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2160 {
2400 if (op->contr->outputs[i].buf!=NULL && 2161 op->invisible = 1000;
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2162 /* the socket code flashes the player visible/invisible
2402 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--;
2403 } 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 }
2404 2177
2405 if(op->contr->state==ST_PLAYING) { 2178 if (op->contr->ns->state == ST_PLAYING)
2406 2179 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2180 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2181 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2182 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2183 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2184 else
2185 {
2412 gen_hp = op->stats.maxhp; 2186 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2187 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2188 }
2189
2415 if(op->contr->gen_sp >= 0 ) 2190 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2191 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2192 else
2193 {
2418 gen_sp = op->stats.maxsp; 2194 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2195 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2196 }
2197
2421 if(op->contr->gen_grace >= 0) 2198 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2199 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2200 else
2201 {
2424 gen_grace = op->stats.maxgrace; 2202 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2203 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 }
2427
2428 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 } 2204 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) {
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--;
2450 if(op->stats.sp>op->stats.maxsp)
2451 op->stats.sp=op->stats.maxsp;
2452 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461 2205
2462 /* Regenerate Grace */ 2206 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2207 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2464 if(--op->last_grace<0) { 2208 if (--op->last_grace < 0)
2209 {
2465 if(op->stats.grace<op->stats.maxgrace/2) 2210 if (op->stats.grace < op->stats.maxgrace / 2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */ 2211 op->stats.grace++; /* no penalty in food for regaining grace */
2212
2467 if(max_grace>1) { 2213 if (max_grace > 1)
2214 {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2215 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2469 if (over_grace > 0) { 2216 if (over_grace > 0)
2217 {
2470 op->stats.sp += over_grace 2218 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2219 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2472 op->last_grace=0; 2220 op->last_grace = 0;
2221 }
2473 } else { 2222 else
2223 {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2224 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2225 }
2475 } 2226 }
2476 } else { 2227 else
2228 {
2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2478 } 2230 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2231 /* wearing stuff doesn't detract from grace generation. */
2480 }
2481
2482 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) {
2484 if(op->stats.hp<op->stats.maxhp) {
2485 op->stats.hp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2488 op->stats.food--;
2489 if(op->contr->digestion<0)
2490 op->stats.food+=op->contr->digestion;
2491 else if(op->contr->digestion>0 &&
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food;
2494 } 2232 }
2495 } 2233
2496 if(max_hp>1) { 2234 if (op->stats.food > 0)
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 } 2235 {
2505 } else { 2236 /* Regenerate Spell Points */
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2237 if (!op->contr->golem && --op->last_sp < 0)
2507 } 2238 {
2508 } 2239 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2509 2240
2510 /* Digestion */ 2241 if (op->stats.sp < op->stats.maxsp)
2511 if(--op->last_eat<0) { 2242 {
2512#ifdef COZY_SERVER 2243 op->stats.sp++;
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2514 int bonus=dg>0?dg:0,
2515 penalty=dg<0?-dg:0;
2516#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif
2520 2244
2521 if(op->contr->gen_hp > 0)
2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2523 else
2524 op->last_eat=25*(1+bonus)/(penalty +1);
2525 /* dms do not consume food */ 2245 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2246 if (!op->flag [FLAG_WIZ])
2527 }
2528 }
2529
2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2531 object *tmp, *flesh=NULL;
2532
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2537 manual_apply(op,tmp,0);
2538 if(op->stats.food>=0||op->stats.hp<0)
2539 break; 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 }
2540 } 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
2326 /* dms do not consume food */
2327 if (!op->flag [FLAG_WIZ])
2328 op->stats.food--;
2329 }
2330
2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2332 {
2333 object *flesh = 0;
2334
2335 for_inv_removable (op, tmp)
2336 {
2337 if (tmp->flag [FLAG_UNPAID])
2338 continue;
2339
2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2341 {
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
2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2347 break;
2348 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2349 else if (tmp->type == FLESH)
2542 } /* End if paid for object */ 2350 flesh = tmp;
2543 } /* end of for loop */ 2351 }
2352
2544 /* 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
2545 * eat flesh instead. 2354 * eat flesh instead.
2546 */ 2355 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2357 {
2549 manual_apply(op,flesh,0); 2358 op->statusmsg ("You blindly grab for a bite of food. "
2359 "H<To prevent you from starving, you ate some random item from your backpack.>");
2360 op->apply (flesh);
2361 }
2362
2363 // If player is still starving, alert him!
2364 if (op->stats.food < 0)
2365 op->failmsg ("You are starving! "
2366 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2367 }
2368
2369 if (op->stats.food < 0)
2550 } 2370 {
2551 } /* end if player is starving */ 2371 op->stats.hp += op->stats.food;
2372 op->stats.food = 0;
2552 2373
2553 while(op->stats.food<0&&op->stats.hp>0) 2374 if (op->stats.hp < 0)
2554 op->stats.food++,op->stats.hp--; 2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2378 }
2379 }
2555 2380
2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2381 /* killer should be set here already */
2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2557 kill_player(op); 2383 kill_player (op);
2384 }
2558} 2385}
2559
2560
2561 2386
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2389 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2390 * file.
2566 */ 2391 */
2392void
2567void kill_player(object *op) 2393kill_player (object *op)
2568{ 2394{
2569 char buf[MAX_BUF];
2570 int x,y,i; 2395 int x, y;
2571 mapstruct *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2572 int z;
2573 int num_stats_lose;
2574 int lost_a_stat;
2575 int lose_this_stat;
2576 int this_stat;
2577 int will_kill_again; 2397 int will_kill_again;
2578 archetype *at; 2398 archetype *at;
2579 object *tmp; 2399 object *tmp;
2580 2400
2581 if(save_life(op)) 2401 if (save_life (op))
2582 return; 2402 return;
2583 2403
2404 dynbuf_text deathtab;
2584 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
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2443 */
2589 if (op_on_battleground(op, &x, &y)) { 2444 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2445 {
2591 "You have been defeated in combat!"); 2446 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2593 "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = find_archetype("poisoning");
2597 tmp=present_arch_in_ob(at,op);
2598 if (tmp) {
2599 remove_ob(tmp);
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2602 }
2603 2447
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2610 }
2611
2612 cure_disease(op,0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999;
2615
2616 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2618 if (tmp != NULL) 2450
2619 { 2451 tmp->name = format ("%s's finger" , &op->name);
2620 sprintf(buf,"%s's finger", &op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2621 tmp->name = buf; 2453 tmp->msg = format (
2622 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",
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2455 &op->name, op->contr->title,
2624 &op->name, op->contr->title, (int)(op->level), 2456 (int)op->level,
2625 op->contr->killer); 2457 op->contr->killer_name ()
2626 tmp->msg=buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0;
2628 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2458 );
2459 tmp->value = 0, tmp->type = 0;
2460 tmp->material = name_to_material (shstr_organic);
2461 tmp->insert_at (op, tmp);
2462
2633 /* teleport defeated player to new destination*/ 2463 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2636 return; 2468 return;
2637 } 2469 }
2638 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2639 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2640 2475
2641 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2642 2477
2643 if(op->stats.food<0) { 2478 op->contr->play_sound (sound_find ("player_dies"));
2644 if (op->contr->explore) {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name);
2651 strcpy(op->contr->killer,"starvation");
2652 }
2653 else {
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2479
2664 /* save the map location for corpse, gravestone*/ 2480 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2481 x = op->x;
2482 y = op->y;
2483 map = op->map;
2666 2484
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2485 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2488 */
2673 2489
2674 /* Basically two ways to go - remove a stat permanently, or just 2490 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2491 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2492 * of death.
2677 */ 2493 */
2678#ifndef COZY_SERVER 2494#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2495 if (settings.balanced_stat_loss)
2496 {
2680 /* If stat loss is permanent, lose one stat only. */ 2497 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2499 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2500 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2501 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2502 little bit harder. */
2686 /* GD */ 2503 /* GD */
2687 if (settings.stat_loss_on_death) 2504 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2505 num_stats_lose = 1;
2693 } 2506 else
2507 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2508 }
2509 else
2510 num_stats_lose = 1;
2511
2694 lost_a_stat = 0; 2512 lost_a_stat = 0;
2695 2513
2696 for (z=0; z<num_stats_lose; z++) { 2514 for (z = 0; z < num_stats_lose; z++)
2697 i = RANDOM() % NUM_STATS; 2515 {
2516 i = rndm (NUM_STATS);
2698 2517
2699 if (settings.stat_loss_on_death) { 2518 if (settings.stat_loss_on_death)
2519 {
2700 /* 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
2701 * what he lost. 2521 * what he lost.
2702 */ 2522 */
2703 change_attr_value(&(op->stats), i,-1); 2523 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2524 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2525 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2526 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2527 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2528 lost_a_stat = 1;
2709 } else { 2529 }
2530 else
2531 {
2710 /* deplete a stat */ 2532 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2712 object *dep; 2534 object *dep;
2535
2536 dep = present_arch_in_ob (deparch, op);
2537 if (!dep)
2713 2538 {
2714 dep = present_arch_in_ob(deparch,op); 2539 dep = deparch->instance ();
2715 if(!dep) {
2716 dep = arch_to_object(deparch);
2717 insert_ob_in_ob(dep, op); 2540 insert_ob_in_ob (dep, op);
2718 } 2541 }
2719 lose_this_stat = 1; 2542 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2543 if (settings.balanced_stat_loss)
2544 {
2721 /* GD */ 2545 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2546 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2547 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2548 if (this_stat < 0)
2549 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2550 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2551 int keep_chance = this_stat * this_stat;
2552
2727 /* Yes, I am paranoid. Sue me. */ 2553 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2554 if (keep_chance < 1)
2729 keep_chance = 1; 2555 keep_chance = 1;
2730 2556
2731 /* There is a maximum depletion total per level. */ 2557 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2558 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2559 {
2733 lose_this_stat = 0; 2560 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2561 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2562 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2563 }
2745 } 2564 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2565 {
2755 if (this_stat>=-50) { 2566 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 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"); */
2761 } 2571 }
2762 } 2572 }
2763 } 2573 }
2764 } 2574
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2575 if (lose_this_stat)
2767 { 2576 {
2768 /* determine_god() seems to not work sometimes... why is this? 2577 this_stat = get_attr_value (&dep->stats, i);
2769 Should I be using something else? GD */ 2578 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2579 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2580 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2581 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2582 * difference.
2774 " you.", god); 2583 */
2584 if (this_stat >= -50)
2775 else 2585 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2586 change_attr_value (&(dep->stats), i, -1);
2777 " feel a holy presence protecting you."); 2587 dep->set_flag (FLAG_APPLIED);
2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2589 op->update_stats ();
2590 lost_a_stat = 1;
2591 }
2778 } 2592 }
2593 }
2594 }
2595
2596 /* If no stat lost, tell the player. */
2597 if (!lost_a_stat)
2598 {
2599 /* determine_god() seems to not work sometimes... why is this?
2600 Should I be using something else? GD */
2601 shstr_tmp god = determine_god (op);
2602
2603 if (god != shstr_none)
2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2605 else
2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2607 }
2608#else
2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2779#endif 2610#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2611
2783 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2613 * exp loss on the stone.
2785 */ 2614 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2616 tmp->name = format ("%s's gravestone", &op->name);
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2790 "who was killed\n" 2619 &op->name, op->contr->title, op->contr->killer_name ());
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2622
2798 /**************************************/ 2623 /**************************************/
2799 /* */ 2624 /* */
2800 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2626 /* */
2804 /**************************************/ 2627 /**************************************/
2805 2628
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2630 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 2631
2832 /* 2632 /*
2833 * 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
2834 * the player has any unpaid items. If so, remove them and put them back 2634 * and put them back in the map.
2835 * in the map. 2635 */
2836 */ 2636 op->drop_unpaid_items ();
2837 2637
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2638 /****************************************/
2842 /* */ 2639 /* */
2843 /* Move player to his current respawn- */ 2640 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2641 /* position (usually last savebed) */
2845 /* */ 2642 /* */
2846 /****************************************/ 2643 /****************************************/
2847 2644
2848 enter_player_savebed(op); 2645 enter_player_savebed (op);
2849 2646
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2647 op->contr->braced = 0;
2854 save_player(op,1);
2855 2648
2856 /* it is possible that the player has blown something up 2649 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2650 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2651 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2652 * on the space that might harm the player.
2860 */ 2653 */
2861 will_kill_again=0; 2654 will_kill_again = 0;
2862 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)
2863 if (tmp->type ==SPELL_EFFECT) 2656 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2657 will_kill_again |= tmp->attacktype;
2865 } 2658
2866 if (will_kill_again) { 2659 if (will_kill_again)
2660 {
2867 object *force; 2661 object *force;
2868 int at; 2662 int at;
2869 2663
2870 force=get_archetype(FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2666 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2667 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2669 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2671 force->resist[at] = 100;
2672
2673 insert_ob_in_ob (force, op);
2674 op->update_stats ();
2675 }
2676
2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2678}
2679
2680static void
2681loot_object (object *op)
2682{ /* Grab and destroy some treasure */
2683 object *tmp, *tmp2, *next;
2684
2685 op->close_container (); /* close open sack first */
2686
2687 for (tmp = op->inv; tmp; tmp = next)
2688 {
2689 next = tmp->below;
2690
2691 if (tmp->invisible)
2692 continue;
2693
2694 tmp->remove ();
2695 tmp->x = op->x, tmp->y = op->y;
2696
2697 if (tmp->type == CONTAINER)
2698 loot_object (tmp); /* empty container to ground */
2699
2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2701 {
2702 if (tmp->nrof > 1)
2703 {
2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2706 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2707 else
2937 delete_character(op->name,1); 2708 tmp->destroy ();
2938 } 2709 }
2939 } 2710 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2711 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2712 }
2981} 2713}
2982 2714
2983/* 2715/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2718 * was changed.
2987 */ 2719 */
2720void
2721fix_weight ()
2722{
2723 for_all_players (pl)
2724 {
2725 sint32 old = pl->ob->carrying;
2988 2726
2989void fix_weight(void) { 2727 pl->ob->update_weight ();
2990 player *pl; 2728
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2729 if (old != pl->ob->carrying)
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2730 {
2993 if(old == sum) 2731 pl->ob->update_stats ();
2994 continue; 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2995 fix_player(pl->ob); 2733 }
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2997 &pl->ob->name, old, sum);
2998 } 2734 }
2999} 2735}
3000 2736
3001void fix_luck(void) { 2737void
3002 player *pl; 2738fix_luck ()
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2739{
2740 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2741 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2742 pl->ob->change_luck (0);
3006} 2743}
3007
3008 2744
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2745/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2746 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2747 * just treat this as any other spell casting object.
3012 */ 2748 */
3013
3014void 2749void
3015cast_dust (object * op, object * throw_ob, int dir) 2750cast_dust (object *op, object *throw_ob, int dir)
3016{ 2751{
3017 object *skop, *spob; 2752 object *skop, *spob;
3018 2753
3019 skop = find_skill_by_name (op, throw_ob->skill); 2754 skop = find_skill_by_name (op, throw_ob->skill);
3020 2755
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2756 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2757 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2758 {
3024 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);
3025 &op->name);
3026 return; 2760 return;
3027 } 2761 }
3028 2762
3029 spob = throw_ob->inv; 2763 spob = throw_ob->inv;
3030 2764
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2765 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 2766 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 2767 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2768 if (!spob)
3035 { 2769 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2770 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 2771 return;
3039 } 2772 }
3040 2773
3041 if (op->type == PLAYER) 2774 if (op->type == PLAYER)
3042 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);
3043 2776
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2777 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2778
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2779 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 2780}
3050 2781
2782void
3051void make_visible (object *op) { 2783make_visible (object *op)
3052 op->hide = 0; 2784{
2785 op->flag [FLAG_HIDDEN] = 0;
3053 op->invisible = 0; 2786 op->invisible = 0;
2787
3054 if(op->type==PLAYER) { 2788 if (op->type == PLAYER)
2789 {
3055 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3057 } 2792 }
2793
3058 update_object(op,UP_OBJ_FACE); 2794 update_object (op, UP_OBJ_CHANGE);
3059} 2795}
3060 2796
2797int
3061int is_true_undead(object *op) { 2798is_true_undead (object *op)
3062 object *tmp=NULL; 2799{
3063 2800 if (op->arch->flag [FLAG_UNDEAD])
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2801 return 1;
3065 2802
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 2803 return 0;
3071} 2804}
3072 2805
3073/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 2808 * indicate greater hideability.
3076 */ 2809 */
3077 2810int
3078int hideability(object *ob) { 2811hideability (object *ob)
2812{
3079 int i,level=0, mflag; 2813 int i, level = 0, mflag;
3080 sint16 x,y; 2814 sint16 x, y;
3081 2815
3082 if(!ob||!ob->map) return 0; 2816 if (!ob || !ob->map)
2817 return 0;
3083 2818
3084 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3086 2821
3087 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2825 if (ob->has_carried_lights ())
2826 level = -(10 + (2 * ob->map->darklevel ()));
3091 2827
3092 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3093 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 2834 if (mflag & P_OUT_OF_MAP)
2835 continue;
2836
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 2838 level += 2;
3098 else /* open terrain! */ 2839 else /* open terrain! */
3099 level -= 1; 2840 level -= 1;
3100 } 2841 }
3101 2842
3102#if 0 2843#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2844 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 2845#endif
3105 return level; 2846 return level;
3106} 2847}
3107 2848
3108/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 2853 */
3113 2854void
3114void do_hidden_move (object *op) { 2855do_hidden_move (object *op)
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2856{
3116 object *skop; 2857 int hide = 0;
3117 2858
3118 if(!op || !op->map) return; 2859 if (!op || !op->map)
2860 return;
3119 2861
3120 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);
3121 2864
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 2866 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 2867 if (!skop || num >= skop->level)
2868 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 2870 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2871 return;
3136 "You moved out of hiding! You are visible!");
3137 } 2872 }
2873 else
2874 num += 20;
2875
2876 num += op->map->difficulty;
2877 hide = hideability (op); /* modify by terrain hidden level */
2878 num -= hide;
2879
2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2881 {
2882 make_visible (op);
2883
2884 if (op->type == PLAYER)
2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2886 }
3138 else if (op->type == PLAYER && skop) { 2887 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 2889}
3142 2890
3143/* determine if who is standing near a hostile creature. */ 2891/* determine if who is standing near a hostile creature. */
3144 2892
2893int
3145int stand_near_hostile( object *who ) { 2894stand_near_hostile (object *who)
2895{
3146 object *tmp=NULL; 2896 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 2897 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 2898 maptile *m;
3149 sint16 x,y; 2899 sint16 x, y;
3150 2900
3151 if(!who) return 0; 2901 if (!who)
2902 return 0;
3152 2903
3153 if(who->type==PLAYER) player=1; 2904 if (who->type == PLAYER)
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2905 player = 1;
3155 2906
2907 else
2908 friendly = who->flag [FLAG_FRIENDLY];
2909
3156 /* search adjacent squares */ 2910 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 2911 for (i = 1; i < 9; i++)
2912 {
3158 x = who->x+freearr_x[i]; 2913 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 2914 y = who->y + freearr_y[i];
3160 m = who->map; 2915 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 2916 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 2917 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 2918 * blocked, don't need to check this space.
3164 */ 2919 */
3165 if (mflags & P_OUT_OF_MAP) continue; 2920 if (mflags & P_OUT_OF_MAP)
2921 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 2923 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2924
3169 if((player||friendly) 2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 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)
3171 return 1; 2933 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 2934 }
3178 } 2935 }
3179 } 2936 }
3180 return 0; 2937 return 0;
3181} 2938}
3182 2939
3183/* check the player los field for viewability of the 2940/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3185 * 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
3186 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3192 * 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.
3193 * -b.t. 2950 * -b.t.
3194 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3195 */ 2952 */
3196 2953int
3197int player_can_view (object *pl,object *op) { 2954player_can_view (object *pl, object *op)
2955{
3198 rv_vector rv; 2956 rv_vector rv;
3199 int dx,dy; 2957 int dx, dy;
3200 2958
3201 if(pl->type!=PLAYER) { 2959 if (pl->type != PLAYER)
2960 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 2961 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 2962 return -1;
3204 } 2963 }
3205 if (!pl || !op) return 0;
3206 2964
3207 if(op->head) { op = op->head; } 2965 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 2966 return 0;
3231}
3232 2967
3233/* routine for both players and monsters. We call this when 2968 op = op->head_ ();
3234 * there is a possibility for our action distrubing our hiding 2969
3235 * place or invisiblity spell. Artefact invisiblity is not 2970 get_rangevector (pl, op, &rv, 0x1);
3236 * effected by this. If we arent invisible to begin with, we 2971
3237 * 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.
3238 */ 2977 */
3239int 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;
3240 2982
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3243 return 0;
3244
3245 if (op->contr && op->contr->tmp_invis == 0) return 0;
3246
3247 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3250 return 1; 2984 return 1;
3251 } 2985
2986 op = op->more;
3252 } 2987 }
2988
3253 return 0; 2989 return 0;
3254} 2990}
3255 2991
3256/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 2994 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 2995 * -exit-coord. (and if x, y not NULL)
3260 * 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
3261 * 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
3262 * 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
3263 */ 2999 */
3000int
3264int op_on_battleground (object *op, int *x, int *y) { 3001op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3002{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3268 * 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),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3010 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3011 if (tmp->flag [FLAG_IS_FLOOR])
3276 strcmp(tmp->name, "battleground")==0 && 3012 {
3277 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 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3018 /* before we assign the exit, check if this is a teambattle */
3279 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))
3280 object *invtmp;
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3022 {
3284 if (x != NULL && y != NULL) 3023 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3286 return 1; 3026 return 1;
3287 }
3288 } 3027 }
3289 } 3028
3290 if (x != NULL && y != NULL) 3029 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3292 return 1; 3032 return 1;
3033 }
3293 } 3034 }
3294 }
3295 } 3035 }
3036
3296 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3297 return 0; 3038 return 0;
3298} 3039}
3299 3040
3300/* 3041/*
3304 * attributes: 3045 * attributes:
3305 * object *who the dragon player 3046 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3047 * int atnr the attack-number of the ability focus
3307 * int level ability level 3048 * int level ability level
3308 */ 3049 */
3050void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3051dragon_ability_gain (object *who, int atnr, int level)
3052{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3053 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3054 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3055 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3056 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3058 int i = 0, j = 0;
3316 3059
3317 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3069
3327 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3071 return;
3072
3073 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3074
3075 if (!tr || !tr->item)
3076 {
3077 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3078 return;
3079 }
3080
3081 /* everything seems okay - now bring on the gift: */
3082 item = tr->item;
3083
3084 if (item->type == SPELL)
3085 {
3086 if (check_spell_known (who, item->name))
3328 return; 3087 return;
3329 3088
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3089 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3090 do_learn_spell (who, item, 0);
3332 3091 return;
3333 if (tr == NULL || tr->item == NULL) { 3092 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3093
3094 /* grant direct spell */
3095 if (item->type == SPELLBOOK)
3096 {
3097 if (!item->inv)
3098 {
3099 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3100 return;
3101 }
3102 if (check_spell_known (who, item->inv->name))
3335 return; 3103 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3104 if (item->invisible)
3105 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3107 do_learn_spell (who, item->inv, 0);
3361 return; 3108 return;
3362 } 3109 }
3363 } 3110 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3111 else if (item->type == SKILL_TOOL && item->invisible)
3112 {
3365 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 {
3366 3115
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3116 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * 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
3369 * 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,
3370 * but not all of them, he gets nothing. 3119 * but not all of them, he gets nothing.
3371 */ 3120 */
3372 if (!(skop->attacktype & item->attacktype)) { 3121 if (!(skop->attacktype & item->attacktype))
3122 {
3373 /* Give new attacktype */ 3123 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3124 skop->attacktype |= item->attacktype;
3375 3125
3376 /* always add physical if there's none */ 3126 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3127 skop->attacktype |= AT_PHYSICAL;
3378 3128
3379 if (item->msg != NULL) 3129 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3130 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3131
3382 /* Give player new face */ 3132 /* Give player new face */
3383 if (item->animation_id) { 3133 if (item->animation_id)
3134 {
3384 who->face = skop->face; 3135 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3136 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3137 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3138 who->last_anim = 0;
3388 who->state = 0; 3139 who->state = 0;
3389 animate_object(who, who->direction); 3140 animate_object (who, who->direction);
3390 } 3141 }
3391 } 3142 }
3392 } 3143 }
3393 } 3144 }
3394 else if (item->type == FORCE) { 3145 else if (item->type == FORCE)
3146 {
3395 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3148 object *skin;
3149
3397 /* first get the dragon skin force */ 3150 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3151 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3399 skin=skin->below); 3152 ;
3400 if (skin == NULL) return; 3153
3401 3154 if (!skin)
3155 return;
3156
3402 /* adding new spellpath attunements */ 3157 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3158 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3159 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3160 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3161
3406 /* print message */ 3162 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3163 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3164 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3165 {
3409 if(item->path_attuned & (1<<i)) { 3166 if (item->path_attuned & (1 << i))
3167 {
3410 if (j) 3168 if (j)
3411 strcat(buf," and "); 3169 strcat (buf, " and ");
3412 else 3170 else
3413 j = 1; 3171 j = 1;
3414 strcat(buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3415 } 3173 }
3416 } 3174 }
3175
3417 strcat(buf,"."); 3176 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3178 }
3420 3179
3421 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3423 SET_FLAG(skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3425 SET_FLAG(skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3428 3187
3429 /* print message if there is one */ 3188 /* print message if there is one */
3430 if (item->msg != NULL) 3189 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3191 }
3192 else
3432 } 3193 {
3433 else {
3434 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3438 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp);
3440 } 3198 }
3441} 3199}
3442 3200
3443/** 3201//-GPL
3444 * Unready an object for a player. This function does nothing if the object was
3445 * not readied.
3446 */
3447void player_unready_range_ob(player *pl, object *ob) {
3448 rangetype i;
3449 3202
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3203sint8
3451 if (pl->ranges[i] == ob) { 3204player::darkness_at (maptile *map, int x, int y) const
3452 pl->ranges[i] = NULL; 3205{
3453 if (pl->shoottype == i) { 3206 if (!ns)
3454 pl->shoottype = range_none; 3207 return LOS_BLOCKED;
3455 } 3208
3456 } 3209 int dx, dy;
3457 } 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);
3458} 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

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