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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.278 by root, Sun May 9 22:33:29 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 1.14 2006/09/03 00:18:42 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* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 p = new player; 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
208 80
209 /* This adds the player in the linked list. There is extra 81 players.erase (this);
210 * complexity here because we want to add the new player at the 82}
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222 83
223 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 ())
224 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
225 116
226 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
227 * for next and socket. 118 if (tmp->type == FORCE)
228 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 120 abil = tmp;
230 p->attachable_init (); //HACK 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
231 123
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->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->set_speed (1.0f);
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
232 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 211 * we deal with that below this point.
234 */ 212 */
235 p->party=NULL; 213 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 214 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 216
241#ifdef AUTOSAVE
242 p->last_save_tick = 9999999;
243#endif
244
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
246
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255 218
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10; 219 gen_sp_armour = 10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal; 220 bowtype = bow_normal;
264 p->petmode=pet_normal; 221 petmode = pet_normal;
265 p->listening=10;
266 p->usekeys=containers; 222 usekeys = containers;
267 p->last_weapon_sp= -1; 223 peaceful = 1; /* default peaceful */
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1; 224 do_los = 1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272 225
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 226 weapon_sp = 1.0f;
274 p->title[sizeof(p->title)-1] = '\0'; 227 weapon_sp_left = 0.5f;
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 228}
298 229
299 230void
300/* This loads the first map an puts the player on it. */ 231player::do_destroy ()
301static void set_first_map(object *op)
302{ 232{
303 strcpy(op->contr->maplevel, first_map_path); 233 disconnect ();
304 op->x = -1;
305 op->y = -1;
306 enter_exit(op, NULL);
307}
308 234
309/* Tries to add player on the connection passwd in ns. 235 attachable::do_destroy ();
310 * All we can really get in this is some settings like host and display
311 * mode.
312 */
313 236
314int add_player(NewSocket *ns) { 237 if (ob)
315 player *p; 238 ob->destroy ();
316 239
317 p=get_player(NULL); 240 ob = observe = viewpoint = 0;
318 p->socket = *ns; 241}
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
320 if(p->socket.faces_sent == NULL)
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob);
329 242
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 243player::~player ()
331 add_friendly_object(p->ob); 244{
332 send_rules(p->ob); 245 /* Clear item stack */
333 send_news(p->ob); 246 free (stack_items);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0;
337} 247}
338 248
339/* 249/*
340 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
343 */ 253 */
254static archetype *
344archetype *get_player_archetype(archetype* at) 255get_player_archetype (archetype *at)
345{ 256{
346 archetype *start = at; 257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
347 for (;;) { 265 for (;;)
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 } 266 {
359} 267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
360 271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
275}
361 276
277/* Tries to add player on the connection passed in ns.
278 * All we can really get in this is some settings like host and display
279 * mode.
280 */
281player *
282player::create ()
283{
284 player *pl = new player;
285
286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
293
294 return pl;
295}
296
297object *
362object *get_nearest_player(object *mon) { 298get_nearest_player (object *mon)
299{
363 object *op = NULL; 300 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 301 objectlink *ol;
366 unsigned lastdist; 302 unsigned lastdist;
367 rv_vector rv; 303 rv_vector rv;
368 304
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
370 /* We should not find free objects on this friendly list, but it 306 {
371 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop.
374 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376 object *tmp=ol->ob;
377
378 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared.
380 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next;
383 remove_friendly_object(tmp);
384 if (!ol) return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 308 continue;
396 309
397 if(lastdist>rv.distance) { 310 if (lastdist > rv.distance)
311 {
398 op=ol->ob; 312 op = ol->ob;
399 lastdist=rv.distance; 313 lastdist = rv.distance;
400 } 314 }
401 } 315 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 316
317 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 318 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 319 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 320 {
410 } 321 op = pl->ob;
322 lastdist = rv.distance;
323 }
324
411#if 0 325#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 326 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 327#endif
414 return op; 328 return op;
415} 329}
416 330
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 331/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 332 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 333 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 348 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 349 * is probably not a good thing.
436 */ 350 */
437#define MAX_SPACES 50 351#define MAX_SPACES 50
438
439 352
440/* 353/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 355 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 356 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 369 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 370 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 371 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 372 * is blocking itself.
460 */ 373 */
374int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 375path_to_player (object *mon, object *pl, unsigned mindiff)
376{
462 rv_vector rv; 377 rv_vector rv;
463 sint16 x,y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap;
466 379
467 get_rangevector(mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
468 381
469 if (rv.distance<mindiff) return 0; 382 if (rv.distance < mindiff)
383 return 0;
470 384
471 x=mon->x; 385 mapxy pos (mon);
472 y=mon->y;
473 m=mon->map;
474 dir = rv.direction; 386 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
477 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 391 if (diff > max)
392 return 0;
393
479 while (diff >1 && max>0) { 394 while (diff > 1 && max > 0)
480 lastx = x; 395 {
481 lasty = y; 396 mapxy lastpos = pos;
482 lastmap = m;
483 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir];
485
486 mflags = get_map_flags(m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
488 397
398 pos.move (dir);
399
489 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 401 if (!pos.normalise ()
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
404 {
492 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
494 */ 407 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
496 if (rv.direction != dir) { 409 if (rv.direction != dir)
410 {
497 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 412 * the values so it will try again.
499 */ 413 */
500 x = lastx;
501 y = lasty;
502 m = lastmap; 414 pos = lastpos;
503 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
416 }
504 } else { 417 else
418 {
505 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
506 * either the left or right. 420 * either the left or right.
507 * Note increase the values in the loop below to be 421 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 422 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 423 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 424 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 425 * stepping back and forth
512 */ 426 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
428 {
429 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
515 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 433 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 437 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 440 * the last direction the creature has successfully
524 * moved. 441 * moved.
525 */ 442 */
443 pos = lastpos;
444 pos.move (absdir (lastdir + i));
445
446 if (!pos.normalise ())
447 continue;
448
449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
452 continue;
453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
455 continue;
456
457 if (blocked_link (mon, pos.m, pos.x, pos.y))
526 458 break;
527 x = lastx + freearr_x[absdir(lastdir+i)];
528 y = lasty + freearr_y[absdir(lastdir+i)];
529 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
534 if (mflags & P_BLOCKSVIEW) continue;
535
536 if (m == mon->map && blocked_link(mon, m, x, y)) break;
537 } 459 }
460
538 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
540 */ 463 */
541 if (i==(DETOUR_AMOUNT+1)) 464 if (i == DETOUR_AMOUNT + 1)
542 return 0; 465 return 0;
466
543 diff--; 467 diff--;
544 lastdir=dir; 468 lastdir = dir;
545 max--; 469 max--;
546 if (!firstdir) firstdir = dir+i; 470 if (!firstdir)
471 firstdir = dir + i;
547 } /* else check alternate directions */ 472 } /* else check alternate directions */
548 } /* if blocked */ 473 } /* if blocked */
549 else { 474 else
475 {
550 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
551 diff--; 477 diff--;
552 max--; 478 max--;
553 lastdir=dir; 479 lastdir = dir;
480
481 if (!firstdir)
554 if (!firstdir) firstdir = dir; 482 firstdir = dir;
483 }
484
485 if (diff <= 1)
555 } 486 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 488 * headed toward player for entire distance.
559 */ 489 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 492 }
563 if (diff>max) return 0; 493
494 if (diff > max)
495 return 0;
564 } 496 }
497
565 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 499 if (!max)
500 return 0;
567 501
568 return firstdir; 502 return firstdir;
569} 503}
570 504
505void
571void give_initial_items(object *pl,treasurelist *items) { 506give_initial_items (object *pl, treasurelist *items)
572 object *op,*next=NULL; 507{
573
574 if(pl->randomitems!=NULL) 508 if (pl->randomitems)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 510
577 for (op=pl->inv; op; op=next) { 511 for (object *next, *op = pl->inv; op; op = next)
512 {
578 next = op->below; 513 next = op->below;
579 514
580 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 517 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
584 SET_FLAG(op,FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
585 520
586 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 522 * by this player due to race restrictions
588 */ 523 */
589 if (pl->type == PLAYER) { 524 if (pl->type == PLAYER)
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 525 {
526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
591 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
592 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
593 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
594 op->type == BRACERS || op->type == GIRDLE)) || 531 || op->type == BRACERS || op->type == GIRDLE))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 533 {
600 } 534 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 535 continue;
620 } 536 }
621 if (op->nrof > 1) op->nrof = 1; 537 }
538
539 /* Here we remove duplicated skills (as duplicated spell objects have
540 * _very_ confusing effects for players), which could for instance be
541 * generated by bad treasurelists. - elmex
542 */
543 if (op->type == SKILL)
622 } 544 {
545 for (object *tmp = op->below; tmp; tmp = tmp->below)
546 if (tmp->type == op->type && tmp->name == op->name)
547 {
548 op->destroy ();
549 LOG (llevError,
550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
551 break;
552 }
623 553
554 if (op->nrof > 1)
555 op->nrof = 1;
556 }
557
624 if (op->type == SPELLBOOK && op->inv) { 558 if (op->type == SPELLBOOK && op->inv)
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
626 }
627 560
628 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 563 * merged properly.
631 */ 564 */
632 if (need_identify(op)) { 565 if (op->need_identify ())
633 SET_FLAG(op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED);
636 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
637 if(op->type==SPELL) { 572 if (op->type == SPELL)
638 remove_ob(op); 573 {
639 free_object(op); 574 op->destroy ();
640 continue; 575 continue;
576 }
577 else if (op->type == SKILL)
641 } 578 {
642 else if(op->type==SKILL) { 579 op->set_flag (FLAG_CAN_USE_SKILL);
643 SET_FLAG(op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 580 op->stats.exp = 0;
645 op->level = 1; 581 op->level = 1;
646 } 582 }
647 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
648 else SET_FLAG(op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
650 586
651 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
652 link_player_skills(pl); 588 pl->contr->link_skills ();
653} 589}
654 590
655void get_name(object *op) { 591void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 592get_party_password (object *op, partylist *party)
593{
728 if (party == NULL) { 594 if (party == NULL)
595 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 596 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 597 return;
731 } 598 }
599
732 op->contr->write_buf[0]='\0'; 600 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 602 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 604}
737
738 605
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
740int roll_stat(void) { 607static int
608roll_stat ()
609{
741 int a[4],i,j,k; 610 int a[4], i, j, k;
742 611
743 for(i=0;i<4;i++) 612 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 613 a[i] = rndm (1, 6);
745 614
746 for(i=0,j=0,k=7;i<4;i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 616 if (a[i] < k)
748 k=a[i],j=i; 617 k = a[i], j = i;
749 618
750 for(i=0,k=0;i<4;i++) { 619 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 620 if (i != j)
752 k+=a[i]; 621 k += a[i];
753 } 622
754 return k; 623 return k;
755} 624}
756 625
757void roll_stats(object *op) { 626void
627object::roll_stats ()
628{
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
758 int sum=0; 633 int sum = 0;
759 int i = 0, j = 0; 634 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 635 sum += statsort [i] = roll_stat ();
761 636
762 do { 637 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 638 break;
764 op->stats.Dex=roll_stat(); 639 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 640
775 /* Sort the stats so that rerolling is easier... */ 641 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 643
784 /* a quick and dirty bubblesort? */ 644 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 646
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 647 stats.exp = 0;
815 op->stats.ac=0; 648 stats.ac = 0;
816 649
650 stats.hp = stats.maxhp;
651 stats.sp = stats.maxsp;
652 stats.grace = stats.maxgrace;
653
654 if (contr)
655 {
817 op->contr->levhp[1] = 9; 656 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 657 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 658 contr->levgrace[1] = 3;
820 659
821 fix_player(op); 660 contr->orig_stats = stats;
661 }
662}
663
664void
665object::swap_stats (int a, int b)
666{
667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
668
669 for (int i = 0; i < NUM_STATS; ++i)
670 stats.stat (i) = contr->orig_stats.stat (i);
671
672 //TODO: the following code looks so borked and should, at the very least,
673 // be merged with the similar code in roll_stats
674 stats.ac = 0;
675
676 level = 1;
677 stats.exp = 0;
678 stats.ac = 0;
679
822 op->stats.hp = op->stats.maxhp; 680 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 681 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 682 stats.grace = stats.maxgrace;
683
684 if (contr)
685 {
686 contr->levhp[1] = 9;
687 contr->levsp[1] = 6;
688 contr->levgrace[1] = 3;
689
825 op->contr->orig_stats=op->stats; 690 contr->orig_stats = stats;
691 }
826} 692}
827 693
828void Roll_Again(object *op) 694static void
695start_info (object *op)
829{ 696{
830 esrv_new_player(op->contr, 0);
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
838 698
839 if ( op->contr->Swap_First == -1 ) { 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf);
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 701}
947 702
948/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
952 * not the class. 707 * not the class.
953 */ 708 */
954 709void
955int key_change_class(object *op, char key) 710player::chargen_race_done ()
956{ 711{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 713 esrv_new_player (ob->contr);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 714
715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
716 if (tl)
717 create_treasure (tl, ob, 0, 0, 0);
718
971 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr);
973 720
974 op->contr->state=ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
975 722
976 if (op->msg) 723 if (ob->msg)
977 op->msg=NULL; 724 ob->msg = 0;
978 725
979 /* We create this now because some of the unique maps will need it
980 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op); 726 start_info (ob);
989 CLEAR_FLAG(op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 728 give_initial_items (ob, ob->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op); 729 esrv_send_inventory (ob, ob);
993 fix_player(op); 730 ob->update_stats ();
994 731
995 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
996 * is one for this race 733 * is one for this race
997 */ 734 */
998 if(*first_map_ext_path) { 735 if (*first_map_ext_path)
999 object *tmp; 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1000 mapstruct *oldmap = op->map; 737 else
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 739}
1015 return 0;
1016 }
1017 740
741void
742player::chargen_race_next ()
743{
1018 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1020 */ 746 */
1021 747
1022 tmp_loop = 0; 748 do
1023 while(!tmp_loop) { 749 {
1024 shstr name = op->name; 750 shstr name = ob->name;
1025 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
752
1026 remove_statbonus(op); 753 ob->remove_statbonus ();
1027 remove_ob (op); 754 ob->remove ();
1028 op->arch = get_player_archetype(op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1029 copy_object (&op->arch->clone, op); 756 ob->arch->copy_to (ob);
1030 op->instantiate (); 757 ob->instantiate ();
1031 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1032 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
1033 op->x = x; 760 ob->x = x;
1034 op->y = y; 761 ob->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 764 assign (ob->contr->title, ob->arch->object::name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 765 ob->add_statbonus ();
1040 tmp_loop=allowed_class(op);
1041 } 766 }
767 while (!allowed_class (ob));
768
1042 update_object(op,UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 770 esrv_update_item (UPD_FACE, ob, ob);
1044 fix_player(op); 771 ob->update_stats ();
1045 op->stats.hp=op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1047 op->stats.grace=0; 774 ob->stats.grace = 0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052} 775}
1053 776
1054int key_confirm_quit(object *op, char key) 777static void
1055{
1056 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) {
1088 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf)))
1090 delete_map(mp);
1091 }
1092
1093 delete_character(op->name, 1);
1094 }
1095 play_again(op);
1096 return 1;
1097}
1098
1099void flee_player(object *op) { 778flee_player (object *op)
779{
1100 int dir,diff; 780 int dir, diff;
1101 rv_vector rv; 781 rv_vector rv;
1102 782
1103 if(op->stats.hp < 0) { 783 if (op->stats.hp < 0)
784 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
787 return;
788 }
789
790 if (!op->enemy)
791 {
792 LOG (llevDebug, "Fleeing player had no enemy.\n");
793 op->clr_flag (FLAG_SCARED);
794 return;
795 }
796
797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
798 {
799 op->enemy = NULL;
800 op->clr_flag (FLAG_SCARED);
801 return;
802 }
803
804 get_rangevector (op, op->enemy, &rv, 0);
805
806 dir = absdir (4 + rv.direction);
807 for (diff = 0; diff < 3; diff++)
808 {
809 int m = 1 - rndm (2) * 2;
810
811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1106 return; 812 return;
1107 } 813 }
1108 814
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1142 op->enemy=NULL; 817 op->enemy = NULL;
1143} 818}
1144
1145 819
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 822 * stop.
1149 */ 823 */
824int
1150int check_pick(object *op) { 825check_pick (object *op)
826{
1151 object *tmp, *next; 827 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 828 int stop = 0;
1154 int j, k, wvratio; 829 int wvratio;
1155 char putstring[128], tmpstr[16];
1156 830
1157
1158 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1160 return 1; 833 return 1;
1161 834
1162 op_tag = op->count;
1163
1164 next = op->below; 835 next = op->below;
1165 if (next) 836
1166 next_tag = next->count; 837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1167 839
1168 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 841 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 842 while (next && !next->destroyed ())
1171 { 843 {
1172 tmp = next; 844 tmp = next;
1173 next = tmp->below; 845 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 846
1177 if (was_destroyed (op, op_tag)) 847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
853 if (op->destroyed ())
1178 return 0; 854 return 0;
1179 855
1180 if ( ! can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1181 continue; 857 continue;
1182 858
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 860 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1187 continue; 864 continue;
1188 }
1189
1190 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) {
1192 switch (op->contr->mode) {
1193 case 0: return 1; /* don't pick up */
1194 case 1: pick_up (op, tmp);
1195 return 1;
1196 case 2: pick_up (op, tmp);
1197 return 0;
1198 case 3: return 0; /* stop before pickup */
1199 case 4: pick_up (op, tmp);
1200 break;
1201 case 5: pick_up (op, tmp);
1202 stop = 1;
1203 break;
1204 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp);
1208 break;
1209
1210 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp);
1213 break;
1214
1215 default:
1216 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp);
1222 } 865 }
1223 } 866
1224 else { /* old model */
1225 /* NEW pickup handling */ 867 /* pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 868 if (op->contr->mode & PU_DEBUG)
1227 { 869 {
1228 /* some debugging code to figure out item information */ 870 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL) 871 const char *str = tmp->name
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 872 ? format ("item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 874 : format ("item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring); 877 new_draw_info (NDI_UNIQUE, 0, op, str);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 }
1249 } 878 }
1250 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 879
1253#if 0 880 if (op->contr->mode & PU_INHIBIT)
1254 /* print the flags too */ 881 return 1;
1255 for(k=0;k<4;k++) 882
1256 { 883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 884 return 1;
1258 for(j=0;j<32;j++) 885
1259 {
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1261 if(!((j+1)%4))fprintf(stderr," ");
1262 }
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif
1266 }
1267 /* philosophy: 886 /* philosophy:
1268 * It's easy to grab an item type from a pile, as long as it's 887 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups 888 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a 889 * and selections, select-items should be used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for 890 * grab-as-you-run type mode that's really useful for arrows for
1272 * example. 891 * example.
1273 * The drawback: right now it has no frontend, so you need to 892 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then 893 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#> 894 * convert to decimal and then 'pickup <#>
1278 /* the first two modes are exclusive: if NOTHING we return, if 897 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially, 898 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */ 899 * meaning if any test passes, the item gets picked up. */
1281 900
1282 /* if mode is set to pick nothing up, return */ 901 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1; 902 if (op->contr->mode == PU_NOTHING)
903 return 1;
1285 904
1286 /* if mode is set to stop when encountering objects, return */ 905 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick 906 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */ 907 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0; 908 if (op->contr->mode & PU_STOP)
909 return 0;
1291 910
1292 /* useful for going into stores and not losing your settings... */ 911 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while 912 /* and for battles wher you don't want to get loaded down while
1294 * fighting */ 913 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1; 914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
1296 916
1297 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 918 if (tmp->flag [FLAG_UNPAID])
919 continue;
1299 920
1300 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
1302 924
1303 /* all food and drink if desired */ 925 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD) 928 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 929 {
930 CHK_PICK_PICKUP;
931 continue;
932 }
933
1308 if(op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
1311 940
1312 if(op->contr->mode & PU_POTION) 941 if (op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION) 942 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
1315 947
1316 /* spellbooks, skillscrolls and normal books/scrolls */ 948 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK) 949 if (op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK) 950 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
1320 if(op->contr->mode & PU_SKILLSCROLL) 956 if (op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL) 957 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1323 if(op->contr->mode & PU_READABLES) 963 if (op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL) 964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
1326 969
1327 /* wands/staves/rods/horns */ 970 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE) 971 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 972 if (tmp->type == WAND
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
1331 980
1332 /* pick up all magical items */ 981 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
1336 989
1337 if(op->contr->mode & PU_VALUABLES) 990 if (op->contr->mode & PU_VALUABLES)
1338 { 991 {
1339 if (tmp->type == MONEY || tmp->type == GEM) 992 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
1341 } 997 }
1342 998
1343 /* rings & amulets - talismans seems to be typed AMULET */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS) 1000 if (op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET) 1001 if (tmp->type == RING
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1009
1010 /* we don't forget dragon food */
1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1015 continue;
1016 }
1347 1017
1348 /* bows and arrows. Bows are good for selling! */ 1018 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW) 1019 if (op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW) 1020 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1352 if(op->contr->mode & PU_ARROW) 1026 if (op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW) 1027 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1355 1032
1356 /* all kinds of armor etc. */ 1033 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR) 1034 if (op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR) 1035 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1360 if(op->contr->mode & PU_HELMET) 1041 if (op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET) 1042 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1363 if(op->contr->mode & PU_SHIELD) 1048 if (op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD) 1049 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1366 if(op->contr->mode & PU_BOOTS) 1055 if (op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS) 1056 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1369 if(op->contr->mode & PU_GLOVES) 1062 if (op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES) 1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1372 if(op->contr->mode & PU_CLOAK) 1069 if (op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK) 1070 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1375 1075
1376 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1380 1083
1381 /* careful: chairs and tables are weapons! */ 1084 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON) 1085 if (op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 } 1086 {
1390 if(tmp->type == WEAPON && tmp->name==NULL) 1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1391 { 1093 }
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397 1094
1398 /* misc stuff that's useful */ 1095 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY) 1096 if (op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1402 1102
1403 /* any of the last 4 bits set means we use the ratio for value 1103 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */ 1104 * pickups */
1405 if(op->contr->mode & PU_RATIO) 1105 if (op->contr->mode & PU_RATIO)
1406 { 1106 {
1407 /* use value density to decide what else to grab */ 1107 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */ 1108 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits 1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */ 1110 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5; 1111 wvratio = op->contr->mode & PU_RATIO;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1413 { 1113 {
1414 pick_up(op, tmp);
1415#if 0 1114#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) { 1116 if (tmp->name != NULL)
1117 {
1418 fprintf(stderr,"%s", tmp->name); 1118 fprintf (stderr, "%s", tmp->name);
1419 } 1119 }
1120 else
1420 else fprintf(stderr,"%s",tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1421 fprintf(stderr,",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1423#endif 1124#endif
1125 CHK_PICK_PICKUP;
1424 continue; 1126 continue;
1425 } 1127 }
1128 } /* the new pickup model */
1426 } 1129 }
1427 } /* the new pickup model */ 1130
1428 }
1429 return ! stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1430} 1167}
1431 1168
1432/* 1169/*
1433 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1172 * found object is returned.
1436 */ 1173 */
1174static object *
1437object *find_arrow(object *op, const char *type) 1175find_arrow (object *op, const char *type)
1438{ 1176{
1439 object *tmp = NULL; 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1440 1180
1441 for(op=op->inv; op; op=op->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1443 QUERY_FLAG(op,FLAG_APPLIED)) 1183 if (object *arrow = find_arrow (tmp, type))
1444 tmp = find_arrow (op, type); 1184 {
1445 else if (op->type==ARROW && op->race==type) 1185 splay (tmp);
1446 return op; 1186 return arrow;
1187 }
1188
1447 return tmp; 1189 return 0;
1448} 1190}
1449 1191
1450/* 1192/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1197 */
1456 1198static object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1458{ 1200{
1459 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1461 1203
1462 if (!type) 1204 if (!type)
1463 return NULL; 1205 return NULL;
1464 1206
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1208 {
1466 if (arrow->type==CONTAINER && arrow->race==type && 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1210 {
1468 i = 0; 1211 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1470 if (i > betterby) { 1214 if (i > betterby)
1215 {
1471 tmp = ntmp; 1216 tmp = ntmp;
1472 betterby = i; 1217 betterby = i;
1473 } 1218 }
1219 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1220 else if (arrow->type == ARROW && arrow->race == type)
1221 {
1475 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1223 if (target->race && arrow->slaying.contains (target->race))
1477 strstr(arrow->slaying, target->race)) { 1224 {
1478 if (arrow->attacktype & AT_DEATH) { 1225 if (arrow->attacktype & AT_DEATH)
1226 {
1479 *better = 100; 1227 *better = 100;
1480 return arrow; 1228 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1229 }
1485 } else { 1230 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1231 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1232 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1233 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1234 }
1502 } 1235 }
1236 else
1237 {
1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1239 {
1240 attacktype = 1 << attacknum;
1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1243 {
1244 tmp = arrow;
1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1246 }
1247 }
1248
1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1250 {
1251 tmp = arrow;
1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1253 }
1254
1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1256 {
1257 tmp = arrow;
1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1259 }
1503 } 1260 }
1261 }
1504 } 1262 }
1263
1505 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1265 return find_arrow (op, type);
1507 1266
1508 *better = betterby; 1267 *better = betterby;
1509 return tmp; 1268 return tmp;
1510} 1269}
1511 1270
1512/* looks in a given direction, finds the first valid target, and calls 1271/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1273 * op = the shooter
1515 * type = bow->race 1274 * type = bow->race
1516 * dir = fire direction 1275 * dir = fire direction
1517 */ 1276 */
1518 1277static object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1520{ 1279{
1521 object *tmp = NULL; 1280 object *tmp = NULL;
1522 mapstruct *m; 1281 maptile *m;
1523 int i, mflags, found, number; 1282 int i, mflags, found, number;
1524 sint16 x, y; 1283 sint16 x, y;
1525 1284
1526 if (op->map == NULL) 1285 if (op->map == NULL)
1527 return find_arrow(op, type); 1286 return find_arrow (op, type);
1528 1287
1529 /* do a dex check */ 1288 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1289 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1290 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1291 return find_arrow (op, type);
1533 1292
1534 m = op->map; 1293 m = op->map;
1535 x = op->x; 1294 x = op->x;
1536 y = op->y; 1295 y = op->y;
1537 1296
1538 /* find the first target */ 1297 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1298 for (i = 0, found = 0; i < 20; i++)
1299 {
1540 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1305 {
1544 tmp = NULL; 1306 tmp = 0;
1307 break;
1308 }
1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1310 {
1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1312 * perhaps a bad assumption.
1313 */
1314 tmp = 0;
1315 break;
1316 }
1317
1318 if (mflags & P_IS_ALIVE)
1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1320 if (tmp->flag [FLAG_ALIVE])
1545 break; 1321 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1322 }
1563 if (tmp == NULL) 1323
1324 if (!tmp)
1564 return find_arrow(op, type); 1325 return find_arrow (op, type);
1565 1326
1566 if (tmp->head) 1327 if (tmp->head)
1567 tmp = tmp->head; 1328 tmp = tmp->head;
1568 1329
1569 return find_better_arrow(op, tmp, type, &i); 1330 return find_better_arrow (op, tmp, type, &i);
1570} 1331}
1571 1332
1572/* 1333/*
1573 * Creature fires a bow - op can be monster or player. Returns 1334 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1335 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1338 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1339 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1340 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1341 * player fire modes.
1581 */ 1342 */
1343int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1345{
1585 object *left, *bow; 1346 object *left, *bow;
1586 tag_t left_tag, tag; 1347 int mflags;
1587 int bowspeed, mflags; 1348 maptile *m;
1588 mapstruct *m;
1589 1349
1590 if (!dir) { 1350 if (!dir)
1351 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1353 return 0;
1354 }
1355
1356 if (op->contr)
1357 bow = op->current_weapon;
1358 else
1593 } 1359 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1362 * don't need to switch back and forth between bows and weapons.
1600 */ 1363 */
1601 if(bow->type==BOW) 1364 if (bow->type == BOW)
1602 break; 1365 break;
1603 1366
1604 if (!bow) { 1367 if (!bow)
1368 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1370 return 0;
1607 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1608 } 1375 }
1376
1609 if( !bow->race || !bow->skill) { 1377 if (!bow->race || !bow->skill)
1378 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1380 return 0;
1612 } 1381 }
1613 1382
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1383 if (arrow == NULL)
1384 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1386 {
1624 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1390 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1630 return 0; 1393 return 0;
1631 } 1394 }
1632 } 1395 }
1396
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1398 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1399 return 0;
1636 } 1400
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1401 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1402 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1404 return 0;
1640 } 1405 }
1641 1406
1642 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1408 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1409 {
1645 free_object(arrow); 1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1411 arrow->destroy ();
1646 return 0; 1412 return 0;
1647 } 1413 }
1648 1414
1649 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count; 1416 arrow = arrow->split ();
1651 arrow = get_split_ob(arrow, 1); 1417 if (!arrow)
1652 if (arrow == NULL) { 1418 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1420 return 0;
1655 } 1421 }
1656 set_owner(arrow, op); 1422
1423 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1425 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1426
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1670 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1430 arrow->custom_name = arrow->slaying;
1673 arrow->spellarg = strdup_local(arrow->slaying);
1674 1431
1675 /* Note that this was different for monsters - they got their level 1432#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1433 if (player *pl = op->contr)
1677 */
1678 1434 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1435 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1683 /* update the speed */ 1449 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0;
1688 1450
1689 if (arrow->speed < 1.0)
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1693 1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1694 if (op->type == PLAYER) { 1459 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1460 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1462 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1468 }
1469 else
1470 {
1705 arrow->level = op->level; 1471 arrow->level = op->level;
1706 } 1472 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1473
1708 arrow->attacktype |= bow->attacktype; 1474 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1475 arrow->slaying = bow->slaying;
1711 1476
1712 arrow->map = m; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1479
1480 wc -= arrow->level;
1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1713 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1486
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1717 tag = arrow->count; 1488 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1489
1720 if (!was_destroyed(arrow, tag)) 1490 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1491 move_arrow (arrow);
1722 1492
1723 if (op->type == PLAYER) {
1724 if (was_destroyed (left, left_tag))
1725 esrv_del_item(op->contr, left_tag);
1726 else
1727 esrv_send_item(op, left);
1728 }
1729 return 1; 1493 return 1;
1730} 1494}
1731 1495
1732/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1497 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1501 * hence the function name.
1738 */ 1502 */
1503static int
1739int player_fire_bow(object *op, int dir) 1504player_fire_bow (object *op, int dir)
1740{ 1505{
1741 int ret=0, wcmod=0; 1506 int ret;
1742 1507
1743 if (op->contr->bowtype == bow_bestarrow) { 1508 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1509 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1511 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1513 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1749 wcmod =-1;
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1516 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1517 else if (op->contr->bowtype == bow_threewide)
1518 {
1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1522 }
1523 else if (op->contr->bowtype == bow_spreadshot)
1524 {
1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1528 }
1529 else
1530 {
1531 /* Simple case */
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1756 } else if (op->contr->bowtype == bow_spreadshot) {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1760
1761 } else {
1762 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1764 } 1533 }
1534
1765 return ret; 1535 return ret;
1766} 1536}
1767
1768 1537
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1771 */ 1540 */
1541static void
1772void fire_misc_object(object *op, int dir) 1542fire_misc_object (object *op, int dir)
1773{ 1543{
1774 object *item; 1544 object *item = op->contr->ranged_ob;
1775 1545
1776 if (!op->contr->ranges[range_misc]) { 1546 if (!item)
1547 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1549 return;
1779 } 1550 }
1780 1551
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1552 if (!item->inv)
1553 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1555 return;
1785 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1786 if (item->type == WAND) { 1561 if (item->type == WAND)
1562 {
1787 if(item->stats.food<=0) { 1563 if (item->stats.food <= 0)
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1564 {
1565 op->contr->play_sound (sound_find ("wand_poof"));
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1790 return; 1568 return;
1791 } 1569 }
1570 }
1792 } else if (item->type == ROD || item->type==HORN) { 1571 else if (item->type == ROD || item->type == HORN)
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1572 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1578 {
1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1795 if (item->type== ROD) 1581 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1583 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1585
1801 return; 1586 return;
1802 } 1587 }
1803 } 1588 }
1804 1589
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1591 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1807 if (item->type == WAND) { 1594 if (item->type == WAND)
1595 {
1808 if (!(--item->stats.food)) { 1596 if (!(--item->stats.food))
1597 {
1809 object *tmp; 1598 object *tmp;
1599
1810 if (item->arch) { 1600 if (item->arch)
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1601 {
1602 item->clr_flag (FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1813 item->speed = 0; 1604 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1605 }
1816 if ((tmp=is_player_inv(item))) 1606
1607 if (object *pl = item->visible_to ())
1817 esrv_update_item(UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1609 }
1819 } 1610 }
1820 else if (item->type == ROD || item->type==HORN) { 1611 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1612 drain_rod_charge (item);
1822 }
1823 } 1613 }
1824} 1614}
1825 1615
1826/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1827 */ 1617 */
1618bool
1828void fire(object *op,int dir) { 1619fire (object *who, int dir)
1620{
1829 int spellcost=0; 1621 int spellcost = 0;
1830 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
1831 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1645 if (action_makes_visible (who))
1646 make_visible (who);
1833 1647
1834 switch(op->contr->shoottype) { 1648 switch (ob->type)
1835 case range_none: 1649 {
1836 return; 1650 case BOW:
1837
1838 case range_bow:
1839 player_fire_bow(op, dir); 1651 player_fire_bow (who, dir);
1840 return; 1652 break;
1841 1653
1842 case range_magic: /* Casting spells */ 1654 case SPELL:
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1844 return; 1656 break;
1845 1657
1846 case range_misc: 1658 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1659 apply_map_builder (who, dir);
1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1670 default:
1671 fire_misc_object (who, dir);
1672 break;
1673 }
1674
1675 return true;
1676}
1677
1678static object *
1679find_key_ (object *pl, object *container, object *door)
1680{
1681 object *tmp, *key;
1682
1683 /* Should not happen, but sanity checking is never bad */
1684 if (!container->inv)
1685 return 0;
1686
1687 /* First, lets try to find a key in the top level inventory */
1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1689 {
1690 if (door->type == DOOR && tmp->type == KEY)
1691 break;
1692
1693 /* For sanity, we should really check door type, but other stuff
1694 * (like containers) can be locked with special keys
1695 */
1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1697 break;
1698 }
1699
1700 /* No key found - lets search inventories now */
1701 /* If we find and use a key in an inventory, return at that time.
1702 * otherwise, if we search all the inventories and still don't find
1703 * a key, return
1704 */
1705 if (!tmp)
1706 {
1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1708 /* No reason to search empty containers */
1709 if (tmp->type == CONTAINER && tmp->inv)
1710 if ((key = find_key_ (pl, tmp, door)))
1711 return key;
1712
1713 if (!tmp)
1871 return; 1714 return 0;
1872 default: 1715 }
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1716
1717 /* We get down here if we have found a key. Now if its in a container,
1718 * see if we actually want to use it
1719 */
1720 if (pl != container)
1721 {
1722 /* Only let players use keys in containers */
1723 if (!pl->contr)
1874 return; 1724 return 0;
1875 }
1876}
1877 1725
1726 /* cases where this fails:
1727 * If we only search the player inventory, return now since we
1728 * are not in the players inventory.
1729 * If the container is not active, return now since only active
1730 * containers can be used.
1731 * If we only search keyrings and the container does not have
1732 * a race/isn't a keyring.
1733 * No checking for all containers - to fall through past here,
1734 * inv must have been an container and must have been active.
1735 *
1736 * Change the color so that the message doesn't disappear with
1737 * all the others.
1738 */
1739 if (pl->contr->usekeys == key_inventory
1740 || !container->flag [FLAG_APPLIED]
1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1742 {
1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1745 return NULL;
1746 }
1747 }
1878 1748
1749 return tmp;
1750}
1879 1751
1880/* find_key 1752/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1753 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1754 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1755 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1757 * pl is the player,
1886 * inv is the objects inventory to searched 1758 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1759 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1760 * This function can be called recursively to search containers.
1889 */ 1761 */
1890 1762object *
1891object * find_key(object *pl, object *container, object *door) 1763find_key (object *pl, object *container, object *door)
1892{ 1764{
1893 object *tmp,*key; 1765 if (door->slaying && is_match_expr (door->slaying))
1894
1895 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL;
1897
1898 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1900 if (door->type==DOOR && tmp->type==KEY) break;
1901 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys
1903 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1905 tmp->slaying==door->slaying) break;
1906 } 1766 {
1907 /* No key found - lets search inventories now */ 1767 // for match expressions, we try to find the key by applying the match
1908 /* If we find and use a key in an inventory, return at that time. 1768 // to the op itself, which is supposed to find the "key", instead
1909 * otherwise, if we search all the inventories and still don't find 1769 // of searching through containers ourselves.
1910 * a key, return 1770
1911 */ 1771 return match_one (door->slaying, container, door, pl, pl);
1912 if (!tmp) {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1914 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1917 }
1918 }
1919 if (!tmp) return NULL;
1920 } 1772 }
1921 /* We get down here if we have found a key. Now if its in a container, 1773 else
1922 * see if we actually want to use it 1774 return find_key_ (pl, container, door);
1923 */
1924 if (pl!=container) {
1925 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL;
1927 /* cases where this fails:
1928 * If we only search the player inventory, return now since we
1929 * are not in the players inventory.
1930 * If the container is not active, return now since only active
1931 * containers can be used.
1932 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active.
1936 *
1937 * Change the color so that the message doesn't disappear with
1938 * all the others.
1939 */
1940 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys")))
1944 ) {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door",
1947 query_name(tmp), query_name(container));
1948 return NULL;
1949 }
1950 }
1951 return tmp;
1952} 1775}
1953 1776
1954/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1957 * 0 otherwise 1780 * 0 otherwise
1958 */ 1781 */
1782static int
1959static int player_attack_door(object *op, object *door) 1783player_attack_door (object *op, object *door)
1960{ 1784{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1786 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1965 */ 1788 */
1966 object *key=find_key(op, op, door); 1789 object *key = find_key (op, op, door);
1967 1790
1968 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1969 if (key) { 1792 if (key)
1793 {
1970 object *container=key->env; 1794 object *container = key->env;
1971 1795
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1796 if (action_makes_visible (op))
1797 make_visible (op);
1798
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1800 spring_trap (door->inv, op);
1801
1975 if (door->type == DOOR) { 1802 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1804 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1805 {
1980 "You open the door with the %s", query_short_name(key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1981 remove_door2(door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1808 }
1809
1983 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1812
1986 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1814 }
1989 } else if (door->type==LOCKED_DOOR) { 1815 else if (door->type == LOCKED_DOOR)
1816 {
1990 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1992 return 1; 1819 return 1;
1993 } 1820 }
1821
1994 return 0; 1822 return 0;
1995} 1823}
1996 1824
1997/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2002 */ 1830 */
2003 1831bool
2004void move_player_attack(object *op, int dir) 1832move_player_attack (object *op, int dir)
2005{ 1833{
2006 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2007 sint16 nx, ny; 1835 {
2008 int on_battleground; 1836 --op->speed_left;
2009 mapstruct *m; 1837 return true;
1838 }
2010 1839
2011 nx=freearr_x[dir]+op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2013 1842
2014 on_battleground = op_on_battleground(op, NULL, NULL); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2015 1845
2016 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 1853 * move_ob uses.
2024 */ 1854 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1855 maptile *m = op->map->xy_find (nx, ny);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 1856
2037 mon = NULL;
2038 /* Go through all the objects, and find ones of interest. Only stop if 1857 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 1858 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 1859 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
1870 }
1871
1872 if (!mon) /* This happens anytime the player tries to move */
1873 return false; /* into a wall */
1874
1875 mon = mon->head_ ();
1876
1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f)
1879 if (player_attack_door (op, mon))
2042 */ 1880 {
2043 while (tmp!=NULL) { 1881 --op->contr->weapon_sp_left;
2044 if (tmp == op) { 1882 return true;
2045 tmp=tmp->above; 1883 }
2046 continue; 1884
1885 /* The following deals with possibly attacking peaceful
1886 * or friendly creatures. Basically, all players are considered
1887 * unaggressive. If the moving player has peaceful set, then the
1888 * object should be pushed instead of attacked. It is assumed that
1889 * if you are braced, you will not attack friends accidently,
1890 * and thus will not push them.
1891 */
1892
1893 /* If the creature is a pet, push it even if the player is not
1894 * peaceful. Our assumption is the creature is a pet if the
1895 * player owns it and it is either friendly or unagressive.
1896 */
1897 if (op->type == PLAYER
1898 && ((mon->owner && mon->owner->contr
1899 && same_party (mon->owner->contr->party, op->contr->party))
1900 || mon->owner == op)
1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1902 {
1903 /* If we're braced, we don't want to switch places with it */
1904 if (op->contr->braced)
1905 return false;
1906
1907 if (op->speed_left > 0.f)
1908 {
1909 --op->speed_left;
1910
1911 op->play_sound (sound_find ("push_player"));
1912 push_ob (mon, dir, op);
1913
1914 if (action_makes_visible (op))
1915 make_visible (op);
1916
1917 return true;
1918 }
1919 else
1920 return false;
1921 }
1922
1923 bool on_battleground = op_on_battleground (op, 0, 0);
1924
1925 /* in certain circumstances, you shouldn't attack friendly
1926 * creatures. Note that if you are braced, you can't push
1927 * someone, but put it inside this loop so that you won't
1928 * attack them either.
1929 */
1930 if ((mon->type == PLAYER || mon->enemy != op)
1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1932 && ((op->contr->peaceful
1933 || (mon->type == PLAYER && mon->contr->peaceful))
1934 && !on_battleground))
1935 {
1936 if (op->speed_left > 0.f)
1937 {
1938 --op->speed_left;
1939
1940 if (!op->contr->braced)
1941 {
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
2047 } 1944 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1945 else
2049 mon = tmp; 1946 op->statusmsg ("You withhold your attack");
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 1947
2060 if(mon->head != NULL) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2061 mon = mon->head; 1949 make_visible (op);
2062 1950
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1951 return true;
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 { 1952 }
2091 /* If we're braced, we don't want to switch places with it */ 1953 }
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced. 1955 * roll it if not braced. You can't roll it if you are braced.
1956 */
1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1958 {
1959 if (op->speed_left > 0.f)
2125 */ 1960 {
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1961 --op->speed_left;
1962
2127 recursive_roll(mon,dir,op); 1963 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 1964 if (action_makes_visible (op))
2129 } 1965 make_visible (op);
2130 1966
1967 return true;
1968 }
1969 }
2131 /* Any generic living creature. Including things like doors. 1970 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points 1971 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 1973 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 1974 * that party_number -1 is no party, so attacks can still happen.
2136 */ 1975 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 1978 {
2141 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 1980 {
2169 } /* if player should attack something */ 1981 --op->contr->weapon_sp_left;
2170}
2171 1982
1983 skill_attack (mon, op, 0, 0, 0);
1984
1985 if (action_makes_visible (op))
1986 make_visible (op);
1987
1988 return true;
1989 }
1990 }
1991
1992 return false;
1993}
1994
1995bool
2172int move_player(object *op,int dir) { 1996move_player (object *op, int dir)
2173 int pick; 1997{
2174
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 1999 return 0;
2000
2001 /* Sanity check: make sure dir is valid */
2002 if (dir < 0 || dir > 8)
2003 {
2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2005 return 0;
2006 }
2007
2008 /* peterm: added following line */
2009 if (op->flag [FLAG_CONFUSED] && dir)
2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2011
2012 op->facing = dir;
2013
2014 if (op->flag [FLAG_HIDDEN])
2015 do_hidden_move (op);
2016
2017 bool retval;
2018 int pick = 0;
2019
2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2021 retval = RESULT_INT (0);
2022 else if (op->contr->fire_on)
2023 retval = fire (op, dir);
2024 else
2025 {
2026 retval = move_player_attack (op, dir);
2027 pick = check_pick (op);
2028 }
2029
2030 /* Add special check for newcs players and fire on - this way, the
2031 * server can handle repeat firing.
2032 */
2033 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2034 op->direction = dir;
2035 else
2036 op->direction = 0;
2037
2038 /* Update how the player looks. Use the facing, so direction may
2039 * get reset to zero. This allows for full animation capabilities
2040 * for players.
2041 */
2042 animate_object (op, op->facing);
2043
2044 return retval;
2216} 2045}
2217 2046
2218/* This is similar to handle_player, below, but is only used by the 2047/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2048 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2049 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2050 * the new speed values for commands.
2222 * 2051 *
2223 * Returns true if there are more actions we can do. 2052 * Returns true if there are more actions we can do. Should not do
2053 * many actions in a row, as that would be too unfair to other
2054 * players.
2224 */ 2055 */
2056bool
2225int handle_newcs_player(object *op) 2057handle_newcs_player (object *op)
2226{ 2058{
2227 if (op->contr->hidden) { 2059 if (op->flag [FLAG_SCARED])
2228 op->invisible = 1000; 2060 {
2229 /* the socket code flashes the player visible/invisible 2061 if (op->speed_left > 0.f)
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 } 2062 {
2241 } 2063 --op->speed_left;
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) {
2244 flee_player(op); 2064 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2065
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2066 return true;
2249 } 2067 }
2068 else
2069 return false;
2250 } 2070 }
2251 2071
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2072 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2073 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2074 * called, so we recheck it here.
2267 */ 2075 */
2268 HandleClient(&op->contr->socket, op->contr); 2076 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2077 return true;
2270 2078
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2079 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2080 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2081
2281 else return 0; 2082 return false;
2282 } 2083}
2084
2085static int
2086save_life (object *op)
2087{
2088 if (!op->flag [FLAG_LIFESAVE])
2283 return 0; 2089 return 0;
2284}
2285 2090
2286int save_life(object *op) { 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 object *tmp; 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2093 {
2094 op->play_sound (sound_find ("ob_evaporate"));
2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2288 2096
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2097 tmp->destroy ();
2098 op->clr_flag (FLAG_LIFESAVE);
2099
2100 if (op->stats.hp < 0)
2101 op->stats.hp = op->stats.maxhp;
2102
2103 if (op->stats.food < 0)
2104 op->stats.food = MAX_FOOD;
2105
2106 op->update_stats ();
2290 return 0; 2107 return 1;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op,
2296 "Your %s vibrates violently, then evaporates.",
2297 query_name(tmp));
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 } 2108 }
2109
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2113 return 0;
2314} 2114}
2315 2115
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2117 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2118 * function will descend into containers. op is the object to start the search
2319 * from. 2119 * from.
2320 */ 2120 */
2121static void
2321void remove_unpaid_objects(object *op, object *env) 2122drop_unpaid_items (object *op, object *env)
2322{ 2123{
2323 object *next;
2324
2325 while (op) { 2124 while (op)
2125 {
2326 next=op->below; /* Make sure we have a good value, in case 2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2127
2328 */ 2128 if (op->flag [FLAG_UNPAID])
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2129 op->insert_at (env);
2330 remove_ob(op); 2130 else if (op->inv)
2331 op->x = env->x; 2131 drop_unpaid_items (op->inv, env);
2332 op->y = env->y; 2132
2333 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0);
2336 }
2337 else if (op->inv) remove_unpaid_objects(op->inv, env);
2338 op=next; 2133 op = next;
2339 } 2134 }
2340} 2135}
2341 2136
2342 2137void
2343/* 2138object::drop_unpaid_items ()
2344 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory.
2349 */
2350char *gravestone_text (object *op)
2351{ 2139{
2352 static char buf2[MAX_BUF]; 2140 if (!flag [FLAG_REMOVED])
2353 char buf[MAX_BUF]; 2141 ::drop_unpaid_items (inv, this);
2354 time_t now = time (NULL);
2355
2356 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf);
2363 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369 if (op->type == PLAYER) {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 return buf2;
2378} 2142}
2379 2143
2380 2144void
2381
2382void do_some_living(object *op) { 2145do_some_living (object *op)
2146{
2383 int last_food=op->stats.food; 2147 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2148 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace;
2386 int i; 2149 int i;
2387 int rate_hp = 1200; 2150 int rate_hp = 1200;
2388 int rate_sp = 2500; 2151 int rate_sp = 2500;
2389 int rate_grace = 2000; 2152 int rate_grace = 2000;
2390 const int max_hp = 1; 2153 const int max_hp = 1;
2391 const int max_sp = 1; 2154 const int max_sp = 1;
2392 const int max_grace = 1; 2155 const int max_grace = 1;
2393 2156
2394 if (op->contr->outputs_sync) { 2157 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2158 {
2396 if (op->contr->outputs[i].buf!=NULL && 2159 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2160 /* the socket code flashes the player visible/invisible
2398 flush_output_element(op, &op->contr->outputs[i]); 2161 * depending on the value of invisible, so we need to
2162 * alternate it here for it to work correctly.
2163 */
2164 if (pticks & 2)
2165 op->invisible--;
2399 } 2166 }
2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2168 {
2169 if (!op->invisible--)
2170 {
2171 make_visible (op);
2172 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2173 }
2174 }
2400 2175
2401 if(op->contr->state==ST_PLAYING) { 2176 if (op->contr->ns->state == ST_PLAYING)
2402 2177 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2178 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2179 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2180 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2181 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2182 else
2183 {
2408 gen_hp = op->stats.maxhp; 2184 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2185 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2186 }
2187
2411 if(op->contr->gen_sp >= 0 ) 2188 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2189 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2190 else
2191 {
2414 gen_sp = op->stats.maxsp; 2192 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2193 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2194 }
2195
2417 if(op->contr->gen_grace >= 0) 2196 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2197 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2198 else
2199 {
2420 gen_grace = op->stats.maxgrace; 2200 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2201 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 } 2202 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--;
2446 if(op->stats.sp>op->stats.maxsp)
2447 op->stats.sp=op->stats.maxsp;
2448 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457 2203
2458 /* Regenerate Grace */ 2204 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2205 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2460 if(--op->last_grace<0) { 2206 if (--op->last_grace < 0)
2207 {
2461 if(op->stats.grace<op->stats.maxgrace/2) 2208 if (op->stats.grace < op->stats.maxgrace / 2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */ 2209 op->stats.grace++; /* no penalty in food for regaining grace */
2210
2211 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2212
2463 if(max_grace>1) { 2213 if (max_grace > 1)
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2214 {
2215 int over_grace = temp / rate_grace;
2216
2465 if (over_grace > 0) { 2217 if (over_grace > 0)
2466 op->stats.sp += over_grace 2218 {
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2468 op->last_grace=0; 2220 op->last_grace = 0;
2221 }
2469 } else { 2222 else
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2223 op->last_grace = rate_grace / temp;
2471 } 2224 }
2472 } else { 2225 else
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2226 op->last_grace = rate_grace / temp;
2474 } 2227
2475 /* wearing stuff doesn't detract from grace generation. */ 2228 /* wearing stuff doesn't detract from grace generation. */
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) {
2480 if(op->stats.hp<op->stats.maxhp) {
2481 op->stats.hp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2484 op->stats.food--;
2485 if(op->contr->digestion<0)
2486 op->stats.food+=op->contr->digestion;
2487 else if(op->contr->digestion>0 &&
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food;
2490 } 2229 }
2491 } 2230
2492 if(max_hp>1) { 2231 if (op->stats.food > 0)
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 } 2232 {
2501 } else { 2233 /* Regenerate Spell Points */
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2234 if (!op->contr->golem && --op->last_sp < 0)
2503 } 2235 {
2504 } 2236 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2505 2237
2506 /* Digestion */ 2238 if (op->stats.sp < op->stats.maxsp)
2507 if(--op->last_eat<0) { 2239 {
2508#ifdef COZY_SERVER 2240 op->stats.sp++;
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0,
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2241
2517 if(op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2519 else
2520 op->last_eat=25*(1+bonus)/(penalty +1);
2521 /* dms do not consume food */ 2242 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2243 if (!op->flag [FLAG_WIZ])
2523 }
2524 }
2525
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2527 object *tmp, *flesh=NULL;
2528
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0);
2534 if(op->stats.food>=0||op->stats.hp<0)
2535 break; 2244 {
2245 op->stats.food--;
2246
2247 if (op->contr->digestion < 0)
2248 op->stats.food += op->contr->digestion;
2249 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2250 op->stats.food = last_food;
2251 }
2536 } 2252 }
2253
2254 if (max_sp > 1)
2255 {
2256 int over_sp = (gen_sp + 10) / rate_sp;
2257 if (over_sp > 0)
2258 {
2259 if (op->stats.sp < op->stats.maxsp)
2260 {
2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2262
2263 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2264 op->stats.sp--;
2265
2266 if (op->stats.sp > op->stats.maxsp)
2267 op->stats.sp = op->stats.maxsp;
2268 }
2269
2270 op->last_sp = 0;
2271 }
2272 else
2273 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2274 }
2275 else
2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2277 }
2278
2279 /* Regenerate Hit Points */
2280 if (--op->last_heal < 0)
2281 {
2282 if (op->stats.hp < op->stats.maxhp)
2283 {
2284 op->stats.hp++;
2285
2286 /* dms do not consume food */
2287 if (!op->flag [FLAG_WIZ])
2288 {
2289 op->stats.food--;
2290
2291 if (op->contr->digestion < 0)
2292 op->stats.food += op->contr->digestion;
2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2294 op->stats.food = last_food;
2295 }
2296 }
2297
2298 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2299
2300 if (max_hp > 1)
2301 {
2302 int over_hp = temp / rate_hp;
2303
2304 if (over_hp > 0)
2305 {
2306 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / temp;
2311 }
2312 else
2313 op->last_heal = rate_hp / temp;
2314 }
2315 }
2316
2317 /* Digestion */
2318 if (--op->last_eat < 0)
2319 {
2320 int bonus = max (0, op->contr->digestion),
2321 penalty = max (0, -op->contr->digestion);
2322
2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2324
2325 /* dms do not consume food */
2326 if (!op->flag [FLAG_WIZ])
2327 op->stats.food--;
2328 }
2329
2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2331 {
2332 object *flesh = 0;
2333
2334 for_inv_removable (op, tmp)
2335 {
2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2340 {
2341 op->statusmsg ("You blindly grab for a bite of food. "
2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2343 op->apply (tmp);
2344
2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2346 break;
2347 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2348 else if (tmp->type == FLESH)
2538 } /* End if paid for object */ 2349 flesh = tmp;
2539 } /* end of for loop */ 2350 }
2351
2540 /* If player is still starving, it means they don't have any food, so 2352 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2353 * eat flesh instead.
2542 */ 2354 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2356 {
2545 manual_apply(op,flesh,0); 2357 op->statusmsg ("You blindly grab for a bite of food. "
2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2359 op->apply (flesh);
2360 }
2361
2362 // If player is still starving, alert him!
2363 if (op->stats.food < 0)
2364 op->failmsg ("You are starving! "
2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2366 }
2367
2368 if (op->stats.food < 0)
2546 } 2369 {
2547 } /* end if player is starving */ 2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2548 2372
2549 while(op->stats.food<0&&op->stats.hp>0) 2373 if (op->stats.hp < 0)
2550 op->stats.food++,op->stats.hp--; 2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2551 2379
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2380 /* killer should be set here already */
2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2553 kill_player(op); 2382 kill_player (op);
2383 }
2554} 2384}
2555
2556
2557 2385
2558/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2387 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2388 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2389 * file.
2562 */ 2390 */
2391void
2563void kill_player(object *op) 2392kill_player (object *op)
2564{ 2393{
2565 char buf[MAX_BUF];
2566 int x,y,i; 2394 int x, y;
2567 mapstruct *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2568 int z;
2569 int num_stats_lose;
2570 int lost_a_stat;
2571 int lose_this_stat;
2572 int this_stat;
2573 int will_kill_again; 2396 int will_kill_again;
2574 archetype *at; 2397 archetype *at;
2575 object *tmp; 2398 object *tmp;
2576 2399
2577 if(save_life(op)) 2400 if (save_life (op))
2578 return; 2401 return;
2579 2402
2403 dynbuf_text deathtab;
2580 2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2438
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2442 */
2585 if (op_on_battleground(op, &x, &y)) { 2443 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2444 {
2587 "You have been defeated in combat!"); 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2589 "Local medics have saved your life...");
2590
2591 /* restore player */
2592 at = find_archetype("poisoning");
2593 tmp=present_arch_in_ob(at,op);
2594 if (tmp) {
2595 remove_ob(tmp);
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2598 }
2599 2446
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2606 }
2607
2608 cure_disease(op,0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999;
2611
2612 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2614 if (tmp != NULL) 2449
2615 { 2450 tmp->name = format ("%s's finger" , &op->name);
2616 sprintf(buf,"%s's finger", &op->name); 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2617 tmp->name = buf; 2452 tmp->msg = format (
2618 sprintf(buf," This finger has been cut off %s\n" 2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2454 &op->name, op->contr->title,
2620 &op->name, op->contr->title, (int)(op->level), 2455 (int)op->level,
2621 op->contr->killer); 2456 op->contr->killer_name ()
2622 tmp->msg=buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0;
2624 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2457 );
2458 tmp->value = 0, tmp->type = 0;
2459 tmp->material = name_to_material (shstr_organic);
2460 tmp->insert_at (op, tmp);
2461
2629 /* teleport defeated player to new destination*/ 2462 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2632 return; 2467 return;
2633 } 2468 }
2634 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2635 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2636 2474
2637 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2638 2476
2639 if(op->stats.food<0) { 2477 op->contr->play_sound (sound_find ("player_dies"));
2640 if (op->contr->explore) {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name);
2647 strcpy(op->contr->killer,"starvation");
2648 }
2649 else {
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name);
2657 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2659 2478
2660 /* save the map location for corpse, gravestone*/ 2479 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2480 x = op->x;
2481 y = op->y;
2482 map = op->map;
2662 2483
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2484 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2485 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2486 * See the config.h file for a little more in depth detail about this.
2668 */ 2487 */
2669 2488
2670 /* Basically two ways to go - remove a stat permanently, or just 2489 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2490 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2491 * of death.
2673 */ 2492 */
2674#ifndef COZY_SERVER 2493#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2494 if (settings.balanced_stat_loss)
2495 {
2676 /* If stat loss is permanent, lose one stat only. */ 2496 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2497 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2498 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2499 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2500 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2501 little bit harder. */
2682 /* GD */ 2502 /* GD */
2683 if (settings.stat_loss_on_death) 2503 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2504 num_stats_lose = 1;
2689 } 2505 else
2506 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2507 }
2508 else
2509 num_stats_lose = 1;
2510
2690 lost_a_stat = 0; 2511 lost_a_stat = 0;
2691 2512
2692 for (z=0; z<num_stats_lose; z++) { 2513 for (z = 0; z < num_stats_lose; z++)
2693 i = RANDOM() % NUM_STATS; 2514 {
2515 i = rndm (NUM_STATS);
2694 2516
2695 if (settings.stat_loss_on_death) { 2517 if (settings.stat_loss_on_death)
2518 {
2696 /* Pick a random stat and take a point off it. Tell the player 2519 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2520 * what he lost.
2698 */ 2521 */
2699 change_attr_value(&(op->stats), i,-1); 2522 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2523 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2524 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2525 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2526 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2527 lost_a_stat = 1;
2705 } else { 2528 }
2529 else
2530 {
2706 /* deplete a stat */ 2531 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2708 object *dep; 2533 object *dep;
2534
2535 dep = present_arch_in_ob (deparch, op);
2536 if (!dep)
2709 2537 {
2710 dep = present_arch_in_ob(deparch,op); 2538 dep = deparch->instance ();
2711 if(!dep) {
2712 dep = arch_to_object(deparch);
2713 insert_ob_in_ob(dep, op); 2539 insert_ob_in_ob (dep, op);
2714 } 2540 }
2715 lose_this_stat = 1; 2541 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2542 if (settings.balanced_stat_loss)
2543 {
2717 /* GD */ 2544 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2545 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2546 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2547 if (this_stat < 0)
2548 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2549 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2550 int keep_chance = this_stat * this_stat;
2551
2723 /* Yes, I am paranoid. Sue me. */ 2552 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2553 if (keep_chance < 1)
2725 keep_chance = 1; 2554 keep_chance = 1;
2726 2555
2727 /* There is a maximum depletion total per level. */ 2556 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2557 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2558 {
2729 lose_this_stat = 0; 2559 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2560 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2561 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2562 }
2741 } 2563 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2564 {
2751 if (this_stat>=-50) { 2565 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2566 lose_this_stat = 0;
2567 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2568 this_stat, keep_chance, loss_chance,
2569 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2570 }
2758 } 2571 }
2759 } 2572 }
2760 } 2573
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2574 if (lose_this_stat)
2763 { 2575 {
2764 /* determine_god() seems to not work sometimes... why is this? 2576 this_stat = get_attr_value (&dep->stats, i);
2765 Should I be using something else? GD */ 2577 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2578 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2579 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2580 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2581 * difference.
2770 " you.", god); 2582 */
2583 if (this_stat >= -50)
2771 else 2584 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2585 change_attr_value (&(dep->stats), i, -1);
2773 " feel a holy presence protecting you."); 2586 dep->set_flag (FLAG_APPLIED);
2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2588 op->update_stats ();
2589 lost_a_stat = 1;
2590 }
2774 } 2591 }
2592 }
2593 }
2594
2595 /* If no stat lost, tell the player. */
2596 if (!lost_a_stat)
2597 {
2598 /* determine_god() seems to not work sometimes... why is this?
2599 Should I be using something else? GD */
2600 shstr_tmp god = determine_god (op);
2601
2602 if (god != shstr_none)
2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2604 else
2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2606 }
2607#else
2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2775#endif 2609#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2610
2779 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2612 * exp loss on the stone.
2781 */ 2613 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2615 tmp->name = format ("%s's gravestone", &op->name);
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2786 "who was killed\n" 2618 &op->name, op->contr->title, op->contr->killer_name ());
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2621
2794 /**************************************/ 2622 /**************************************/
2795 /* */ 2623 /* */
2796 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */
2799 /* */ 2625 /* */
2800 /**************************************/ 2626 /**************************************/
2801 2627
2802 /* remove any poisoning and confusion the character may be suffering.*/
2803 /* restore player */
2804 at = find_archetype("poisoning");
2805 tmp=present_arch_in_ob(at,op);
2806 if (tmp) {
2807 remove_ob(tmp);
2808 free_object(tmp);
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2810 }
2811
2812 at = find_archetype("confusion");
2813 tmp=present_arch_in_ob(at,op);
2814 if (tmp) {
2815 remove_ob(tmp);
2816 free_object(tmp);
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2818 }
2819 cure_disease(op,0); /* remove any disease */
2820
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2629 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827 2630
2828 /* 2631 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2632 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2633 * and put them back in the map.
2831 * in the map. 2634 */
2832 */ 2635 op->drop_unpaid_items ();
2833 2636
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/ 2637 /****************************************/
2838 /* */ 2638 /* */
2839 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
2841 /* */ 2641 /* */
2842 /****************************************/ 2642 /****************************************/
2843 2643
2844 enter_player_savebed(op); 2644 enter_player_savebed (op);
2845 2645
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2646 op->contr->braced = 0;
2850 save_player(op,1);
2851 2647
2852 /* it is possible that the player has blown something up 2648 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2649 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2650 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2651 * on the space that might harm the player.
2856 */ 2652 */
2857 will_kill_again=0; 2653 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2654 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2655 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2656 will_kill_again |= tmp->attacktype;
2861 } 2657
2862 if (will_kill_again) { 2658 if (will_kill_again)
2659 {
2863 object *force; 2660 object *force;
2864 int at; 2661 int at;
2865 2662
2866 force=get_archetype(FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1;
2869 force->speed_left=-5.0; 2665 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2871 for (at=0; at<NROFATTACKS; at++) { 2669 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2873 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);
2874 } 2706 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2707 else
2933 delete_character(op->name,1); 2708 tmp->destroy ();
2934 } 2709 }
2935 } 2710 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2711 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2712 }
2977} 2713}
2978 2714
2979/* 2715/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2981 * 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
2982 * was changed. 2718 * was changed.
2983 */ 2719 */
2720void
2721fix_weight ()
2722{
2723 for_all_players (pl)
2724 {
2725 sint32 old = pl->ob->carrying;
2984 2726
2985void fix_weight(void) { 2727 pl->ob->update_weight ();
2986 player *pl; 2728
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2729 if (old != pl->ob->carrying)
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2730 {
2989 if(old == sum) 2731 pl->ob->update_stats ();
2990 continue; 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2991 fix_player(pl->ob); 2733 }
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2993 &pl->ob->name, old, sum);
2994 } 2734 }
2995} 2735}
2996 2736
2997void fix_luck(void) { 2737void
2998 player *pl; 2738fix_luck ()
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2739{
2740 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2741 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2742 pl->ob->change_luck (0);
3002} 2743}
3003
3004 2744
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2745/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2746 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2747 * just treat this as any other spell casting object.
3008 */ 2748 */
3009
3010void 2749void
3011cast_dust (object * op, object * throw_ob, int dir) 2750cast_dust (object *op, object *throw_ob, int dir)
3012{ 2751{
3013 object *skop, *spob; 2752 object *skop, *spob;
3014 2753
3015 skop = find_skill_by_name (op, throw_ob->skill); 2754 skop = find_skill_by_name (op, throw_ob->skill);
3016 2755
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2756 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2757 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 2758 {
3020 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);
3021 &op->name);
3022 return; 2760 return;
3023 } 2761 }
3024 2762
3025 spob = throw_ob->inv; 2763 spob = throw_ob->inv;
3026 2764
3027 // 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
3028 // 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
3029 // errors should be reported as early as possible IMHO) 2767 // errors should be reported as early as possible IMHO)
3030 if (!spob) 2768 if (!spob)
3031 { 2769 {
3032 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);
3033 &throw_ob->name, &op->name);
3034 return; 2771 return;
3035 } 2772 }
3036 2773
3037 if (op->type == PLAYER) 2774 if (op->type == PLAYER)
3038 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);
3039 2776
3040 cast_spell (op, throw_ob, dir, spob, NULL); 2777 cast_spell (op, throw_ob, dir, spob, NULL);
3041 2778
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2779 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 2780}
3046 2781
2782void
3047void make_visible (object *op) { 2783make_visible (object *op)
3048 op->hide = 0; 2784{
2785 op->flag [FLAG_HIDDEN] = 0;
3049 op->invisible = 0; 2786 op->invisible = 0;
2787
3050 if(op->type==PLAYER) { 2788 if (op->type == PLAYER)
2789 {
3051 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3053 } 2792 }
2793
3054 update_object(op,UP_OBJ_FACE); 2794 update_object (op, UP_OBJ_CHANGE);
3055} 2795}
3056 2796
2797int
3057int is_true_undead(object *op) { 2798is_true_undead (object *op)
3058 object *tmp=NULL; 2799{
3059 2800 if (op->arch->flag [FLAG_UNDEAD])
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2801 return 1;
3061 2802
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 2803 return 0;
3067} 2804}
3068 2805
3069/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 2808 * indicate greater hideability.
3072 */ 2809 */
3073 2810int
3074int hideability(object *ob) { 2811hideability (object *ob)
2812{
3075 int i,level=0, mflag; 2813 int i, level = 0, mflag;
3076 sint16 x,y; 2814 sint16 x, y;
3077 2815
3078 if(!ob||!ob->map) return 0; 2816 if (!ob || !ob->map)
2817 return 0;
3079 2818
3080 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3082 2821
3083 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3084 * 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
3085 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2825 if (ob->has_carried_lights ())
2826 level = -(10 + (2 * ob->map->darklevel ()));
3087 2827
3088 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 2834 if (mflag & P_OUT_OF_MAP)
2835 continue;
2836
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 2838 level += 2;
3094 else /* open terrain! */ 2839 else /* open terrain! */
3095 level -= 1; 2840 level -= 1;
3096 } 2841 }
3097 2842
3098#if 0 2843#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2844 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 2845#endif
3101 return level; 2846 return level;
3102} 2847}
3103 2848
3104/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 2853 */
3109 2854void
3110void do_hidden_move (object *op) { 2855do_hidden_move (object *op)
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2856{
3112 object *skop; 2857 int hide = 0;
3113 2858
3114 if(!op || !op->map) return; 2859 if (!op || !op->map)
2860 return;
3115 2861
3116 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);
3117 2864
3118 /* 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! */
3119 if(op->type==PLAYER && op->contr->run_on) { 2866 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 2867 if (!skop || num >= skop->level)
2868 {
3121 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!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 2870 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2871 return;
3132 "You moved out of hiding! You are visible!");
3133 } 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 }
3134 else if (op->type == PLAYER && skop) { 2887 else if (op->type == PLAYER && skop)
3135 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);
3136 }
3137} 2889}
3138 2890
3139/* determine if who is standing near a hostile creature. */ 2891/* determine if who is standing near a hostile creature. */
3140 2892
2893int
3141int stand_near_hostile( object *who ) { 2894stand_near_hostile (object *who)
2895{
3142 object *tmp=NULL; 2896 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 2897 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 2898 maptile *m;
3145 sint16 x,y; 2899 sint16 x, y;
3146 2900
3147 if(!who) return 0; 2901 if (!who)
2902 return 0;
3148 2903
3149 if(who->type==PLAYER) player=1; 2904 if (who->type == PLAYER)
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2905 player = 1;
3151 2906
2907 else
2908 friendly = who->flag [FLAG_FRIENDLY];
2909
3152 /* search adjacent squares */ 2910 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 2911 for (i = 1; i < 9; i++)
2912 {
3154 x = who->x+freearr_x[i]; 2913 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 2914 y = who->y + freearr_y[i];
3156 m = who->map; 2915 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 2916 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 2917 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 2918 * blocked, don't need to check this space.
3160 */ 2919 */
3161 if (mflags & P_OUT_OF_MAP) continue; 2920 if (mflags & P_OUT_OF_MAP)
2921 continue;
3162 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)))
3163 2923 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2924
3165 if((player||friendly) 2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3166 &&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)
3167 return 1; 2933 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 2934 }
3174 } 2935 }
3175 } 2936 }
3176 return 0; 2937 return 0;
3177} 2938}
3178 2939
3179/* check the player los field for viewability of the 2940/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3181 * 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
3182 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3183 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3184 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3185 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3186 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3187 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 2950 * -b.t.
3190 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3191 */ 2952 */
3192 2953int
3193int player_can_view (object *pl,object *op) { 2954player_can_view (object *pl, object *op)
2955{
3194 rv_vector rv; 2956 rv_vector rv;
3195 int dx,dy; 2957 int dx, dy;
3196 2958
3197 if(pl->type!=PLAYER) { 2959 if (pl->type != PLAYER)
2960 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 2961 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 2962 return -1;
3200 } 2963 }
3201 if (!pl || !op) return 0;
3202 2964
3203 if(op->head) { op = op->head; } 2965 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 2966 return 0;
3227}
3228 2967
3229/* routine for both players and monsters. We call this when 2968 op = op->head_ ();
3230 * there is a possibility for our action distrubing our hiding 2969
3231 * place or invisiblity spell. Artefact invisiblity is not 2970 get_rangevector (pl, op, &rv, 0x1);
3232 * effected by this. If we arent invisible to begin with, we 2971
3233 * 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.
3234 */ 2977 */
3235int 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;
3236 2982
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3239 return 0;
3240
3241 if (op->contr && op->contr->tmp_invis == 0) return 0;
3242
3243 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3246 return 1; 2984 return 1;
3247 } 2985
2986 op = op->more;
3248 } 2987 }
2988
3249 return 0; 2989 return 0;
3250} 2990}
3251 2991
3252/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 2994 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 2995 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 2996 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 2997 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 2998 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 2999 */
3000int
3260int op_on_battleground (object *op, int *x, int *y) { 3001op_on_battleground (object *op, int *x, int *y)
3261 object *tmp; 3002{
3262
3263 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3004 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3010 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3011 if (tmp->flag [FLAG_IS_FLOOR])
3272 strcmp(tmp->name, "battleground")==0 && 3012 {
3273 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 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3018 /* before we assign the exit, check if this is a teambattle */
3275 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))
3276 object *invtmp;
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3022 {
3280 if (x != NULL && y != NULL) 3023 if (x && y)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3282 return 1; 3026 return 1;
3283 }
3284 } 3027 }
3285 } 3028
3286 if (x != NULL && y != NULL) 3029 if (x && y)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3288 return 1; 3032 return 1;
3033 }
3289 } 3034 }
3290 }
3291 } 3035 }
3036
3292 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3293 return 0; 3038 return 0;
3294} 3039}
3295 3040
3296/* 3041/*
3300 * attributes: 3045 * attributes:
3301 * object *who the dragon player 3046 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3047 * int atnr the attack-number of the ability focus
3303 * int level ability level 3048 * int level ability level
3304 */ 3049 */
3050void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3051dragon_ability_gain (object *who, int atnr, int level)
3052{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3053 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3054 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3055 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3056 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3058 int i = 0, j = 0;
3312 3059
3313 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3316 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3318 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3320 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3322 3069
3323 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))
3324 return; 3087 return;
3325 3088
3326 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);
3327 tr = tr->next, i++); 3090 do_learn_spell (who, item, 0);
3328 3091 return;
3329 if (tr == NULL || tr->item == NULL) { 3092 }
3330 /* 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))
3331 return; 3103 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3104 if (item->invisible)
3105 {
3355 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);
3356 do_learn_spell (who, item->inv, 0); 3107 do_learn_spell (who, item->inv, 0);
3357 return; 3108 return;
3358 } 3109 }
3359 } 3110 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3111 else if (item->type == SKILL_TOOL && item->invisible)
3112 {
3361 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 {
3362 3115
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3116 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3117 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3118 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3119 * but not all of them, he gets nothing.
3367 */ 3120 */
3368 if (!(skop->attacktype & item->attacktype)) { 3121 if (!(skop->attacktype & item->attacktype))
3122 {
3369 /* Give new attacktype */ 3123 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3124 skop->attacktype |= item->attacktype;
3371 3125
3372 /* always add physical if there's none */ 3126 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3127 skop->attacktype |= AT_PHYSICAL;
3374 3128
3375 if (item->msg != NULL) 3129 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3130 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3131
3378 /* Give player new face */ 3132 /* Give player new face */
3379 if (item->animation_id) { 3133 if (item->animation_id)
3134 {
3380 who->face = skop->face; 3135 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3136 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3137 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3138 who->last_anim = 0;
3384 who->state = 0; 3139 who->state = 0;
3385 animate_object(who, who->direction); 3140 animate_object (who, who->direction);
3386 } 3141 }
3387 } 3142 }
3388 } 3143 }
3389 } 3144 }
3390 else if (item->type == FORCE) { 3145 else if (item->type == FORCE)
3146 {
3391 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3148 object *skin;
3149
3393 /* first get the dragon skin force */ 3150 /* first get the dragon skin force */
3394 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)
3395 skin=skin->below); 3152 ;
3396 if (skin == NULL) return; 3153
3397 3154 if (!skin)
3155 return;
3156
3398 /* adding new spellpath attunements */ 3157 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3158 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3159 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3160 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3161
3402 /* print message */ 3162 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3163 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3164 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3165 {
3405 if(item->path_attuned & (1<<i)) { 3166 if (item->path_attuned & (1 << i))
3167 {
3406 if (j) 3168 if (j)
3407 strcat(buf," and "); 3169 strcat (buf, " and ");
3408 else 3170 else
3409 j = 1; 3171 j = 1;
3410 strcat(buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3411 } 3173 }
3412 } 3174 }
3175
3413 strcat(buf,"."); 3176 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3178 }
3416 3179
3417 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3419 SET_FLAG(skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3421 SET_FLAG(skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3424 3187
3425 /* print message if there is one */ 3188 /* print message if there is one */
3426 if (item->msg != NULL) 3189 if (item->msg != NULL)
3427 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
3428 } 3193 {
3429 else {
3430 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3432 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));
3433 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3434 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp);
3436 } 3198 }
3437} 3199}
3438 3200
3439/** 3201//-GPL
3440 * Unready an object for a player. This function does nothing if the object was
3441 * not readied.
3442 */
3443void player_unready_range_ob(player *pl, object *ob) {
3444 rangetype i;
3445 3202
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3203sint8
3447 if (pl->ranges[i] == ob) { 3204player::darkness_at (maptile *map, int x, int y) const
3448 pl->ranges[i] = NULL; 3205{
3449 if (pl->shoottype == i) { 3206 if (!ns)
3450 pl->shoottype = range_none; 3207 return LOS_BLOCKED;
3451 } 3208
3452 } 3209 int dx, dy;
3453 } 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);
3454} 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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