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Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 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 1.2 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 player *tmp; 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
208 80
209 p = (player *) malloc(sizeof(player)); 81 players.erase (this);
210 if(p==NULL) 82}
211 fatal(OUT_OF_MEMORY);
212 83
213 /* This adds the player in the linked list. There is extra 84// connect the player with a specific client
214 * complexity here because we want to add the new player at the 85// also changes, rationalises, and fixes some incorrect settings
215 * end of the list - there is in fact no compelling reason that 86void
216 * that needs to be done except for things like output of 87player::connect (client *ns)
217 * 'who'. 88{
218 */ 89 this->ns = ns;
219 tmp=first_player; 90 ns->pl = this;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 91
227 p->next = NULL; 92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
228 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
229 116
230 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 * for next and socket. 118 if (tmp->type == FORCE)
232 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 120 abil = tmp;
234 sizeof(player) - offsetof(player, ob)); 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
235 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->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{
236 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 211 * we deal with that below this point.
238 */ 212 */
239 p->party=NULL; 213 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 214 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 216
245#ifdef AUTOSAVE
246 p->last_save_tick = 9999999;
247#endif
248
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
250
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 218
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10; 219 gen_sp_armour = 10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal; 220 bowtype = bow_normal;
268 p->petmode=pet_normal; 221 petmode = pet_normal;
269 p->listening=10;
270 p->usekeys=containers; 222 usekeys = containers;
271 p->last_weapon_sp= -1; 223 peaceful = 1; /* default peaceful */
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1; 224 do_los = 1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276 225
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 226 weapon_sp = 1.0f;
278 p->title[sizeof(p->title)-1] = '\0'; 227 weapon_sp_left = 0.5f;
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 228}
302 229
303 230void
304/* This loads the first map an puts the player on it. */ 231player::do_destroy ()
305static void set_first_map(object *op)
306{ 232{
307 strcpy(op->contr->maplevel, first_map_path); 233 disconnect ();
308 op->x = -1;
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312 234
313/* Tries to add player on the connection passwd in ns. 235 attachable::do_destroy ();
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317 236
318int add_player(NewSocket *ns) { 237 if (ob)
319 player *p; 238 ob->destroy ();
320 239
321 p=get_player(NULL); 240 ob = observe = viewpoint = 0;
322 p->socket = *ns; 241}
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333 242
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 243player::~player ()
335 add_friendly_object(p->ob); 244{
336 send_rules(p->ob); 245 /* Clear item stack */
337 send_news(p->ob); 246 free (stack_items);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341} 247}
342 248
343/* 249/*
344 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
347 */ 253 */
254static archetype *
348archetype *get_player_archetype(archetype* at) 255get_player_archetype (archetype *at)
349{ 256{
350 archetype *start = at; 257 // archetypes could have been reloaded
351 for (;;) { 258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 259
353 at=first_archetype; 260 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 261 return at;
358 if (at == start) { 262
359 LOG (llevError, "No Player archetypes\n"); 263 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 264
361 } 265 for (;;)
362 } 266 {
363} 267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
364 271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
275}
365 276
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 *
366object *get_nearest_player(object *mon) { 298get_nearest_player (object *mon)
299{
367 object *op = NULL; 300 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 301 objectlink *ol;
370 unsigned lastdist; 302 unsigned lastdist;
371 rv_vector rv; 303 rv_vector rv;
372 304
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 306 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 308 continue;
400 309
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 310 if (lastdist > rv.distance)
410 op=pl->ob; 311 {
312 op = ol->ob;
411 lastdist=rv.distance; 313 lastdist = rv.distance;
314 }
412 } 315 }
413 } 316
414 } 317 for_all_players (pl)
318 if (can_detect_enemy (mon, pl->ob, &rv))
319 if (lastdist > rv.distance)
320 {
321 op = pl->ob;
322 lastdist = rv.distance;
323 }
324
415#if 0 325#if 0
416 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)");
417#endif 327#endif
418 return op; 328 return op;
419} 329}
420 330
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 333 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 348 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 349 * is probably not a good thing.
440 */ 350 */
441#define MAX_SPACES 50 351#define MAX_SPACES 50
442
443 352
444/* 353/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 355 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 356 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 369 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 370 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 371 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 372 * is blocking itself.
464 */ 373 */
374int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 375path_to_player (object *mon, object *pl, unsigned mindiff)
376{
466 rv_vector rv; 377 rv_vector rv;
467 sint16 x,y;
468 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;
469 mapstruct *m ,*lastmap;
470 379
471 get_rangevector(mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
472 381
473 if (rv.distance<mindiff) return 0; 382 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 383 return 0;
726}
727 384
728void confirm_password(object *op) { 385 mapxy pos (mon);
386 dir = rv.direction;
387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 389
730 op->contr->write_buf[0]='\0'; 390 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 391 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 392 return 0;
733}
734 393
394 while (diff > 1 && max > 0)
395 {
396 mapxy lastpos = pos;
397
398 pos.move (dir);
399
400 /* Space is blocked - try changing direction a little */
401 if (!pos.normalise ()
402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
404 {
405 /* recalculate direction from last good location. Possible
406 * we were not traversing ideal location before.
407 */
408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
409 if (rv.direction != dir)
410 {
411 /* OK - says direction should be different - lets reset the
412 * the values so it will try again.
413 */
414 pos = lastpos;
415 dir = firstdir = rv.direction;
416 }
417 else
418 {
419 /* direct path is blocked - try taking a side step to
420 * either the left or right.
421 * Note increase the values in the loop below to be
422 * more than -1/1 respectively will mean the monster takes
423 * bigger detour. Have to be careful about these values getting
424 * too big (3 or maybe 4 or higher) as the monster may just try
425 * stepping back and forth
426 */
427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
428 {
429 if (i == 0)
430 continue; /* already did this, so skip it */
431
432 /* Use lastdir here - otherwise,
433 * since the direction that the creature should move in
434 * may change, you could get infinite loops.
435 * ie, player is northwest, but monster can only
436 * move west, so it does that. It goes some distance,
437 * gets blocked, finds that it should move north,
438 * can't do that, but now finds it can move east, and
439 * gets back to its original point. lastdir contains
440 * the last direction the creature has successfully
441 * moved.
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))
458 break;
459 }
460
461 /* go through entire loop without finding a valid
462 * sidestep to take - thus, no valid path.
463 */
464 if (i == DETOUR_AMOUNT + 1)
465 return 0;
466
467 diff--;
468 lastdir = dir;
469 max--;
470 if (!firstdir)
471 firstdir = dir + i;
472 } /* else check alternate directions */
473 } /* if blocked */
474 else
475 {
476 /* we moved towards creature, so diff is less */
477 diff--;
478 max--;
479 lastdir = dir;
480
481 if (!firstdir)
482 firstdir = dir;
483 }
484
485 if (diff <= 1)
486 {
487 /* Recalculate diff (distance) because we may not have actually
488 * headed toward player for entire distance.
489 */
490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
492 }
493
494 if (diff > max)
495 return 0;
496 }
497
498 /* If we reached the max, didn't find a direction in time */
499 if (!max)
500 return 0;
501
502 return firstdir;
503}
504
505void
506give_initial_items (object *pl, treasurelist *items)
507{
508 if (pl->randomitems)
509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
510
511 for (object *next, *op = pl->inv; op; op = next)
512 {
513 next = op->below;
514
515 /* Forces get applied per default, unless they have the
516 * flag "neutral" set. Sorry but I can't think of a better way
517 */
518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
519 op->set_flag (FLAG_APPLIED);
520
521 /* we never give weapons/armour if these cannot be used
522 * by this player due to race restrictions
523 */
524 if (pl->type == PLAYER)
525 {
526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
528 (op->type == ARMOUR || op->type == BOOTS
529 || op->type == CLOAK || op->type == HELMET
530 || op->type == SHIELD || op->type == GLOVES
531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
533 {
534 op->destroy ();
535 continue;
536 }
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)
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 }
553
554 if (op->nrof > 1)
555 op->nrof = 1;
556 }
557
558 if (op->type == SPELLBOOK && op->inv)
559 op->inv->clr_flag (FLAG_STARTEQUIP);
560
561 /* Give starting characters identified, uncursed, and undamned
562 * items. Just don't identify gold or silver, or it won't be
563 * merged properly.
564 */
565 if (op->need_identify ())
566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
572 if (op->type == SPELL)
573 {
574 op->destroy ();
575 continue;
576 }
577 else if (op->type == SKILL)
578 {
579 op->set_flag (FLAG_CAN_USE_SKILL);
580 op->stats.exp = 0;
581 op->level = 1;
582 }
583 else /* lock all 'normal items by default */
584 op->set_flag (FLAG_INV_LOCKED);
585 } /* for loop of objects in player inv */
586
587 /* Need to set up the skill pointers */
588 pl->contr->link_skills ();
589}
590
591void
735void get_party_password(object *op, partylist *party) { 592get_party_password (object *op, partylist *party)
593{
736 if (party == NULL) { 594 if (party == NULL)
595 {
737 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);
738 return; 597 return;
739 } 598 }
599
740 op->contr->write_buf[0]='\0'; 600 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 602 op->contr->party_to_join = party;
743 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:");
744} 604}
745
746 605
747/* 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. */
748int roll_stat(void) { 607static int
608roll_stat ()
609{
749 int a[4],i,j,k; 610 int a[4], i, j, k;
750 611
751 for(i=0;i<4;i++) 612 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 613 a[i] = rndm (1, 6);
753 614
754 for(i=0,j=0,k=7;i<4;i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 616 if (a[i] < k)
756 k=a[i],j=i; 617 k = a[i], j = i;
757 618
758 for(i=0,k=0;i<4;i++) { 619 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 620 if (i != j)
760 k+=a[i]; 621 k += a[i];
761 } 622
762 return k; 623 return k;
763} 624}
764 625
765void roll_stats(object *op) { 626void
627object::roll_stats ()
628{
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
766 int sum=0; 633 int sum = 0;
767 int i = 0, j = 0; 634 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 635 sum += statsort [i] = roll_stat ();
769 636
770 do { 637 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 638 break;
772 op->stats.Dex=roll_stat(); 639 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 640
783 /* Sort the stats so that rerolling is easier... */ 641 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 643
792 /* a quick and dirty bubblesort? */ 644 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 646
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 647 stats.exp = 0;
823 op->stats.ac=0; 648 stats.ac = 0;
824 649
650 stats.hp = stats.maxhp;
651 stats.sp = stats.maxsp;
652 stats.grace = stats.maxgrace;
653
654 if (contr)
655 {
825 op->contr->levhp[1] = 9; 656 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 657 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 658 contr->levgrace[1] = 3;
828 659
829 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
830 op->stats.hp = op->stats.maxhp; 680 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 681 stats.sp = stats.maxsp;
832 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
833 op->contr->orig_stats=op->stats; 690 contr->orig_stats = stats;
691 }
834} 692}
835 693
836void Roll_Again(object *op) 694static void
695start_info (object *op)
837{ 696{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
846 698
847 if ( op->contr->Swap_First == -1 ) { 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 701}
955 702
956/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
960 * not the class. 707 * not the class.
961 */ 708 */
962 709void
963int key_change_class(object *op, char key) 710player::chargen_race_done ()
964{ 711{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 713 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 714
979 /* Lauwenmark : Here we handle the BORN global event */ 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
980 execute_global_event(EVENT_BORN, op); 716 if (tl)
717 create_treasure (tl, ob, 0, 0, 0);
981 718
982 /* Lauwenmark : We then generate a LOGIN event */ 719 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 720
984 op->contr->state=ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
985 722
986 if (op->msg) { 723 if (ob->msg)
987 free_string(op->msg); 724 ob->msg = 0;
988 op->msg=NULL;
989 }
990 725
991 /* We create this now because some of the unique maps will need it
992 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op); 726 start_info (ob);
1001 CLEAR_FLAG(op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 728 give_initial_items (ob, ob->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op); 729 esrv_send_inventory (ob, ob);
1005 fix_player(op); 730 ob->update_stats ();
1006 731
1007 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
1008 * is one for this race 733 * is one for this race
1009 */ 734 */
1010 if(*first_map_ext_path) { 735 if (*first_map_ext_path)
1011 object *tmp; 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1012 mapstruct *oldmap = op->map; 737 else
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
1026 } 739}
1027 return 0;
1028 }
1029 740
741void
742player::chargen_race_next ()
743{
1030 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1032 */ 746 */
1033 747
1034 tmp_loop = 0; 748 do
1035 while(!tmp_loop) { 749 {
1036 const char *name = add_string (op->name); 750 shstr name = ob->name;
1037 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
1038 remove_statbonus(op); 752
1039 remove_ob (op); 753 ob->remove_statbonus ();
754 ob->remove ();
1040 op->arch = get_player_archetype(op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1041 copy_object (&op->arch->clone, op); 756 ob->arch->copy_to (ob);
757 ob->instantiate ();
1042 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1043 free_string (op->name); 759 ob->name = ob->name_pl = name;
1044 op->name = name; 760 ob->x = x;
1045 free_string(op->name_pl); 761 ob->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 764 assign (ob->contr->title, ob->arch->object::name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 765 ob->add_statbonus ();
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 766 }
767 while (!allowed_class (ob));
768
1058 update_object(op,UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 770 esrv_update_item (UPD_FACE, ob, ob);
1060 fix_player(op); 771 ob->update_stats ();
1061 op->stats.hp=op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1063 op->stats.grace=0; 774 ob->stats.grace = 0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068} 775}
1069 776
1070int key_confirm_quit(object *op, char key) 777static void
1071{
1072 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp);
1106 }
1107
1108 delete_character(op->name, 1);
1109 }
1110 play_again(op);
1111 return 1;
1112}
1113
1114void flee_player(object *op) { 778flee_player (object *op)
779{
1115 int dir,diff; 780 int dir, diff;
1116 rv_vector rv; 781 rv_vector rv;
1117 782
1118 if(op->stats.hp < 0) { 783 if (op->stats.hp < 0)
784 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1121 return; 787 return;
788 }
789
790 if (!op->enemy)
1122 } 791 {
1123
1124 if(op->enemy==NULL) {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1127 return; 794 return;
1128 } 795 }
1129 796
1130 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled.
1133 */
1134 if (op->enemy->map == NULL) {
1135 CLEAR_FLAG(op, FLAG_SCARED);
1136 op->enemy=NULL;
1137 return;
1138 }
1139
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1141 op->enemy=NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED);
1143 return;
1144 } 798 {
799 op->enemy = NULL;
800 op->clr_flag (FLAG_SCARED);
801 return;
802 }
803
1145 get_rangevector(op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1146 805
1147 dir=absdir(4+rv.direction); 806 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 807 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 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))))
812 return;
813 }
814
1155 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1157 op->enemy=NULL; 817 op->enemy = NULL;
1158} 818}
1159
1160 819
1161/* 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.
1162 * 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
1163 * stop. 822 * stop.
1164 */ 823 */
824int
1165int check_pick(object *op) { 825check_pick (object *op)
826{
1166 object *tmp, *next; 827 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 828 int stop = 0;
1169 int j, k, wvratio; 829 int wvratio;
1170 char putstring[128], tmpstr[16];
1171 830
1172
1173 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1175 return 1; 833 return 1;
1176 834
1177 op_tag = op->count;
1178
1179 next = op->below; 835 next = op->below;
1180 if (next) 836
1181 next_tag = next->count; 837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1182 839
1183 /* 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
1184 * destroyed */ 841 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 842 while (next && !next->destroyed ())
1186 { 843 {
1187 tmp = next; 844 tmp = next;
1188 next = tmp->below; 845 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 846
1192 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 ())
1193 return 0; 854 return 0;
1194 855
1195 if ( ! can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1196 continue; 857 continue;
1197 858
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 860 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1202 continue; 864 continue;
1203 } 865 }
1204 866
1205 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) {
1207 switch (op->contr->mode) {
1208 case 0: return 1; /* don't pick up */
1209 case 1: pick_up (op, tmp);
1210 return 1;
1211 case 2: pick_up (op, tmp);
1212 return 0;
1213 case 3: return 0; /* stop before pickup */
1214 case 4: pick_up (op, tmp);
1215 break;
1216 case 5: pick_up (op, tmp);
1217 stop = 1;
1218 break;
1219 case 6:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1222 pick_up(op, tmp);
1223 break;
1224
1225 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp);
1228 break;
1229
1230 default:
1231 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100
1234 / (tmp->weight * MAX (tmp->nrof, 1)))
1235 >= op->contr->mode)
1236 pick_up(op,tmp);
1237 }
1238 }
1239 else { /* old model */
1240 /* NEW pickup handling */ 867 /* pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 868 if (op->contr->mode & PU_DEBUG)
1242 { 869 {
1243 /* some debugging code to figure out item information */ 870 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 871 const char *str = tmp->name
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 872 ? format ("item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 874 : format ("item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 876
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 877 new_draw_info (NDI_UNIQUE, 0, op, str);
1253
1254 sprintf(putstring,"...flags: ");
1255 for(k=0;k<4;k++)
1256 {
1257 for(j=0;j<32;j++)
1258 {
1259 if((tmp->flags[k]>>j)&0x01)
1260 {
1261 sprintf(tmpstr,"%d ",k*32+j);
1262 strcat(putstring, tmpstr);
1263 }
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267
1268#if 0
1269 /* print the flags too */
1270 for(k=0;k<4;k++)
1271 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31);
1273 for(j=0;j<32;j++)
1274 {
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1276 if(!((j+1)%4))fprintf(stderr," ");
1277 }
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif
1281 } 878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
1282 /* philosophy: 886 /* philosophy:
1283 * 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
1284 * generic. This takes no game-time. For more detailed pickups 888 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a 889 * and selections, select-items should be used. This is a
1286 * 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
1287 * example. 891 * example.
1288 * 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
1289 * 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
1290 * convert to decimal and then 'pickup <#> 894 * convert to decimal and then 'pickup <#>
1293 /* the first two modes are exclusive: if NOTHING we return, if 897 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially, 898 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */ 899 * meaning if any test passes, the item gets picked up. */
1296 900
1297 /* if mode is set to pick nothing up, return */ 901 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1; 902 if (op->contr->mode == PU_NOTHING)
903 return 1;
1300 904
1301 /* if mode is set to stop when encountering objects, return */ 905 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick 906 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */ 907 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0; 908 if (op->contr->mode & PU_STOP)
909 return 0;
1306 910
1307 /* useful for going into stores and not losing your settings... */ 911 /* useful for going into stores and not losing your settings... */
1308 /* 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
1309 * fighting */ 913 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1; 914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
1311 916
1312 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 918 if (tmp->flag [FLAG_UNPAID])
919 continue;
1314 920
1315 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
1316 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;
1317 924
1318 /* all food and drink if desired */ 925 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD) 928 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 929 {
930 CHK_PICK_PICKUP;
931 continue;
932 }
933
1323 if(op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
1324 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]))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
1326 940
1327 if(op->contr->mode & PU_POTION) 941 if (op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 942 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
1330 947
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 948 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 949 if (op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 950 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
1335 if(op->contr->mode & PU_SKILLSCROLL) 956 if (op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 957 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1338 if(op->contr->mode & PU_READABLES) 963 if (op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
1341 969
1342 /* wands/staves/rods/horns */ 970 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 971 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 972 if (tmp->type == WAND
1345 { 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 }
1346 980
1347 /* pick up all magical items */ 981 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1350 { 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 }
1351 989
1352 if(op->contr->mode & PU_VALUABLES) 990 if (op->contr->mode & PU_VALUABLES)
1353 { 991 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 992 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
1356 } 997 }
1357 998
1358 /* rings & amulets - talismans seems to be typed AMULET */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1000 if (op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1001 if (tmp->type == RING
1361 { 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 }
1362 1017
1363 /* bows and arrows. Bows are good for selling! */ 1018 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1019 if (op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1020 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1367 if(op->contr->mode & PU_ARROW) 1026 if (op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1027 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1370 1032
1371 /* all kinds of armor etc. */ 1033 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1034 if (op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1035 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1375 if(op->contr->mode & PU_HELMET) 1041 if (op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1042 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1378 if(op->contr->mode & PU_SHIELD) 1048 if (op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1049 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1381 if(op->contr->mode & PU_BOOTS) 1055 if (op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1056 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1384 if(op->contr->mode & PU_GLOVES) 1062 if (op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1387 if(op->contr->mode & PU_CLOAK) 1069 if (op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1070 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1390 1075
1391 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1395 1083
1396 /* careful: chairs and tables are weapons! */ 1084 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1085 if (op->contr->mode & PU_ALLWEAPON)
1398 { 1086 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1087 if (tmp->type == WEAPON)
1400 { 1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1089 {
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1090 CHK_PICK_PICKUP;
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1091 continue;
1404 } 1092 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 } 1093 }
1412 1094
1413 /* misc stuff that's useful */ 1095 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1096 if (op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1417 1102
1418 /* 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
1419 * pickups */ 1104 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1105 if (op->contr->mode & PU_RATIO)
1421 { 1106 {
1422 /* use value density to decide what else to grab */ 1107 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1108 /* >=7 was >= op->contr->mode */
1424 /* >=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
1425 * and multiply them by 5, giving 0..15*5== 5..75 */ 1110 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1111 wvratio = op->contr->mode & PU_RATIO;
1427 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)
1428 { 1113 {
1429 pick_up(op, tmp);
1430#if 0 1114#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1116 if (tmp->name != NULL)
1117 {
1433 fprintf(stderr,"%s", tmp->name); 1118 fprintf (stderr, "%s", tmp->name);
1434 } 1119 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1120 else
1121 fprintf (stderr, "%s", tmp->arch->archname);
1436 fprintf(stderr,",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1437 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))));
1438#endif 1124#endif
1439 continue; 1125 CHK_PICK_PICKUP;
1440 } 1126 continue;
1127 }
1128 } /* the new pickup model */
1441 } 1129 }
1442 } /* the new pickup model */ 1130
1443 }
1444 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;
1445} 1167}
1446 1168
1447/* 1169/*
1448 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1172 * found object is returned.
1451 */ 1173 */
1174static object *
1452object *find_arrow(object *op, const char *type) 1175find_arrow (object *op, const char *type)
1453{ 1176{
1454 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);
1455 1180
1456 for(op=op->inv; op; op=op->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1458 QUERY_FLAG(op,FLAG_APPLIED)) 1183 if (object *arrow = find_arrow (tmp, type))
1459 tmp = find_arrow (op, type); 1184 {
1460 else if (op->type==ARROW && op->race==type) 1185 splay (tmp);
1186 return arrow;
1187 }
1188
1461 return op; 1189 return 0;
1462 return tmp;
1463} 1190}
1464 1191
1465/* 1192/*
1466 * 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
1467 * 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
1468 * 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
1469 * 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.
1470 */ 1197 */
1471 1198static object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1473{ 1200{
1474 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1476 1203
1477 if (!type) 1204 if (!type)
1478 return NULL; 1205 return NULL;
1479 1206
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1208 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1483 i = 0; 1210 {
1211 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1485 if (i > betterby) { 1214 if (i > betterby)
1486 tmp = ntmp; 1215 {
1487 betterby = i; 1216 tmp = ntmp;
1488 } 1217 betterby = i;
1218 }
1219 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1220 else if (arrow->type == ARROW && arrow->race == type)
1221 {
1490 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1223 if (target->race && arrow->slaying.contains (target->race))
1492 strstr(arrow->slaying, target->race)) { 1224 {
1493 if (arrow->attacktype & AT_DEATH) { 1225 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1226 {
1495 return arrow; 1227 *better = 100;
1496 } else { 1228 return arrow;
1497 tmp = arrow; 1229 }
1230 else
1231 {
1232 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1233 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1234 }
1500 } else { 1235 }
1236 else
1237 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1239 {
1502 attacktype = 1<<attacknum; 1240 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1243 {
1244 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1507 } 1246 }
1508 } 1247 }
1248
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1250 {
1251 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1253 }
1254
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1256 {
1257 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1259 }
1260 }
1261 }
1517 } 1262 }
1518 } 1263
1519 }
1520 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1265 return find_arrow (op, type);
1522 1266
1523 *better = betterby; 1267 *better = betterby;
1524 return tmp; 1268 return tmp;
1525} 1269}
1526 1270
1527/* 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
1528 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1273 * op = the shooter
1530 * type = bow->race 1274 * type = bow->race
1531 * dir = fire direction 1275 * dir = fire direction
1532 */ 1276 */
1533 1277static object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1535{ 1279{
1536 object *tmp = NULL; 1280 object *tmp = NULL;
1537 mapstruct *m; 1281 maptile *m;
1538 int i, mflags, found, number; 1282 int i, mflags, found, number;
1539 sint16 x, y; 1283 sint16 x, y;
1540 1284
1541 if (op->map == NULL) 1285 if (op->map == NULL)
1542 return find_arrow(op, type); 1286 return find_arrow (op, type);
1543 1287
1544 /* do a dex check */ 1288 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1289 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1290 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1291 return find_arrow (op, type);
1548 1292
1549 m = op->map; 1293 m = op->map;
1550 x = op->x; 1294 x = op->x;
1551 y = op->y; 1295 y = op->y;
1552 1296
1553 /* find the first target */ 1297 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1298 for (i = 0, found = 0; i < 20; i++)
1299 {
1555 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1559 tmp = NULL; 1305 {
1560 break; 1306 tmp = 0;
1307 break;
1308 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1310 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1564 */ 1313 */
1565 tmp = NULL; 1314 tmp = 0;
1566 break; 1315 break;
1567 } 1316 }
1317
1568 if (mflags & P_IS_ALIVE) { 1318 if (mflags & P_IS_ALIVE)
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1320 if (tmp->flag [FLAG_ALIVE])
1571 found++; 1321 break;
1572 break;
1573 }
1574 if (found)
1575 break;
1576 }
1577 } 1322 }
1578 if (tmp == NULL) 1323
1324 if (!tmp)
1579 return find_arrow(op, type); 1325 return find_arrow (op, type);
1580 1326
1581 if (tmp->head) 1327 if (tmp->head)
1582 tmp = tmp->head; 1328 tmp = tmp->head;
1583 1329
1584 return find_better_arrow(op, tmp, type, &i); 1330 return find_better_arrow (op, tmp, type, &i);
1585} 1331}
1586 1332
1587/* 1333/*
1588 * Creature fires a bow - op can be monster or player. Returns 1334 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1335 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1338 * dir is the direction of fire.
1593 * 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)
1594 * 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
1595 * player fire modes. 1341 * player fire modes.
1596 */ 1342 */
1343int
1597int 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)
1598 sint16 sx, sint16 sy)
1599{ 1345{
1600 object *left, *bow; 1346 object *left, *bow;
1601 tag_t left_tag, tag; 1347 int mflags;
1602 int bowspeed, mflags; 1348 maptile *m;
1603 mapstruct *m;
1604 1349
1605 if (!dir) { 1350 if (!dir)
1351 {
1606 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!");
1607 return 0; 1353 return 0;
1354 }
1355
1356 if (op->contr)
1357 bow = op->current_weapon;
1358 else
1608 } 1359 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1613 /* 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
1614 * 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.
1615 */ 1363 */
1616 if(bow->type==BOW) 1364 if (bow->type == BOW)
1617 break; 1365 break;
1618 1366
1619 if (!bow) { 1367 if (!bow)
1368 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1370 return 0;
1622 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1623 } 1375 }
1376
1624 if( !bow->race || !bow->skill) { 1377 if (!bow->race || !bow->skill)
1378 {
1625 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);
1626 return 0; 1380 return 0;
1627 } 1381 }
1628 1382
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1383 if (arrow == NULL)
1384 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1386 {
1639 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1390 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1645 return 0; 1393 return 0;
1646 } 1394 }
1647 } 1395 }
1396
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1398 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1399 return 0;
1651 } 1400
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1401 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1402 {
1653 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.");
1654 return 0; 1404 return 0;
1655 } 1405 }
1656 1406
1657 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1408 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1411 arrow->destroy ();
1412 return 0;
1413 }
1663 1414
1664 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count; 1416 arrow = arrow->split ();
1666 arrow = get_split_ob(arrow, 1); 1417 if (!arrow)
1667 if (arrow == NULL) { 1418 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1420 return 0;
1670 return 0;
1671 } 1421 }
1672 set_owner(arrow, op); 1422
1673 if (arrow->skill) free_string(arrow->skill); 1423 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1424 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1425 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1426
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1687 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1430 arrow->custom_name = arrow->slaying;
1690 arrow->spellarg = strdup_local(arrow->slaying);
1691 1431
1692 /* Note that this was different for monsters - they got their level 1432#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1433 if (player *pl = op->contr)
1694 */
1695 1434 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1435 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 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
1700 /* update the speed */ 1449 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) +
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1450
1706 if (arrow->speed < 1.0)
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 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 ));
1710 1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1711 if (op->type == PLAYER) { 1459 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1460 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1462 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1468 }
1469 else
1470 {
1722 arrow->level = op->level; 1471 arrow->level = op->level;
1723 } 1472 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1473
1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1725 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1478 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1479
1729 arrow->map = m; 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);
1730 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1486
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1734 tag = arrow->count; 1488 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1489
1737 if (!was_destroyed(arrow, tag)) 1490 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1491 move_arrow (arrow);
1739 1492
1740 if (op->type == PLAYER) {
1741 if (was_destroyed (left, left_tag))
1742 esrv_del_item(op->contr, left_tag);
1743 else
1744 esrv_send_item(op, left);
1745 }
1746 return 1; 1493 return 1;
1747} 1494}
1748 1495
1749/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1497 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1501 * hence the function name.
1755 */ 1502 */
1503static int
1756int player_fire_bow(object *op, int dir) 1504player_fire_bow (object *op, int dir)
1757{ 1505{
1758 int ret=0, wcmod=0; 1506 int ret;
1759 1507
1760 if (op->contr->bowtype == bow_bestarrow) { 1508 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1509 {
1762 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);
1763 dir, 0, op->x, op->y); 1511 }
1764 } 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 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1766 wcmod =-1;
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1516 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1517 else if (op->contr->bowtype == bow_threewide)
1518 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1522 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1523 else if (op->contr->bowtype == bow_spreadshot)
1524 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1528 }
1778 } else { 1529 else
1530 {
1779 /* Simple case */ 1531 /* Simple case */
1780 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);
1781 } 1533 }
1534
1782 return ret; 1535 return ret;
1783} 1536}
1784
1785 1537
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1788 */ 1540 */
1541static void
1789void fire_misc_object(object *op, int dir) 1542fire_misc_object (object *op, int dir)
1790{ 1543{
1791 object *item; 1544 object *item = op->contr->ranged_ob;
1792 1545
1793 if (!op->contr->ranges[range_misc]) { 1546 if (!item)
1547 {
1794 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.");
1795 return; 1549 return;
1796 } 1550 }
1797 1551
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1552 if (!item->inv)
1553 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1555 return;
1802 } 1556 }
1803 if (item->type == WAND) { 1557
1804 if(item->stats.food<=0) { 1558 if (!op->apply (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1559 return;
1808 } 1560
1561 if (item->type == WAND)
1562 {
1563 if (item->stats.food <= 0)
1564 {
1565 op->contr->play_sound (sound_find ("wand_poof"));
1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1568 return;
1569 }
1570 }
1571 else if (item->type == ROD || item->type == HORN)
1572 {
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
1581 if (item->type == ROD)
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1583 else
1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
1586 return;
1587 }
1588 }
1589
1590 if (cast_spell (op, item, dir, item->inv, NULL))
1591 {
1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1594 if (item->type == WAND)
1595 {
1596 if (!(--item->stats.food))
1597 {
1598 object *tmp;
1599
1600 if (item->arch)
1601 {
1602 item->clr_flag (FLAG_ANIMATE);
1603 item->face = item->arch->face;
1604 item->set_speed (0);
1605 }
1606
1607 if (object *pl = item->visible_to ())
1608 esrv_update_item (UPD_ANIM, pl, item);
1609 }
1610 }
1809 } else if (item->type == ROD || item->type==HORN) { 1611 else if (item->type == ROD || item->type == HORN)
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1812 if (item->type== ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op,
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1815 else
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return;
1819 }
1820 }
1821
1822 if(cast_spell(op,item,dir,item->inv,NULL)) {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) {
1825 if (!(--item->stats.food)) {
1826 object *tmp;
1827 if (item->arch) {
1828 CLEAR_FLAG(item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face;
1830 item->speed = 0;
1831 update_ob_speed(item);
1832 }
1833 if ((tmp=is_player_inv(item)))
1834 esrv_update_item(UPD_ANIM, tmp, item);
1835 }
1836 }
1837 else if (item->type == ROD || item->type==HORN) {
1838 drain_rod_charge(item); 1612 drain_rod_charge (item);
1839 }
1840 } 1613 }
1841} 1614}
1842 1615
1843/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1844 */ 1617 */
1618bool
1845void fire(object *op,int dir) { 1619fire (object *who, int dir)
1620{
1846 int spellcost=0; 1621 int spellcost = 0;
1847 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
1848 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1645 if (action_makes_visible (who))
1646 make_visible (who);
1850 1647
1851 switch(op->contr->shoottype) { 1648 switch (ob->type)
1852 case range_none: 1649 {
1853 return; 1650 case BOW:
1854
1855 case range_bow:
1856 player_fire_bow(op, dir); 1651 player_fire_bow (who, dir);
1857 return; 1652 break;
1858 1653
1859 case range_magic: /* Casting spells */ 1654 case SPELL:
1860 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);
1861 return; 1656 break;
1862 1657
1863 case range_misc: 1658 case BUILDER:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir ); 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)
1888 return; 1714 return 0;
1889 default: 1715 }
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1716
1891 return; 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)
1892 } 1721 {
1893} 1722 /* Only let players use keys in containers */
1723 if (!pl->contr)
1724 return 0;
1894 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 }
1895 1748
1749 return tmp;
1750}
1896 1751
1897/* find_key 1752/* find_key
1898 * 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
1899 * and successfully use it, we return the key, otherwise NULL 1754 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1755 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1757 * pl is the player,
1903 * inv is the objects inventory to searched 1758 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1759 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1760 * This function can be called recursively to search containers.
1906 */ 1761 */
1907 1762object *
1908object * find_key(object *pl, object *container, object *door) 1763find_key (object *pl, object *container, object *door)
1909{ 1764{
1910 object *tmp,*key; 1765 if (door->slaying && is_match_expr (door->slaying))
1911
1912 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL;
1914
1915 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917 if (door->type==DOOR && tmp->type==KEY) break;
1918 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys
1920 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1922 tmp->slaying==door->slaying) break;
1923 } 1766 {
1924 /* No key found - lets search inventories now */ 1767 // for match expressions, we try to find the key by applying the match
1925 /* If we find and use a key in an inventory, return at that time. 1768 // to the op itself, which is supposed to find the "key", instead
1926 * otherwise, if we search all the inventories and still don't find 1769 // of searching through containers ourselves.
1927 * a key, return 1770
1928 */ 1771 return match_one (door->slaying, container, door, pl, pl);
1929 if (!tmp) {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1931 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) {
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1934 } 1772 }
1935 } 1773 else
1936 if (!tmp) return NULL; 1774 return find_key_ (pl, container, door);
1937 }
1938 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it
1940 */
1941 if (pl!=container) {
1942 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL;
1944 /* cases where this fails:
1945 * If we only search the player inventory, return now since we
1946 * are not in the players inventory.
1947 * If the container is not active, return now since only active
1948 * containers can be used.
1949 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active.
1953 *
1954 * Change the color so that the message doesn't disappear with
1955 * all the others.
1956 */
1957 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings &&
1960 (!container->race || strcmp(container->race, "keys")))
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door",
1964 query_name(tmp), query_name(container));
1965 return NULL;
1966 }
1967 }
1968 return tmp;
1969} 1775}
1970 1776
1971/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1974 * 0 otherwise 1780 * 0 otherwise
1975 */ 1781 */
1782static int
1976static int player_attack_door(object *op, object *door) 1783player_attack_door (object *op, object *door)
1977{ 1784{
1978
1979 /* 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,
1980 * 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 -
1981 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1982 */ 1788 */
1983 object *key=find_key(op, op, door); 1789 object *key = find_key (op, op, door);
1984 1790
1985 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1986 if (key) { 1792 if (key)
1793 {
1987 object *container=key->env; 1794 object *container = key->env;
1988 1795
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1796 if (action_makes_visible (op))
1990 if(action_makes_visible(op)) make_visible(op); 1797 make_visible (op);
1798
1991 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
1992 if (door->type == DOOR) { 1802 if (door->type == DOOR)
1993 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 */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1804 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1805 {
1997 "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);
1998 remove_door2(door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1808 }
1809
2000 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1812
2003 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1814 }
2006 } else if (door->type==LOCKED_DOOR) { 1815 else if (door->type == LOCKED_DOOR)
1816 {
2007 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2008 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...");
2009 return 1; 1819 return 1;
2010 } 1820 }
1821
2011 return 0; 1822 return 0;
2012} 1823}
2013 1824
2014/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2019 */ 1830 */
2020 1831bool
2021void move_player_attack(object *op, int dir) 1832move_player_attack (object *op, int dir)
2022{ 1833{
2023 object *tmp, *mon, *tpl; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2024 sint16 nx, ny; 1835 {
2025 int on_battleground; 1836 --op->speed_left;
2026 mapstruct *m; 1837 return true;
1838 }
2027 1839
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2032 1842
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2034 1845
2035 /* 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
2036 * 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
2037 * 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
2038 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 1853 * move_ob uses.
2043 */ 1854 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1855 maptile *m = op->map->xy_find (nx, ny);
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055 1856
2056 mon = NULL;
2057 /* 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
2058 * 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.
2059 * 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
2060 * on the space 1860 * on the space
2061 */ 1861 */
2062 while (tmp!=NULL) { 1862 object *mon;
2063 if (tmp == op) { 1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 1864 {
2065 continue; 1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2066 } 1870 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1871
2068 mon = tmp;
2069 break;
2070 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 1872 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 1873 return false; /* into a wall */
2078 1874
2079 if(mon->head != NULL)
2080 mon = mon->head; 1875 mon = mon->head_ ();
2081 1876
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 1879 if (player_attack_door (op, mon))
1880 {
1881 --op->contr->weapon_sp_left;
1882 return true;
1883 }
2084 1884
2085 /* The following deals with possibly attacking peaceful 1885 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 1886 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 1887 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 1888 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 1889 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 1890 * and thus will not push them.
2091 */ 1891 */
2092 1892
2093 /* If the creature is a pet, push it even if the player is not 1893 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 1894 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 1895 * player owns it and it is either friendly or unagressive.
2096 */ 1896 */
2097 if ((op->type==PLAYER) 1897 if (op->type == PLAYER
2098#if COZY_SERVER 1898 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1899 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 1900 || mon->owner == op)
2104 ) 1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2105#else 1902 {
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2109 {
2110 /* If we're braced, we don't want to switch places with it */ 1903 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 1904 if (op->contr->braced)
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1905 return false;
2113 (void) push_ob(mon,dir,op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 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
2118 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1928 * attack them either.
2122 */ 1929 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 1930 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2125 ( 1932 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 1934 && !on_battleground))
1935 {
1936 if (op->speed_left > 0.f)
1937 {
1938 --op->speed_left;
1939
1940 if (!op->contr->braced)
2132 )) { 1941 {
2133 if (!op->contr->braced) { 1942 op->play_sound (sound_find ("push_player"));
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1943 push_ob (mon, dir, op);
2135 (void) push_ob(mon,dir,op); 1944 }
2136 } else { 1945 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 1946 op->statusmsg ("You withhold your attack");
1947
1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1949 make_visible (op);
1950
1951 return true;
1952 }
2138 } 1953 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 1955 * roll it if not braced. You can't roll it if you are braced.
2144 */ 1956 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1958 {
1959 if (op->speed_left > 0.f)
1960 {
1961 --op->speed_left;
1962
2146 recursive_roll(mon,dir,op); 1963 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 1964 if (action_makes_visible (op))
2148 } 1965 make_visible (op);
2149 1966
1967 return true;
1968 }
1969 }
2150 /* Any generic living creature. Including things like doors. 1970 /* Any generic living creature. Including things like doors.
2151 * 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
2152 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 1973 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 1974 * that party_number -1 is no party, so attacks can still happen.
2155 */ 1975 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 1978 {
1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1980 {
1981 --op->contr->weapon_sp_left;
2160 1982
2161 /* If the player hasn't hit something this tick, and does 1983 skill_attack (mon, op, 0, 0, 0);
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168 1984
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1985 if (action_makes_visible (op))
1986 make_visible (op);
1987
1988 return true;
1989 }
2170 } 1990 }
2171 1991
2172 skill_attack(mon, op, 0, NULL, NULL); 1992 return false;
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189} 1993}
2190 1994
1995bool
2191int move_player(object *op,int dir) { 1996move_player (object *op, int dir)
2192 int pick; 1997{
2193 object *transport = op->contr->transport; 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2194
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 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;
2257} 2045}
2258 2046
2259/* 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
2260 * new client/server stuff. 2048 * new client/server stuff.
2261 * 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
2262 * the new speed values for commands. 2050 * the new speed values for commands.
2263 * 2051 *
2264 * 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.
2265 */ 2055 */
2056bool
2266int handle_newcs_player(object *op) 2057handle_newcs_player (object *op)
2267{ 2058{
2268 if (op->contr->hidden) { 2059 if (op->flag [FLAG_SCARED])
2269 op->invisible = 1000; 2060 {
2270 /* the socket code flashes the player visible/invisible 2061 if (op->speed_left > 0.f)
2271 * depending on the value of invisible, so we need to 2062 {
2272 * alternate it here for it to work correctly. 2063 --op->speed_left;
2273 */ 2064 flee_player (op);
2274 if (pticks & 2) op->invisible--; 2065
2066 return true;
2067 }
2068 else
2069 return false;
2275 } 2070 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283 2071
2284 if (QUERY_FLAG(op, FLAG_SCARED)) {
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 }
2292
2293 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer.
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 }
2304
2305 /* call this here - we also will call this in do_ericserver, but 2072 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2073 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2074 * called, so we recheck it here.
2308 */ 2075 */
2309 HandleClient(&op->contr->socket, op->contr); 2076 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2077 return true;
2311 2078
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2079 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction); 2080 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2081
2322 else return 0; 2082 return false;
2323 } 2083}
2084
2085static int
2086save_life (object *op)
2087{
2088 if (!op->flag [FLAG_LIFESAVE])
2324 return 0; 2089 return 0;
2325}
2326 2090
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2093 {
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2094 op->play_sound (sound_find ("ob_evaporate"));
2337 "Your %s vibrates violently, then evaporates.", 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338 query_name(tmp)); 2096
2339 if (op->contr) 2097 tmp->destroy ();
2340 esrv_del_item(op->contr, tmp->count); 2098 op->clr_flag (FLAG_LIFESAVE);
2341 remove_ob(tmp); 2099
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE);
2344 if(op->stats.hp<0) 2100 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2102
2346 if(op->stats.food<0) 2103 if (op->stats.food < 0)
2347 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2348 fix_player(op); 2105
2106 op->update_stats ();
2349 return 1; 2107 return 1;
2350 } 2108 }
2109
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2113 return 0;
2355} 2114}
2356 2115
2357/* 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
2358 * 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
2359 * 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
2360 * from. 2119 * from.
2361 */ 2120 */
2121static void
2362void remove_unpaid_objects(object *op, object *env) 2122drop_unpaid_items (object *op, object *env)
2363{ 2123{
2364 object *next;
2365
2366 while (op) { 2124 while (op)
2367 next=op->below; /* Make sure we have a good value, in case
2368 * we remove object 'op'
2369 */
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2371 remove_ob(op);
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 } 2125 {
2381} 2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2382 2127
2128 if (op->flag [FLAG_UNPAID])
2129 op->insert_at (env);
2130 else if (op->inv)
2131 drop_unpaid_items (op->inv, env);
2383 2132
2384/* 2133 op = next;
2385 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory.
2390 */
2391char *gravestone_text (object *op)
2392{
2393 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF];
2395 time_t now = time (NULL);
2396
2397 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2400 else
2401 sprintf (buf, "%s\n", op->name);
2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf);
2404 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2408 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf);
2410 if (op->type == PLAYER) {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 } 2134 }
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf);
2418 return buf2;
2419} 2135}
2420 2136
2137void
2138object::drop_unpaid_items ()
2139{
2140 if (!flag [FLAG_REMOVED])
2141 ::drop_unpaid_items (inv, this);
2142}
2421 2143
2422 2144void
2423void do_some_living(object *op) { 2145do_some_living (object *op)
2146{
2424 int last_food=op->stats.food; 2147 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2148 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace;
2427 int i; 2149 int i;
2428 int rate_hp = 1200; 2150 int rate_hp = 1200;
2429 int rate_sp = 2500; 2151 int rate_sp = 2500;
2430 int rate_grace = 2000; 2152 int rate_grace = 2000;
2431 const int max_hp = 1; 2153 const int max_hp = 1;
2432 const int max_sp = 1; 2154 const int max_sp = 1;
2433 const int max_grace = 1; 2155 const int max_grace = 1;
2434 2156
2435 if (op->contr->outputs_sync) { 2157 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2158 {
2437 if (op->contr->outputs[i].buf!=NULL && 2159 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2160 /* the socket code flashes the player visible/invisible
2439 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--;
2440 } 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 }
2441 2175
2442 if(op->contr->state==ST_PLAYING) { 2176 if (op->contr->ns->state == ST_PLAYING)
2443 2177 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2178 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2179 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif
2557
2558 if(op->contr->gen_hp > 0) 2180 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2181 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2182 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2183 {
2184 gen_hp = op->stats.maxhp;
2185 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2186 }
2187
2188 if (op->contr->gen_sp >= 0)
2189 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2190 else
2191 {
2192 gen_sp = op->stats.maxsp;
2193 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2194 }
2195
2196 if (op->contr->gen_grace >= 0)
2197 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2198 else
2199 {
2200 gen_grace = op->stats.maxgrace;
2201 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2202 }
2203
2204 /* Regenerate Grace */
2205 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2206 if (--op->last_grace < 0)
2207 {
2208 if (op->stats.grace < op->stats.maxgrace / 2)
2209 op->stats.grace++; /* no penalty in food for regaining grace */
2210
2211 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2212
2213 if (max_grace > 1)
2214 {
2215 int over_grace = temp / rate_grace;
2216
2217 if (over_grace > 0)
2218 {
2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2220 op->last_grace = 0;
2221 }
2222 else
2223 op->last_grace = rate_grace / temp;
2224 }
2225 else
2226 op->last_grace = rate_grace / temp;
2227
2228 /* wearing stuff doesn't detract from grace generation. */
2229 }
2230
2231 if (op->stats.food > 0)
2232 {
2233 /* Regenerate Spell Points */
2234 if (!op->contr->golem && --op->last_sp < 0)
2235 {
2236 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2237
2238 if (op->stats.sp < op->stats.maxsp)
2239 {
2240 op->stats.sp++;
2241
2242 /* dms do not consume food */
2243 if (!op->flag [FLAG_WIZ])
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 }
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
2562 /* dms do not consume food */ 2325 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2326 if (!op->flag [FLAG_WIZ])
2564 } 2327 op->stats.food--;
2565 } 2328 }
2566 2329
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2331 {
2332 object *flesh = 0;
2569 2333
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2334 for_inv_removable (op, tmp)
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2335 {
2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2340 {
2574 manual_apply(op,tmp,0); 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
2575 if(op->stats.food>=0||op->stats.hp<0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2346 break;
2577 } 2347 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2348 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2349 flesh = tmp;
2580 } /* end of for loop */ 2350 }
2351
2581 /* 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
2582 * eat flesh instead. 2353 * eat flesh instead.
2583 */ 2354 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2356 {
2586 manual_apply(op,flesh,0); 2357 op->statusmsg ("You blindly grab for a bite of food. "
2587 } 2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2588 } /* end if player is starving */ 2359 op->apply (flesh);
2360 }
2589 2361
2590 while(op->stats.food<0&&op->stats.hp>0) 2362 // If player is still starving, alert him!
2591 op->stats.food++,op->stats.hp--; 2363 if (op->stats.food < 0)
2592 2364 op->failmsg ("You are starving! "
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2594 kill_player(op);
2595}
2596
2597 2366 }
2367
2368 if (op->stats.food < 0)
2369 {
2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2372
2373 if (op->stats.hp < 0)
2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2379
2380 /* killer should be set here already */
2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2382 kill_player (op);
2383 }
2384}
2598 2385
2599/* 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.
2600 * 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
2601 * permadeath, no lifesave), this will take care of removing the player 2388 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2389 * file.
2603 */ 2390 */
2391void
2604void kill_player(object *op) 2392kill_player (object *op)
2605{ 2393{
2606 char buf[MAX_BUF];
2607 int x,y,i; 2394 int x, y;
2608 mapstruct *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2609 int z;
2610 int num_stats_lose;
2611 int lost_a_stat;
2612 int lose_this_stat;
2613 int this_stat;
2614 int will_kill_again; 2396 int will_kill_again;
2615 archetype *at; 2397 archetype *at;
2616 object *tmp; 2398 object *tmp;
2617 2399
2618 if(save_life(op)) 2400 if (save_life (op))
2619 return; 2401 return;
2620 2402
2403 dynbuf_text deathtab;
2621 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
2622 /* 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
2623 * 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.
2624 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2442 */
2626 if (op_on_battleground(op, &x, &y)) { 2443 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2444 {
2628 "You have been defeated in combat!"); 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2630 "Local medics have saved your life...");
2631
2632 /* restore player */
2633 at = find_archetype("poisoning");
2634 tmp=present_arch_in_ob(at,op);
2635 if (tmp) {
2636 remove_ob(tmp);
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2639 }
2640 2446
2641 at = find_archetype("confusion");
2642 tmp=present_arch_in_ob(at,op);
2643 if (tmp) {
2644 remove_ob(tmp);
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2647 }
2648
2649 cure_disease(op,0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999;
2652
2653 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2655 if (tmp != NULL) 2449
2656 { 2450 tmp->name = format ("%s's finger" , &op->name);
2657 sprintf(buf,"%s's finger",op->name); 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2658 tmp->name = add_string(buf); 2452 tmp->msg = format (
2659 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",
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2454 &op->name, op->contr->title,
2661 op->name, op->contr->title, (int)(op->level), 2455 (int)op->level,
2662 op->contr->killer); 2456 op->contr->killer_name ()
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0;
2665 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2457 );
2458 tmp->value = 0, tmp->type = 0;
2459 tmp->material = name_to_material (shstr_organic);
2460 tmp->insert_at (op, tmp);
2461
2670 /* teleport defeated player to new destination*/ 2462 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2464 op->contr->braced = 0;
2673 return;
2674 }
2675 2465
2676 /* Lauwenmark: Handle for plugin death event */ 2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2467 return;
2468 }
2679 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2473 INVOKE_PLAYER (DEATH, op->contr);
2474
2680 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2681 2476
2682 /* Lauwenmark: Handle for the global death event */ 2477 op->contr->play_sound (sound_find ("player_dies"));
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) {
2685 if (op->contr->explore) {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name);
2692 strcpy(op->contr->killer,"starvation");
2693 }
2694 else {
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name);
2702 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2704 2478
2705 /* save the map location for corpse, gravestone*/ 2479 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2480 x = op->x;
2481 y = op->y;
2482 map = op->map;
2707 2483
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2484 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * 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.
2712 * 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.
2713 */ 2487 */
2714 2488
2715 /* Basically two ways to go - remove a stat permanently, or just 2489 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2490 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2491 * of death.
2718 */ 2492 */
2719#ifndef COZY_SERVER 2493#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2494 if (settings.balanced_stat_loss)
2495 {
2721 /* If stat loss is permanent, lose one stat only. */ 2496 /* If stat loss is permanent, lose one stat only. */
2722 /* 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
2723 more if they do. */ 2498 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2499 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2500 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2501 little bit harder. */
2727 /* GD */ 2502 /* GD */
2728 if (settings.stat_loss_on_death) 2503 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2504 num_stats_lose = 1;
2730 else 2505 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2506 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2507 }
2508 else
2733 num_stats_lose = 1; 2509 num_stats_lose = 1;
2734 } 2510
2735 lost_a_stat = 0; 2511 lost_a_stat = 0;
2736 2512
2737 for (z=0; z<num_stats_lose; z++) { 2513 for (z = 0; z < num_stats_lose; z++)
2738 i = RANDOM() % NUM_STATS; 2514 {
2515 i = rndm (NUM_STATS);
2739 2516
2740 if (settings.stat_loss_on_death) { 2517 if (settings.stat_loss_on_death)
2518 {
2741 /* 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
2742 * what he lost. 2520 * what he lost.
2743 */ 2521 */
2744 change_attr_value(&(op->stats), i,-1); 2522 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2523 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2524 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2525 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2526 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2527 lost_a_stat = 1;
2750 } else { 2528 }
2529 else
2530 {
2751 /* deplete a stat */ 2531 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2753 object *dep; 2533 object *dep;
2534
2535 dep = present_arch_in_ob (deparch, op);
2536 if (!dep)
2754 2537 {
2755 dep = present_arch_in_ob(deparch,op); 2538 dep = deparch->instance ();
2756 if(!dep) {
2757 dep = arch_to_object(deparch);
2758 insert_ob_in_ob(dep, op); 2539 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2540 }
2788 if (lose_this_stat) { 2541 lose_this_stat = 1;
2542 if (settings.balanced_stat_loss)
2543 {
2544 /* GD */
2545 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2546 this_stat = get_attr_value (&(dep->stats), i);
2547 if (this_stat < 0)
2548 {
2549 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2550 int keep_chance = this_stat * this_stat;
2551
2552 /* Yes, I am paranoid. Sue me. */
2553 if (keep_chance < 1)
2554 keep_chance = 1;
2555
2556 /* There is a maximum depletion total per level. */
2557 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2558 {
2559 lose_this_stat = 0;
2560 /* Take loss chance vs keep chance to see if we
2561 retain the stat. */
2562 }
2563 else
2564 {
2565 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
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"); */
2570 }
2571 }
2572 }
2573
2574 if (lose_this_stat)
2575 {
2576 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2580 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2581 * difference.
2795 */ 2582 */
2796 if (this_stat>=-50) { 2583 if (this_stat >= -50)
2584 {
2797 change_attr_value(&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2588 op->update_stats ();
2801 lost_a_stat = 1; 2589 lost_a_stat = 1;
2802 } 2590 }
2803 } 2591 }
2592 }
2804 } 2593 }
2805 } 2594
2806 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2596 if (!lost_a_stat)
2808 { 2597 {
2809 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2600 shstr_tmp god = determine_god (op);
2812 if (god && (strcmp(god, "none"))) 2601
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2602 if (god != shstr_none)
2814 "moment you feel the holy presence of %s protecting" 2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2815 " you.", god); 2604 else
2816 else 2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2606 }
2607#else
2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2820#endif 2609#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2610
2824 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2612 * exp loss on the stone.
2826 */ 2613 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2828 sprintf(buf,"%s's gravestone",op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2830 sprintf(buf,"%s's gravestones",op->name); 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2831 FREE_AND_COPY(tmp->name_pl, buf); 2618 &op->name, op->contr->title, op->contr->killer_name ());
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2833 "who was killed\n"
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2621
2841 /**************************************/ 2622 /**************************************/
2842 /* */ 2623 /* */
2843 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2625 /* */
2847 /**************************************/ 2626 /**************************************/
2848 2627
2849 /* remove any poisoning and confusion the character may be suffering.*/
2850 /* restore player */
2851 at = find_archetype("poisoning");
2852 tmp=present_arch_in_ob(at,op);
2853 if (tmp) {
2854 remove_ob(tmp);
2855 free_object(tmp);
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2857 }
2858
2859 at = find_archetype("confusion");
2860 tmp=present_arch_in_ob(at,op);
2861 if (tmp) {
2862 remove_ob(tmp);
2863 free_object(tmp);
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2865 }
2866 cure_disease(op,0); /* remove any disease */
2867
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2629 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2874 2630
2875 /* 2631 /*
2876 * 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
2877 * the player has any unpaid items. If so, remove them and put them back 2633 * and put them back in the map.
2878 * in the map. 2634 */
2879 */ 2635 op->drop_unpaid_items ();
2880 2636
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op);
2884 break;
2885 }
2886 }
2887
2888
2889 /****************************************/ 2637 /****************************************/
2890 /* */ 2638 /* */
2891 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
2893 /* */ 2641 /* */
2894 /****************************************/ 2642 /****************************************/
2895 2643
2896 enter_player_savebed(op); 2644 enter_player_savebed (op);
2897 2645
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2646 op->contr->braced = 0;
2902 save_player(op,1);
2903 2647
2904 /* it is possible that the player has blown something up 2648 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2649 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2650 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2651 * on the space that might harm the player.
2908 */ 2652 */
2909 will_kill_again=0; 2653 will_kill_again = 0;
2910 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)
2911 if (tmp->type ==SPELL_EFFECT) 2655 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2656 will_kill_again |= tmp->attacktype;
2913 } 2657
2914 if (will_kill_again) { 2658 if (will_kill_again)
2659 {
2915 object *force; 2660 object *force;
2916 int at; 2661 int at;
2917 2662
2918 force=get_archetype(FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1;
2921 force->speed_left=-5.0; 2665 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2923 for (at=0; at<NROFATTACKS; at++) { 2669 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2671 force->resist[at] = 100;
2926 } 2672
2927 insert_ob_in_ob(force, op); 2673 insert_ob_in_ob (force, op);
2928 fix_player(op); 2674 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 } 2675 }
2987 }
2988 play_again(op);
2989 2676
2990 /* peterm: added to create a corpse at deathsite. */ 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2678}
3004 2679
3005 2680static void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2681loot_object (object *op)
2682{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2683 object *tmp, *tmp2, *next;
3008 2684
3009 if (op->container) { /* close open sack first */ 2685 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2686
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2687 for (tmp = op->inv; tmp; tmp = next)
2688 {
3014 next=tmp->below; 2689 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2690
3016 remove_ob(tmp); 2691 if (tmp->invisible)
2692 continue;
2693
2694 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2695 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2696
3019 loot_object(tmp); 2697 if (tmp->type == CONTAINER)
3020 } 2698 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2699
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2701 {
3023 if(tmp->nrof>1) { 2702 if (tmp->nrof > 1)
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2703 {
3025 free_object(tmp2); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2706 }
2707 else
2708 tmp->destroy ();
2709 }
3027 } else 2710 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2711 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2712 }
3032} 2713}
3033 2714
3034/* 2715/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2718 * was changed.
3038 */ 2719 */
2720void
2721fix_weight ()
2722{
2723 for_all_players (pl)
2724 {
2725 sint32 old = pl->ob->carrying;
3039 2726
3040void fix_weight(void) { 2727 pl->ob->update_weight ();
3041 player *pl; 2728
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2729 if (old != pl->ob->carrying)
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2730 {
3044 if(old == sum) 2731 pl->ob->update_stats ();
3045 continue; 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3046 fix_player(pl->ob); 2733 }
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3048 pl->ob->name, old, sum);
3049 } 2734 }
3050} 2735}
3051 2736
3052void fix_luck(void) { 2737void
3053 player *pl; 2738fix_luck ()
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2739{
2740 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2741 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2742 pl->ob->change_luck (0);
3057} 2743}
3058
3059 2744
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2745/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2746 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2747 * just treat this as any other spell casting object.
3063 */ 2748 */
3064
3065void 2749void
3066cast_dust (object * op, object * throw_ob, int dir) 2750cast_dust (object *op, object *throw_ob, int dir)
3067{ 2751{
3068 object *skop, *spob; 2752 object *skop, *spob;
3069 2753
3070 skop = find_skill_by_name (op, throw_ob->skill); 2754 skop = find_skill_by_name (op, throw_ob->skill);
3071 2755
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 2756 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2757 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 2758 {
3075 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);
3076 op->name);
3077 return; 2760 return;
3078 } 2761 }
3079 2762
3080 spob = throw_ob->inv; 2763 spob = throw_ob->inv;
3081 2764
3082 // 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
3083 // 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
3084 // errors should be reported as early as possible IMHO) 2767 // errors should be reported as early as possible IMHO)
3085 if (!spob) 2768 if (!spob)
3086 { 2769 {
3087 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);
3088 throw_ob->name, op->name);
3089 return; 2771 return;
3090 } 2772 }
3091 2773
3092 if (op->type == PLAYER) 2774 if (op->type == PLAYER)
3093 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);
3094 2776
3095 cast_spell (op, throw_ob, dir, spob, NULL); 2777 cast_spell (op, throw_ob, dir, spob, NULL);
3096 2778
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2779 throw_ob->destroy ();
3098 remove_ob (throw_ob);
3099 free_object (throw_ob);
3100} 2780}
3101 2781
2782void
3102void make_visible (object *op) { 2783make_visible (object *op)
3103 op->hide = 0; 2784{
2785 op->flag [FLAG_HIDDEN] = 0;
3104 op->invisible = 0; 2786 op->invisible = 0;
3105 if(op->type==PLAYER) {
3106 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3108 }
3109 update_object(op,UP_OBJ_FACE);
3110}
3111 2787
3112int is_true_undead(object *op) {
3113 object *tmp=NULL;
3114
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3116
3117 if(op->type==PLAYER) 2788 if (op->type == PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below) 2789 {
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2790 op->contr->tmp_invis = 0;
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2791 op->contr->invis_race = 0;
2792 }
2793
2794 update_object (op, UP_OBJ_CHANGE);
2795}
2796
2797int
2798is_true_undead (object *op)
2799{
2800 if (op->arch->flag [FLAG_UNDEAD])
2801 return 1;
2802
3121 return 0; 2803 return 0;
3122} 2804}
3123 2805
3124/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 2808 * indicate greater hideability.
3127 */ 2809 */
3128 2810int
3129int hideability(object *ob) { 2811hideability (object *ob)
2812{
3130 int i,level=0, mflag; 2813 int i, level = 0, mflag;
3131 sint16 x,y; 2814 sint16 x, y;
3132 2815
3133 if(!ob||!ob->map) return 0; 2816 if (!ob || !ob->map)
2817 return 0;
3134 2818
3135 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3137 2821
3138 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3139 * 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
3140 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2825 if (ob->has_carried_lights ())
2826 level = -(10 + (2 * ob->map->darklevel ()));
3142 2827
3143 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3144 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 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 2834 if (mflag & P_OUT_OF_MAP)
2835 continue;
2836
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 2838 level += 2;
3149 else /* open terrain! */ 2839 else /* open terrain! */
3150 level -= 1; 2840 level -= 1;
3151 } 2841 }
3152 2842
3153#if 0 2843#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2844 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 2845#endif
3156 return level; 2846 return level;
3157} 2847}
3158 2848
3159/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 2853 */
3164 2854void
3165void do_hidden_move (object *op) { 2855do_hidden_move (object *op)
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2856{
3167 object *skop; 2857 int hide = 0;
3168 2858
3169 if(!op || !op->map) return; 2859 if (!op || !op->map)
2860 return;
3170 2861
3171 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);
3172 2864
3173 /* 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! */
3174 if(op->type==PLAYER && op->contr->run_on) { 2866 if (op->type == PLAYER && op->contr->run_on)
3175 if(!skop || num >= skop->level) { 2867 if (!skop || num >= skop->level)
2868 {
3176 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!");
3177 make_visible(op); 2870 make_visible (op);
3178 return; 2871 return;
3179 } else num += 20;
3180 } 2872 }
2873 else
2874 num += 20;
2875
3181 num += op->map->difficulty; 2876 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 2877 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 2878 num -= hide;
2879
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2881 {
3185 make_visible(op); 2882 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2883
3187 "You moved out of hiding! You are visible!"); 2884 if (op->type == PLAYER)
2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 2886 }
3189 else if (op->type == PLAYER && skop) { 2887 else if (op->type == PLAYER && skop)
3190 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);
3191 }
3192} 2889}
3193 2890
3194/* determine if who is standing near a hostile creature. */ 2891/* determine if who is standing near a hostile creature. */
3195 2892
2893int
3196int stand_near_hostile( object *who ) { 2894stand_near_hostile (object *who)
2895{
3197 object *tmp=NULL; 2896 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 2897 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 2898 maptile *m;
3200 sint16 x,y; 2899 sint16 x, y;
3201 2900
3202 if(!who) return 0; 2901 if (!who)
3203
3204 if(who->type==PLAYER) player=1;
3205 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3206
3207 /* search adjacent squares */
3208 for(i=1;i<9;i++) {
3209 x = who->x+freearr_x[i];
3210 y = who->y+freearr_y[i];
3211 m = who->map;
3212 mflags = get_map_flags(m, &m, x, y, &x, &y);
3213 /* space must be blocked if there is a monster. If not
3214 * blocked, don't need to check this space.
3215 */
3216 if (mflags & P_OUT_OF_MAP) continue;
3217 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3218
3219 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3220 if((player||friendly)
3221 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if(tmp->type==PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding*/
3226 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0; 2902 return 0;
2903
2904 if (who->type == PLAYER)
2905 player = 1;
2906
2907 else
2908 friendly = who->flag [FLAG_FRIENDLY];
2909
2910 /* search adjacent squares */
2911 for (i = 1; i < 9; i++)
2912 {
2913 x = who->x + freearr_x[i];
2914 y = who->y + freearr_y[i];
2915 m = who->map;
2916 mflags = get_map_flags (m, &m, x, y, &x, &y);
2917 /* space must be blocked if there is a monster. If not
2918 * blocked, don't need to check this space.
2919 */
2920 if (mflags & P_OUT_OF_MAP)
2921 continue;
2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2923 continue;
2924
2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2926 {
2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2928 return 1;
2929 else if (tmp->type == PLAYER)
2930 {
2931 /*don't let a hidden DM prevent you from hiding */
2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2933 return 1;
2934 }
2935 }
2936 }
2937 return 0;
3232} 2938}
3233 2939
3234/* check the player los field for viewability of the 2940/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3236 * 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
3237 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3238 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3239 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3240 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3241 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3242 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3243 * 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.
3244 * -b.t. 2950 * -b.t.
3245 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3246 */ 2952 */
3247 2953int
3248int player_can_view (object *pl,object *op) { 2954player_can_view (object *pl, object *op)
2955{
3249 rv_vector rv; 2956 rv_vector rv;
3250 int dx,dy; 2957 int dx, dy;
3251 2958
3252 if(pl->type!=PLAYER) { 2959 if (pl->type != PLAYER)
2960 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 2961 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256 if (!pl || !op) return 0;
3257
3258 if(op->head) { op = op->head; }
3259 get_rangevector(pl, op, &rv, 0x1);
3260
3261 /* starting with the 'head' part, lets loop
3262 * through the object and find if it has any
3263 * part that is in the los array but isnt on
3264 * a blocked los square.
3265 * we use the archetype to figure out offsets.
3266 */
3267 while(op) {
3268 dx = rv.distance_x + op->arch->clone.x;
3269 dy = rv.distance_y + op->arch->clone.y;
3270
3271 /* only the viewable area the player sees is updated by LOS
3272 * code, so we need to restrict ourselves to that range of values
3273 * for any meaningful values.
3274 */
3275 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3276 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3277 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3278 return 1; 2962 return -1;
3279 op = op->more;
3280 } 2963 }
2964
2965 if (!pl || !op)
3281 return 0; 2966 return 0;
3282}
3283 2967
3284/* routine for both players and monsters. We call this when 2968 op = op->head_ ();
3285 * there is a possibility for our action distrubing our hiding 2969
3286 * place or invisiblity spell. Artefact invisiblity is not 2970 get_rangevector (pl, op, &rv, 0x1);
3287 * effected by this. If we arent invisible to begin with, we 2971
3288 * 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.
3289 */ 2977 */
3290int 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;
3291 2982
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3294 return 0;
3295
3296 if (op->contr && op->contr->tmp_invis == 0) return 0;
3297
3298 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3300 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3301 return 1; 2984 return 1;
3302 } 2985
2986 op = op->more;
3303 } 2987 }
2988
3304 return 0; 2989 return 0;
3305} 2990}
3306 2991
3307/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 2994 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 2995 * -exit-coord. (and if x, y not NULL)
3311 * 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
3312 * 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
3313 * 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
3314 */ 2999 */
3000int
3315int op_on_battleground (object *op, int *x, int *y) { 3001op_on_battleground (object *op, int *x, int *y)
3316 object *tmp; 3002{
3317
3318 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3319 * 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),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3010 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3011 if (tmp->flag [FLAG_IS_FLOOR])
3327 strcmp(tmp->name, "battleground")==0 && 3012 {
3328 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 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3018 /* before we assign the exit, check if this is a teambattle */
3330 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))
3331 object *invtmp; 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3022 {
3334 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3023 if (x && y)
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3026 return 1;
3027 }
3028
3029 if (x && y)
3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3337 return 1; 3032 return 1;
3338 } 3033 }
3339 } 3034 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3035 }
3345 } 3036
3346 }
3347 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3348 return 0; 3038 return 0;
3349} 3039}
3350 3040
3351/* 3041/*
3355 * attributes: 3045 * attributes:
3356 * object *who the dragon player 3046 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3047 * int atnr the attack-number of the ability focus
3358 * int level ability level 3048 * int level ability level
3359 */ 3049 */
3050void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3051dragon_ability_gain (object *who, int atnr, int level)
3052{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3053 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3054 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3055 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3056 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3058 int i = 0, j = 0;
3367 3059
3368 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3371 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3373 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3375 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3377 3069
3378 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3379 return; 3071 return;
3380 3072
3381 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3073 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382 tr = tr->next, i++); 3074
3383 3075 if (!tr || !tr->item)
3384 if (tr == NULL || tr->item == NULL) { 3076 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3077 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3078 return;
3387 } 3079 }
3388 3080
3389 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3082 item = tr->item;
3391 3083
3392 if (item->type == SPELL) { 3084 if (item->type == SPELL)
3085 {
3393 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3394 return; 3087 return;
3395 3088
3396 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3089 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3397 do_learn_spell (who, item, 0); 3090 do_learn_spell (who, item, 0);
3398 return; 3091 return;
3399 } 3092 }
3400 3093
3401 /* grant direct spell */ 3094 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3095 if (item->type == SPELLBOOK)
3096 {
3403 if (!item->inv) { 3097 if (!item->inv)
3098 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3099 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3100 return;
3407 } 3101 }
3408 if (check_spell_known (who, item->inv->name)) 3102 if (check_spell_known (who, item->inv->name))
3409 return; 3103 return;
3410 if (item->invisible) { 3104 if (item->invisible)
3105 {
3411 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);
3412 do_learn_spell (who, item->inv, 0); 3107 do_learn_spell (who, item->inv, 0);
3413 return; 3108 return;
3414 } 3109 }
3415 } 3110 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3111 else if (item->type == SKILL_TOOL && item->invisible)
3112 {
3417 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 {
3418 3115
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3116 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3420 * 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
3421 * 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,
3422 * but not all of them, he gets nothing. 3119 * but not all of them, he gets nothing.
3423 */ 3120 */
3424 if (!(skop->attacktype & item->attacktype)) { 3121 if (!(skop->attacktype & item->attacktype))
3122 {
3425 /* Give new attacktype */ 3123 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3124 skop->attacktype |= item->attacktype;
3427 3125
3428 /* always add physical if there's none */ 3126 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3127 skop->attacktype |= AT_PHYSICAL;
3430
3431 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3433 3128
3434 /* Give player new face */ 3129 if (item->msg != NULL)
3435 if (item->animation_id) {
3436 who->face = skop->face;
3437 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0;
3440 who->state = 0;
3441 animate_object(who, who->direction);
3442 }
3443 }
3444 }
3445 }
3446 else if (item->type == FORCE) {
3447 /* forces in the treasurelist can alter the player's stats */
3448 object *skin;
3449 /* first get the dragon skin force */
3450 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3451 skin=skin->below);
3452 if (skin == NULL) return;
3453
3454 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457
3458 /* print message */
3459 sprintf(buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3461 if(item->path_attuned & (1<<i)) {
3462 if (j)
3463 strcat(buf," and ");
3464 else
3465 j = 1;
3466 strcat(buf, spellpathnames[i]);
3467 }
3468 }
3469 strcat(buf,".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3471 }
3472
3473 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3480
3481 /* print message if there is one */
3482 if (item->msg != NULL)
3483 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3130 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3484 }
3485 else {
3486 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item);
3488 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3489 tmp = insert_ob_in_ob (tmp, who);
3490 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp);
3492 }
3493}
3494 3131
3495/** 3132 /* Give player new face */
3496 * Unready an object for a player. This function does nothing if the object was 3133 if (item->animation_id)
3497 * not readied. 3134 {
3498 */ 3135 who->face = skop->face;
3499void player_unready_range_ob(player *pl, object *ob) { 3136 who->animation_id = item->animation_id;
3500 rangetype i; 3137 who->anim_speed = item->anim_speed;
3501 3138 who->last_anim = 0;
3502 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3139 who->state = 0;
3503 if (pl->ranges[i] == ob) { 3140 animate_object (who, who->direction);
3504 pl->ranges[i] = NULL; 3141 }
3505 if (pl->shoottype == i) {
3506 pl->shoottype = range_none;
3507 } 3142 }
3508 } 3143 }
3509 } 3144 }
3145 else if (item->type == FORCE)
3146 {
3147 /* forces in the treasurelist can alter the player's stats */
3148 object *skin;
3149
3150 /* first get the dragon skin force */
3151 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3152 ;
3153
3154 if (!skin)
3155 return;
3156
3157 /* adding new spellpath attunements */
3158 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3159 {
3160 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3161
3162 /* print message */
3163 sprintf (buf, "You feel attuned to ");
3164 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3165 {
3166 if (item->path_attuned & (1 << i))
3167 {
3168 if (j)
3169 strcat (buf, " and ");
3170 else
3171 j = 1;
3172 strcat (buf, spellpathnames[i]);
3173 }
3174 }
3175
3176 strcat (buf, ".");
3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3178 }
3179
3180 /* evtl. adding flags: */
3181 if (item->flag [FLAG_XRAYS])
3182 skin->set_flag (FLAG_XRAYS);
3183 if (item->flag [FLAG_STEALTH])
3184 skin->set_flag (FLAG_STEALTH);
3185 if (item->flag [FLAG_SEE_IN_DARK])
3186 skin->set_flag (FLAG_SEE_IN_DARK);
3187
3188 /* print message if there is one */
3189 if (item->msg != NULL)
3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3191 }
3192 else
3193 {
3194 /* generate misc. treasure */
3195 tmp = tr->item->instance ();
3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3197 who->insert (tmp);
3198 }
3510} 3199}
3200
3201//-GPL
3202
3203sint8
3204player::darkness_at (maptile *map, int x, int y) const
3205{
3206 if (!ns)
3207 return LOS_BLOCKED;
3208
3209 int dx, dy;
3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3211 return LOS_BLOCKED;
3212
3213 x += dx - ns->current_x;
3214 y += dy - ns->current_y;
3215
3216 return blocked_los (x, y);
3217}
3218
3219void
3220player::infobox (const char *title, const char *msg, int color)
3221{
3222 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3223}
3224
3225void
3226player::statusmsg (const char *msg, int color)
3227{
3228 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3229}
3230
3231void
3232player::failmsg (const char *msg, int color)
3233{
3234 play_sound (sound_find ("generic_failure"));
3235 statusmsg (msg, color);
3236}
3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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