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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 2011 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.15 2006/09/04 11:08:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 26
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 27#include <algorithm>
10 Copyright (C) 1992 Frank Tore Johansen 28#include <functional>
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 29
29#include <global.h> 30#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <sounds.h> 32#include <sounds.h>
37#include <living.h> 33#include <living.h>
38#include <object.h> 34#include <object.h>
39#include <spells.h> 35#include <spells.h>
40#include <skills.h> 36#include <skills.h>
41#include <newclient.h>
42 37
43#ifdef COZY_SERVER 38playervec players;
44extern int same_party (partylist *a, partylist *b);
45#endif
46 39
47player *find_player(const char *plname) 40/* This loads the first map an puts the player on it. */
41static void
42set_first_map (object *op)
48{ 43{
49 player *pl; 44 op->contr->maplevel = first_map_path;
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 op->x = -1;
51 { 46 op->y = -1;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56} 47}
57 48
58player* find_player_partial_name( const char* plname ) 49void
59 { 50player::activate ()
60 player* pl; 51{
61 player* found = NULL; 52 if (active)
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
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}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 75
208 if (!p) 76 ob->remove ();
209 { 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
210 p = new player; 78 ob->map = 0;
79 party = 0;
211 80
212 /* This adds the player in the linked list. There is extra 81 players.erase (this);
213 * complexity here because we want to add the new player at the 82}
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 83
226 p->next = NULL; 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
227 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
228 116
229 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 * for next and socket. 118 if (tmp->type == FORCE)
231 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 120 abil = tmp;
233 p->attachable_clear (); 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
234 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->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->speed = 1.0f; // object still inactive, keep it that way
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{
235 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 211 * we deal with that below this point.
237 */ 212 */
238 p->party = NULL; 213 outputs_sync = 4;
239 p->outputs_sync = 16; /* Every 2 seconds */ 214 outputs_count = 4;
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 216
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
249 218
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 219 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none;
266 p->bowtype = bow_normal; 220 bowtype = bow_normal;
267 p->petmode = pet_normal; 221 petmode = pet_normal;
268 p->listening = 10;
269 p->usekeys = containers; 222 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 224 do_los = 1;
273 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275 225
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 226 weapon_sp = 1.0f;
277 p->title[sizeof (p->title) - 1] = '\0'; 227 weapon_sp_left = 0.5f;
278 op->race = op->arch->clone.race;
279
280 CLEAR_FLAG (op, FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i = 0; i < NROFATTACKS; i++)
293 {
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298
299 p->socket.update_look = 0;
300 p->socket.look_position = 0;
301 return p;
302} 228}
303 229
304/* This loads the first map an puts the player on it. */ 230void
305static void set_first_map(object *op) 231player::do_destroy ()
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
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
351 for (;;) { 265 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 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) { 310 if (lastdist > rv.distance)
311 {
402 op=ol->ob; 312 op = ol->ob;
403 lastdist=rv.distance; 313 lastdist = rv.distance;
404 } 314 }
405 } 315 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 316
317 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 318 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 319 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 320 {
414 } 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)
383 return 0;
474 384
475 x=mon->x; 385 mapxy pos (mon);
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction; 386 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
481 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0; 391 if (diff > max)
392 return 0;
393
483 while (diff >1 && max>0) { 394 while (diff > 1 && max > 0)
484 lastx = x; 395 {
485 lasty = y; 396 mapxy lastpos = pos;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492 397
398 pos.move (dir);
399
493 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 401 if (!pos.normalise ()
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
404 {
496 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
498 */ 407 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
500 if (rv.direction != dir) { 409 if (rv.direction != dir)
410 {
501 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 412 * the values so it will try again.
503 */ 413 */
504 x = lastx;
505 y = lasty;
506 m = lastmap; 414 pos = lastpos;
507 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
416 }
508 } else { 417 else
418 {
509 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
510 * either the left or right. 420 * either the left or right.
511 * Note increase the values in the loop below to be 421 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 422 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 423 * 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 424 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 425 * stepping back and forth
516 */ 426 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
428 {
429 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
519 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 433 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 437 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 440 * the last direction the creature has successfully
528 * moved. 441 * moved.
529 */ 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))
530 458 break;
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 } 459 }
460
542 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
544 */ 463 */
545 if (i==(DETOUR_AMOUNT+1)) 464 if (i == DETOUR_AMOUNT + 1)
546 return 0; 465 return 0;
466
547 diff--; 467 diff--;
548 lastdir=dir; 468 lastdir = dir;
549 max--; 469 max--;
550 if (!firstdir) firstdir = dir+i; 470 if (!firstdir)
471 firstdir = dir + i;
551 } /* else check alternate directions */ 472 } /* else check alternate directions */
552 } /* if blocked */ 473 } /* if blocked */
553 else { 474 else
475 {
554 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
555 diff--; 477 diff--;
556 max--; 478 max--;
557 lastdir=dir; 479 lastdir = dir;
480
481 if (!firstdir)
558 if (!firstdir) firstdir = dir; 482 firstdir = dir;
483 }
484
485 if (diff <= 1)
559 } 486 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 488 * headed toward player for entire distance.
563 */ 489 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
566 } 492 }
567 if (diff>max) return 0; 493
494 if (diff > max)
495 return 0;
568 } 496 }
497
569 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0; 499 if (!max)
500 return 0;
571 501
572 return firstdir; 502 return firstdir;
573} 503}
574 504
505void
575void give_initial_items(object *pl,treasurelist *items) { 506give_initial_items (object *pl, treasurelist *items)
576 object *op,*next=NULL; 507{
577
578 if(pl->randomitems!=NULL) 508 if (pl->randomitems)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 510
581 for (op=pl->inv; op; op=next) { 511 for (object *next, *op = pl->inv; op; op = next)
512 {
582 next = op->below; 513 next = op->below;
583 514
584 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
586 */ 517 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
588 SET_FLAG(op,FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
589 520
590 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 522 * by this player due to race restrictions
592 */ 523 */
593 if (pl->type == PLAYER) { 524 if (pl->type == PLAYER)
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 525 {
526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
595 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
596 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
597 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
598 op->type == BRACERS || op->type == GIRDLE)) || 531 || op->type == BRACERS || op->type == GIRDLE))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 533 {
604 } 534 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 535 continue;
624 } 536 }
625 if (op->nrof > 1) op->nrof = 1; 537 }
538
539 /* Here we remove duplicated skills (as duplicated spell objects have
540 * _very_ confusing effects for players), which could for instance be
541 * generated by bad treasurelists. - elmex
542 */
543 if (op->type == SKILL)
626 } 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 }
627 553
554 if (op->nrof > 1)
555 op->nrof = 1;
556 }
557
628 if (op->type == SPELLBOOK && op->inv) { 558 if (op->type == SPELLBOOK && op->inv)
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
630 }
631 560
632 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
634 * merged properly. 563 * merged properly.
635 */ 564 */
636 if (need_identify(op)) { 565 if (op->need_identify ())
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
641 if(op->type==SPELL) { 572 if (op->type == SPELL)
642 remove_ob(op); 573 {
643 free_object(op); 574 op->destroy ();
644 continue; 575 continue;
576 }
577 else if (op->type == SKILL)
645 } 578 {
646 else if(op->type==SKILL) { 579 op->set_flag (FLAG_CAN_USE_SKILL);
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 580 op->stats.exp = 0;
649 op->level = 1; 581 op->level = 1;
650 } 582 }
651 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
654 586
655 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
656 link_player_skills(pl); 588 pl->contr->link_skills ();
657} 589}
658 590
659void get_name(object *op) { 591void
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 592get_party_password (object *op, partylist *party)
593{
732 if (party == NULL) { 594 if (party == NULL)
595 {
733 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);
734 return; 597 return;
735 } 598 }
599
736 op->contr->write_buf[0]='\0'; 600 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 602 op->contr->party_to_join = party;
739 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:");
740} 604}
741
742 605
743/* 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. */
744int roll_stat(void) { 607static int
608roll_stat ()
609{
745 int a[4],i,j,k; 610 int a[4], i, j, k;
746 611
747 for(i=0;i<4;i++) 612 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 613 a[i] = rndm (1, 6);
749 614
750 for(i=0,j=0,k=7;i<4;i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 616 if (a[i] < k)
752 k=a[i],j=i; 617 k = a[i], j = i;
753 618
754 for(i=0,k=0;i<4;i++) { 619 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 620 if (i != j)
756 k+=a[i]; 621 k += a[i];
757 } 622
758 return k; 623 return k;
759} 624}
760 625
761void roll_stats(object *op) { 626void
627object::roll_stats ()
628{
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
762 int sum=0; 633 int sum = 0;
763 int i = 0, j = 0; 634 for (int i = NUM_STATS; i--; )
764 int statsort[7]; 635 sum += statsort [i] = roll_stat ();
765 636
766 do { 637 if (sum >= 82 && sum <= 116)
767 op->stats.Str=roll_stat(); 638 break;
768 op->stats.Dex=roll_stat(); 639 }
769 op->stats.Int=roll_stat();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 640
779 /* Sort the stats so that rerolling is easier... */ 641 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 643
788 /* a quick and dirty bubblesort? */ 644 for (int i = 0; i < NUM_STATS; ++i)
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
801 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6];
807 646
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 647 stats.exp = 0;
819 op->stats.ac=0; 648 stats.ac = 0;
820 649
650 stats.hp = stats.maxhp;
651 stats.sp = stats.maxsp;
652 stats.grace = stats.maxgrace;
653
654 if (contr)
655 {
821 op->contr->levhp[1] = 9; 656 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 657 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 658 contr->levgrace[1] = 3;
824 659
825 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
826 op->stats.hp = op->stats.maxhp; 680 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 681 stats.sp = stats.maxsp;
828 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
829 op->contr->orig_stats=op->stats; 690 contr->orig_stats = stats;
691 }
830} 692}
831 693
832void Roll_Again(object *op) 694static void
695start_info (object *op)
833{ 696{
834 esrv_new_player(op->contr, 0);
835 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
842 698
843 if ( op->contr->Swap_First == -1 ) { 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf);
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 701}
951 702
952/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
956 * not the class. 707 * not the class.
957 */ 708 */
958 709void
959int key_change_class(object *op, char key) 710player::chargen_race_done ()
960{ 711{
961 int tmp_loop;
962
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') {
969 char buf[MAX_BUF];
970
971 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 713 esrv_new_player (ob->contr);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 714
715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
716 if (tl)
717 create_treasure (tl, ob, 0, 0, 0);
718
975 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
976 INVOKE_PLAYER (LOGIN, op->contr);
977 720
978 op->contr->state=ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
979 722
980 if (op->msg) 723 if (ob->msg)
981 op->msg=NULL; 724 ob->msg = 0;
982 725
983 /* We create this now because some of the unique maps will need it
984 * to save here.
985 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 make_path_to_file(buf);
988
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op); 726 start_info (ob);
993 CLEAR_FLAG(op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 728 give_initial_items (ob, ob->randomitems);
995 link_player_skills(op);
996 esrv_send_inventory(op, op); 729 esrv_send_inventory (ob, ob);
997 fix_player(op); 730 ob->update_stats ();
998 731
999 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
1000 * is one for this race 733 * is one for this race
1001 */ 734 */
1002 if(*first_map_ext_path) { 735 if (*first_map_ext_path)
1003 object *tmp; 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1004 mapstruct *oldmap = op->map; 737 else
1005 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 first_map_ext_path, &op->arch->name);
1008 tmp=get_object();
1009 EXIT_PATH(tmp) = mapname;
1010 EXIT_X(tmp) = op->x;
1011 EXIT_Y(tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the
1014 * default initial map */
1015 free_object(tmp);
1016 } else {
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 739}
1019 return 0;
1020 }
1021 740
741void
742player::chargen_race_next ()
743{
1022 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1024 */ 746 */
1025 747
1026 tmp_loop = 0; 748 do
1027 while(!tmp_loop) { 749 {
1028 shstr name = op->name; 750 shstr name = ob->name;
1029 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
752
1030 remove_statbonus(op); 753 ob->remove_statbonus ();
1031 remove_ob (op); 754 ob->remove ();
1032 op->arch = get_player_archetype(op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1033 copy_object (&op->arch->clone, op); 756 ob->arch->copy_to (ob);
1034 op->instantiate (); 757 ob->instantiate ();
1035 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1036 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
1037 op->x = x; 760 ob->x = x;
1038 op->y = y; 761 ob->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 764 assign (ob->contr->title, ob->arch->object::name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 765 ob->add_statbonus ();
1044 tmp_loop=allowed_class(op);
1045 } 766 }
767 while (!allowed_class (ob));
768
1046 update_object(op,UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 770 esrv_update_item (UPD_FACE, ob, ob);
1048 fix_player(op); 771 ob->update_stats ();
1049 op->stats.hp=op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1051 op->stats.grace=0; 774 ob->stats.grace = 0;
1052 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0;
1056} 775}
1057 776
1058int key_confirm_quit(object *op, char key) 777static void
1059{
1060 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) {
1092 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf)))
1094 delete_map(mp);
1095 }
1096
1097 delete_character(op->name, 1);
1098 }
1099 play_again(op);
1100 return 1;
1101}
1102
1103void flee_player(object *op) { 778flee_player (object *op)
779{
1104 int dir,diff; 780 int dir, diff;
1105 rv_vector rv; 781 rv_vector rv;
1106 782
1107 if(op->stats.hp < 0) { 783 if (op->stats.hp < 0)
784 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
787 return;
788 }
789
790 if (!op->enemy)
791 {
792 LOG (llevDebug, "Fleeing player had no enemy.\n");
793 op->clr_flag (FLAG_SCARED);
794 return;
795 }
796
797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
798 {
799 op->enemy = NULL;
800 op->clr_flag (FLAG_SCARED);
801 return;
802 }
803
804 get_rangevector (op, op->enemy, &rv, 0);
805
806 dir = absdir (4 + rv.direction);
807 for (diff = 0; diff < 3; diff++)
808 {
809 int m = 1 - rndm (2) * 2;
810
811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1110 return; 812 return;
1111 } 813 }
1112 814
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1146 op->enemy=NULL; 817 op->enemy = NULL;
1147} 818}
1148
1149 819
1150/* 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.
1151 * 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
1152 * stop. 822 * stop.
1153 */ 823 */
824int
1154int check_pick(object *op) { 825check_pick (object *op)
826{
1155 object *tmp, *next; 827 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 828 int stop = 0;
1158 int j, k, wvratio; 829 int wvratio;
1159 char putstring[128], tmpstr[16];
1160 830
1161
1162 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1164 return 1; 833 return 1;
1165 834
1166 op_tag = op->count;
1167
1168 next = op->below; 835 next = op->below;
1169 if (next) 836
1170 next_tag = next->count; 837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1171 839
1172 /* 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
1173 * destroyed */ 841 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 842 while (next && !next->destroyed ())
1175 { 843 {
1176 tmp = next; 844 tmp = next;
1177 next = tmp->below; 845 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 846
1181 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 ())
1182 return 0; 854 return 0;
1183 855
1184 if ( ! can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1185 continue; 857 continue;
1186 858
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 860 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1191 continue; 864 continue;
1192 }
1193
1194 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) {
1196 switch (op->contr->mode) {
1197 case 0: return 1; /* don't pick up */
1198 case 1: pick_up (op, tmp);
1199 return 1;
1200 case 2: pick_up (op, tmp);
1201 return 0;
1202 case 3: return 0; /* stop before pickup */
1203 case 4: pick_up (op, tmp);
1204 break;
1205 case 5: pick_up (op, tmp);
1206 stop = 1;
1207 break;
1208 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp);
1212 break;
1213
1214 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp);
1217 break;
1218
1219 default:
1220 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp);
1226 } 865 }
1227 } 866
1228 else { /* old model */
1229 /* NEW pickup handling */ 867 /* pickup handling */
1230 if(op->contr->mode & PU_DEBUG) 868 if (op->contr->mode & PU_DEBUG)
1231 { 869 {
1232 /* some debugging code to figure out item information */ 870 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL) 871 const char *str = tmp->name
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 872 ? format ("item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 874 : format ("item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring); 877 new_draw_info (NDI_UNIQUE, 0, op, str);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 }
1253 } 878 }
1254 }
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256 879
1257#if 0 880 if (op->contr->mode & PU_INHIBIT)
1258 /* print the flags too */ 881 return 1;
1259 for(k=0;k<4;k++) 882
1260 { 883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 884 return 1;
1262 for(j=0;j<32;j++) 885
1263 {
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1265 if(!((j+1)%4))fprintf(stderr," ");
1266 }
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif
1270 }
1271 /* philosophy: 886 /* philosophy:
1272 * 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
1273 * generic. This takes no game-time. For more detailed pickups 888 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a 889 * and selections, select-items should be used. This is a
1275 * 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
1276 * example. 891 * example.
1277 * 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
1278 * 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
1279 * convert to decimal and then 'pickup <#> 894 * convert to decimal and then 'pickup <#>
1282 /* the first two modes are exclusive: if NOTHING we return, if 897 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially, 898 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */ 899 * meaning if any test passes, the item gets picked up. */
1285 900
1286 /* if mode is set to pick nothing up, return */ 901 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1; 902 if (op->contr->mode == PU_NOTHING)
903 return 1;
1289 904
1290 /* if mode is set to stop when encountering objects, return */ 905 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick 906 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */ 907 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0; 908 if (op->contr->mode & PU_STOP)
909 return 0;
1295 910
1296 /* useful for going into stores and not losing your settings... */ 911 /* useful for going into stores and not losing your settings... */
1297 /* 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
1298 * fighting */ 913 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1; 914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
1300 916
1301 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 918 if (tmp->flag [FLAG_UNPAID])
919 continue;
1303 920
1304 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
1305 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;
1306 924
1307 /* all food and drink if desired */ 925 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD) 928 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 929 {
930 CHK_PICK_PICKUP;
931 continue;
932 }
933
1312 if(op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
1313 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]))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
1315 940
1316 if(op->contr->mode & PU_POTION) 941 if (op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION) 942 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
1319 947
1320 /* spellbooks, skillscrolls and normal books/scrolls */ 948 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK) 949 if (op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK) 950 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
1324 if(op->contr->mode & PU_SKILLSCROLL) 956 if (op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL) 957 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1327 if(op->contr->mode & PU_READABLES) 963 if (op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL) 964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
1330 969
1331 /* wands/staves/rods/horns */ 970 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE) 971 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 972 if (tmp->type == WAND
1334 { 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 }
1335 980
1336 /* pick up all magical items */ 981 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1339 { 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 }
1340 989
1341 if(op->contr->mode & PU_VALUABLES) 990 if (op->contr->mode & PU_VALUABLES)
1342 { 991 {
1343 if (tmp->type == MONEY || tmp->type == GEM) 992 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
1345 } 997 }
1346 998
1347 /* rings & amulets - talismans seems to be typed AMULET */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS) 1000 if (op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET) 1001 if (tmp->type == RING
1350 { 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 }
1351 1017
1352 /* bows and arrows. Bows are good for selling! */ 1018 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW) 1019 if (op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW) 1020 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1356 if(op->contr->mode & PU_ARROW) 1026 if (op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW) 1027 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1359 1032
1360 /* all kinds of armor etc. */ 1033 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR) 1034 if (op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR) 1035 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1364 if(op->contr->mode & PU_HELMET) 1041 if (op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET) 1042 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1367 if(op->contr->mode & PU_SHIELD) 1048 if (op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD) 1049 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1370 if(op->contr->mode & PU_BOOTS) 1055 if (op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS) 1056 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1373 if(op->contr->mode & PU_GLOVES) 1062 if (op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES) 1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1376 if(op->contr->mode & PU_CLOAK) 1069 if (op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK) 1070 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1379 1075
1380 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1384 1083
1385 /* careful: chairs and tables are weapons! */ 1084 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON) 1085 if (op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 } 1086 {
1394 if(tmp->type == WEAPON && tmp->name==NULL) 1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1395 { 1093 }
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401 1094
1402 /* misc stuff that's useful */ 1095 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY) 1096 if (op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1406 1102
1407 /* 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
1408 * pickups */ 1104 * pickups */
1409 if(op->contr->mode & PU_RATIO) 1105 if (op->contr->mode & PU_RATIO)
1410 { 1106 {
1411 /* use value density to decide what else to grab */ 1107 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */ 1108 /* >=7 was >= op->contr->mode */
1413 /* >=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
1414 * and multiply them by 5, giving 0..15*5== 5..75 */ 1110 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5; 1111 wvratio = op->contr->mode & PU_RATIO;
1416 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)
1417 { 1113 {
1418 pick_up(op, tmp);
1419#if 0 1114#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) { 1116 if (tmp->name != NULL)
1117 {
1422 fprintf(stderr,"%s", tmp->name); 1118 fprintf (stderr, "%s", tmp->name);
1423 } 1119 }
1120 else
1424 else fprintf(stderr,"%s",tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1425 fprintf(stderr,",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1426 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))));
1427#endif 1124#endif
1125 CHK_PICK_PICKUP;
1428 continue; 1126 continue;
1429 } 1127 }
1128 } /* the new pickup model */
1430 } 1129 }
1431 } /* the new pickup model */ 1130
1432 }
1433 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;
1434} 1167}
1435 1168
1436/* 1169/*
1437 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1172 * found object is returned.
1440 */ 1173 */
1174static object *
1441object *find_arrow(object *op, const char *type) 1175find_arrow (object *op, const char *type)
1442{ 1176{
1443 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);
1444 1180
1445 for(op=op->inv; op; op=op->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1447 QUERY_FLAG(op,FLAG_APPLIED)) 1183 if (object *arrow = find_arrow (tmp, type))
1448 tmp = find_arrow (op, type); 1184 {
1449 else if (op->type==ARROW && op->race==type) 1185 splay (tmp);
1450 return op; 1186 return arrow;
1187 }
1188
1451 return tmp; 1189 return 0;
1452} 1190}
1453 1191
1454/* 1192/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1197 */
1460 1198static object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1462{ 1200{
1463 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1465 1203
1466 if (!type) 1204 if (!type)
1467 return NULL; 1205 return NULL;
1468 1206
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1208 {
1470 if (arrow->type==CONTAINER && arrow->race==type && 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1210 {
1472 i = 0; 1211 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1474 if (i > betterby) { 1214 if (i > betterby)
1215 {
1475 tmp = ntmp; 1216 tmp = ntmp;
1476 betterby = i; 1217 betterby = i;
1477 } 1218 }
1219 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1220 else if (arrow->type == ARROW && arrow->race == type)
1221 {
1479 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1223 if (target->race && arrow->slaying.contains (target->race))
1481 strstr(arrow->slaying, target->race)) { 1224 {
1482 if (arrow->attacktype & AT_DEATH) { 1225 if (arrow->attacktype & AT_DEATH)
1226 {
1483 *better = 100; 1227 *better = 100;
1484 return arrow; 1228 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1229 }
1489 } else { 1230 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1231 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1232 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1233 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1234 }
1506 } 1235 }
1236 else
1237 {
1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1239 {
1240 attacktype = 1 << attacknum;
1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1243 {
1244 tmp = arrow;
1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1246 }
1247 }
1248
1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1250 {
1251 tmp = arrow;
1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1253 }
1254
1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1256 {
1257 tmp = arrow;
1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1259 }
1507 } 1260 }
1261 }
1508 } 1262 }
1263
1509 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1265 return find_arrow (op, type);
1511 1266
1512 *better = betterby; 1267 *better = betterby;
1513 return tmp; 1268 return tmp;
1514} 1269}
1515 1270
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1273 * op = the shooter
1519 * type = bow->race 1274 * type = bow->race
1520 * dir = fire direction 1275 * dir = fire direction
1521 */ 1276 */
1522 1277static object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1524{ 1279{
1525 object *tmp = NULL; 1280 object *tmp = NULL;
1526 mapstruct *m; 1281 maptile *m;
1527 int i, mflags, found, number; 1282 int i, mflags, found, number;
1528 sint16 x, y; 1283 sint16 x, y;
1529 1284
1530 if (op->map == NULL) 1285 if (op->map == NULL)
1531 return find_arrow(op, type); 1286 return find_arrow (op, type);
1532 1287
1533 /* do a dex check */ 1288 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1289 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1290 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1291 return find_arrow (op, type);
1537 1292
1538 m = op->map; 1293 m = op->map;
1539 x = op->x; 1294 x = op->x;
1540 y = op->y; 1295 y = op->y;
1541 1296
1542 /* find the first target */ 1297 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1298 for (i = 0, found = 0; i < 20; i++)
1299 {
1544 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1305 {
1548 tmp = NULL; 1306 tmp = 0;
1307 break;
1308 }
1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1310 {
1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1312 * perhaps a bad assumption.
1313 */
1314 tmp = 0;
1315 break;
1316 }
1317
1318 if (mflags & P_IS_ALIVE)
1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1320 if (tmp->flag [FLAG_ALIVE])
1549 break; 1321 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1322 }
1567 if (tmp == NULL) 1323
1324 if (!tmp)
1568 return find_arrow(op, type); 1325 return find_arrow (op, type);
1569 1326
1570 if (tmp->head) 1327 if (tmp->head)
1571 tmp = tmp->head; 1328 tmp = tmp->head;
1572 1329
1573 return find_better_arrow(op, tmp, type, &i); 1330 return find_better_arrow (op, tmp, type, &i);
1574} 1331}
1575 1332
1576/* 1333/*
1577 * Creature fires a bow - op can be monster or player. Returns 1334 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1335 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1338 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1341 * player fire modes.
1585 */ 1342 */
1343int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1345{
1589 object *left, *bow; 1346 object *left, *bow;
1590 tag_t left_tag, tag; 1347 int mflags;
1591 int bowspeed, mflags; 1348 maptile *m;
1592 mapstruct *m;
1593 1349
1594 if (!dir) { 1350 if (!dir)
1351 {
1595 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!");
1596 return 0; 1353 return 0;
1354 }
1355
1356 if (op->contr)
1357 bow = op->current_weapon;
1358 else
1597 } 1359 {
1598 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow];
1600 else {
1601 for(bow=op->inv; bow; bow=bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1363 */
1605 if(bow->type==BOW) 1364 if (bow->type == BOW)
1606 break; 1365 break;
1607 1366
1608 if (!bow) { 1367 if (!bow)
1368 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1370 return 0;
1611 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1612 } 1375 }
1376
1613 if( !bow->race || !bow->skill) { 1377 if (!bow->race || !bow->skill)
1378 {
1614 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);
1615 return 0; 1380 return 0;
1616 } 1381 }
1617 1382
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625
1626 if (arrow == NULL) { 1383 if (arrow == NULL)
1384 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1386 {
1628 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1390 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1634 return 0; 1393 return 0;
1635 } 1394 }
1636 } 1395 }
1396
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1398 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1399 return 0;
1640 } 1400
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1401 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1402 {
1642 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.");
1643 return 0; 1404 return 0;
1644 } 1405 }
1645 1406
1646 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1408 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1409 {
1649 free_object(arrow); 1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1411 arrow->destroy ();
1650 return 0; 1412 return 0;
1651 } 1413 }
1652 1414
1653 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count; 1416 arrow = arrow->split ();
1655 arrow = get_split_ob(arrow, 1); 1417 if (!arrow)
1656 if (arrow == NULL) { 1418 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1420 return 0;
1659 } 1421 }
1660 set_owner(arrow, op); 1422
1423 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1425 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1426
1667 if (op->type == PLAYER) {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1669 fix_player(op);
1670 }
1671
1672 SET_ANIMATION(arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1674 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1430 arrow->custom_name = arrow->slaying;
1677 arrow->spellarg = strdup_local(arrow->slaying);
1678 1431
1679 /* Note that this was different for monsters - they got their level 1432#if 0
1680 * added to the damage. I think the strength bonus is more proper. 1433 if (player *pl = op->contr)
1681 */
1682 1434 {
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1435 float speed = pl->weapon_sp;
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1449 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1689 0 : dam_bonus[op->stats.Str]) +
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692 1450
1693 if (arrow->speed < 1.0)
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 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 ));
1697 1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1698 if (op->type == PLAYER) { 1459 if (op->type == PLAYER)
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1460 {
1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1462 wc -= dex_bonus[op->stats.Dex];
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708 1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1468 }
1469 else
1470 {
1709 arrow->level = op->level; 1471 arrow->level = op->level;
1710 } 1472 arrow->stats.wc -= bow->magic;
1711 if (arrow->attacktype == AT_PHYSICAL) 1473
1712 arrow->attacktype |= bow->attacktype; 1474 if (!arrow->slaying)
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1475 arrow->slaying = bow->slaying;
1715 1476
1716 arrow->map = m; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1479
1480 wc -= arrow->level;
1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1717 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1486
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1721 tag = arrow->count; 1488 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1489
1724 if (!was_destroyed(arrow, tag)) 1490 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1491 move_arrow (arrow);
1726 1492
1727 if (op->type == PLAYER) {
1728 if (was_destroyed (left, left_tag))
1729 esrv_del_item(op->contr, left_tag);
1730 else
1731 esrv_send_item(op, left);
1732 }
1733 return 1; 1493 return 1;
1734} 1494}
1735 1495
1736/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1497 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1501 * hence the function name.
1742 */ 1502 */
1503static int
1743int player_fire_bow(object *op, int dir) 1504player_fire_bow (object *op, int dir)
1744{ 1505{
1745 int ret=0, wcmod=0; 1506 int ret;
1746 1507
1747 if (op->contr->bowtype == bow_bestarrow) { 1508 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1509 {
1749 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);
1750 dir, 0, op->x, op->y); 1511 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1753 wcmod =-1;
1754 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1755 op->x, op->y); 1516 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1517 else if (op->contr->bowtype == bow_threewide)
1518 {
1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1522 }
1523 else if (op->contr->bowtype == bow_spreadshot)
1524 {
1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1528 }
1529 else
1530 {
1531 /* Simple case */
1757 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);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1759 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1760 } else if (op->contr->bowtype == bow_spreadshot) {
1761 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1763 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1764
1765 } else {
1766 /* Simple case */
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1768 } 1533 }
1534
1769 return ret; 1535 return ret;
1770} 1536}
1771
1772 1537
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1775 */ 1540 */
1541static void
1776void fire_misc_object(object *op, int dir) 1542fire_misc_object (object *op, int dir)
1777{ 1543{
1778 object *item; 1544 object *item = op->contr->ranged_ob;
1779 1545
1780 if (!op->contr->ranges[range_misc]) { 1546 if (!item)
1547 {
1781 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.");
1782 return; 1549 return;
1783 } 1550 }
1784 1551
1785 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1552 if (!item->inv)
1553 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1555 return;
1789 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1790 if (item->type == WAND) { 1561 if (item->type == WAND)
1562 {
1791 if(item->stats.food<=0) { 1563 if (item->stats.food <= 0)
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1564 {
1565 op->contr->play_sound (sound_find ("wand_poof"));
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1794 return; 1568 return;
1795 } 1569 }
1570 }
1796 } else if (item->type == ROD || item->type==HORN) { 1571 else if (item->type == ROD || item->type == HORN)
1797 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1572 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1578 {
1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1799 if (item->type== ROD) 1581 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 1583 else
1803 new_draw_info_format(NDI_UNIQUE, 0,op, 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804 "The %s needs more time to charge.", query_base_name(item,0)); 1585
1805 return; 1586 return;
1806 } 1587 }
1807 } 1588 }
1808 1589
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1591 {
1810 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1811 if (item->type == WAND) { 1594 if (item->type == WAND)
1595 {
1812 if (!(--item->stats.food)) { 1596 if (!(--item->stats.food))
1597 {
1813 object *tmp; 1598 object *tmp;
1599
1814 if (item->arch) { 1600 if (item->arch)
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1601 {
1602 item->clr_flag (FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1817 item->speed = 0; 1604 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1605 }
1820 if ((tmp=is_player_inv(item))) 1606
1607 if (object *pl = item->visible_to ())
1821 esrv_update_item(UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1822 } 1609 }
1823 } 1610 }
1824 else if (item->type == ROD || item->type==HORN) { 1611 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1612 drain_rod_charge (item);
1826 }
1827 } 1613 }
1828} 1614}
1829 1615
1830/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1831 */ 1617 */
1618bool
1832void fire(object *op,int dir) { 1619fire (object *who, int dir)
1620{
1833 int spellcost=0; 1621 int spellcost = 0;
1834 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
1835 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1645 if (action_makes_visible (who))
1646 make_visible (who);
1837 1647
1838 switch(op->contr->shoottype) { 1648 switch (ob->type)
1839 case range_none: 1649 {
1840 return; 1650 case BOW:
1841
1842 case range_bow:
1843 player_fire_bow(op, dir); 1651 player_fire_bow (who, dir);
1844 return; 1652 break;
1845 1653
1846 case range_magic: /* Casting spells */ 1654 case SPELL:
1847 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);
1848 return; 1656 break;
1849 1657
1850 case range_misc: 1658 case BUILDER:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir ); 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)
1875 return; 1714 return 0;
1876 default: 1715 }
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1716
1717 /* We get down here if we have found a key. Now if its in a container,
1718 * see if we actually want to use it
1719 */
1720 if (pl != container)
1721 {
1722 /* Only let players use keys in containers */
1723 if (!pl->contr)
1878 return; 1724 return 0;
1879 }
1880}
1881 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 }
1882 1748
1749 return tmp;
1750}
1883 1751
1884/* find_key 1752/* find_key
1885 * 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
1886 * and successfully use it, we return the key, otherwise NULL 1754 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic 1755 * This function merges both normal and locked door, since the logic
1889 * pl is the player, 1757 * pl is the player,
1890 * inv is the objects inventory to searched 1758 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1759 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1760 * This function can be called recursively to search containers.
1893 */ 1761 */
1894 1762object *
1895object * find_key(object *pl, object *container, object *door) 1763find_key (object *pl, object *container, object *door)
1896{ 1764{
1897 object *tmp,*key; 1765 if (door->slaying && is_match_expr (door->slaying))
1898
1899 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL;
1901
1902 /* First, lets try to find a key in the top level inventory */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1904 if (door->type==DOOR && tmp->type==KEY) break;
1905 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys
1907 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1909 tmp->slaying==door->slaying) break;
1910 } 1766 {
1911 /* No key found - lets search inventories now */ 1767 // for match expressions, we try to find the key by applying the match
1912 /* If we find and use a key in an inventory, return at that time. 1768 // to the op itself, which is supposed to find the "key", instead
1913 * otherwise, if we search all the inventories and still don't find 1769 // of searching through containers ourselves.
1914 * a key, return 1770
1915 */ 1771 return match_one (door->slaying, container, door, pl, pl);
1916 if (!tmp) {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1918 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1921 }
1922 }
1923 if (!tmp) return NULL;
1924 } 1772 }
1925 /* We get down here if we have found a key. Now if its in a container, 1773 else
1926 * see if we actually want to use it 1774 return find_key_ (pl, container, door);
1927 */
1928 if (pl!=container) {
1929 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL;
1931 /* cases where this fails:
1932 * If we only search the player inventory, return now since we
1933 * are not in the players inventory.
1934 * If the container is not active, return now since only active
1935 * containers can be used.
1936 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active.
1940 *
1941 * Change the color so that the message doesn't disappear with
1942 * all the others.
1943 */
1944 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys")))
1948 ) {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door",
1951 query_name(tmp), query_name(container));
1952 return NULL;
1953 }
1954 }
1955 return tmp;
1956} 1775}
1957 1776
1958/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1961 * 0 otherwise 1780 * 0 otherwise
1962 */ 1781 */
1782static int
1963static int player_attack_door(object *op, object *door) 1783player_attack_door (object *op, object *door)
1964{ 1784{
1965
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1969 */ 1788 */
1970 object *key=find_key(op, op, door); 1789 object *key = find_key (op, op, door);
1971 1790
1972 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1973 if (key) { 1792 if (key)
1793 {
1974 object *container=key->env; 1794 object *container = key->env;
1975 1795
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1977 if(action_makes_visible(op)) make_visible(op); 1796 if (action_makes_visible (op))
1797 make_visible (op);
1798
1978 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
1979 if (door->type == DOOR) { 1802 if (door->type == DOOR)
1980 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 */
1981 }
1982 else if(door->type==LOCKED_DOOR) { 1804 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1805 {
1984 "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);
1985 remove_door2(door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1808 }
1809
1987 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1812
1990 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1814 }
1993 } else if (door->type==LOCKED_DOOR) { 1815 else if (door->type == LOCKED_DOOR)
1816 {
1994 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
1995 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...");
1996 return 1; 1819 return 1;
1997 } 1820 }
1821
1998 return 0; 1822 return 0;
1999} 1823}
2000 1824
2001/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2006 */ 1830 */
2007 1831bool
2008void move_player_attack(object *op, int dir) 1832move_player_attack (object *op, int dir)
2009{ 1833{
2010 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2011 sint16 nx, ny; 1835 {
2012 int on_battleground; 1836 --op->speed_left;
2013 mapstruct *m; 1837 return true;
1838 }
2014 1839
2015 nx=freearr_x[dir]+op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2017 1842
2018 on_battleground = op_on_battleground(op, NULL, NULL); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2019 1845
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 1853 * move_ob uses.
2028 */ 1854 */
2029 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1855 maptile *m = op->map->xy_find (nx, ny);
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 }
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2038 return;
2039 }
2040 1856
2041 mon = NULL;
2042 /* 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
2043 * 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.
2044 * 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
2045 * on the space 1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
1870 }
1871
1872 /* no monster == player tries to move into a wall or so */
1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
2046 */ 1877 {
2047 while (tmp!=NULL) { 1878 if (ob->move_block == MOVE_ALL)
2048 if (tmp == op) { 1879 move_into_wall (op, ob);
2049 tmp=tmp->above; 1880 else
2050 continue; 1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
1898
1899 mon = mon->head_ ();
1900
1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1902 if (op->contr->weapon_sp_left > 0.f)
1903 if (player_attack_door (op, mon))
1904 {
1905 --op->contr->weapon_sp_left;
1906 return true;
1907 }
1908
1909 /* The following deals with possibly attacking peaceful
1910 * or friendly creatures. Basically, all players are considered
1911 * unaggressive. If the moving player has peaceful set, then the
1912 * object should be pushed instead of attacked. It is assumed that
1913 * if you are braced, you will not attack friends accidently,
1914 * and thus will not push them.
1915 */
1916
1917 /* If the creature is a pet, push it even if the player is not
1918 * peaceful. Our assumption is the creature is a pet if the
1919 * player owns it and it is either friendly or unagressive.
1920 */
1921 if (op->type == PLAYER
1922 && ((mon->owner && mon->owner->contr
1923 && same_party (mon->owner->contr->party, op->contr->party))
1924 || mon->owner == op)
1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1926 {
1927 /* If we're braced, we don't want to switch places with it */
1928 if (op->contr->braced)
1929 return false;
1930
1931 if (op->speed_left > 0.f)
1932 {
1933 --op->speed_left;
1934
1935 op->play_sound (sound_find ("push_player"));
1936 push_ob (mon, dir, op);
1937
1938 if (action_makes_visible (op))
1939 make_visible (op);
1940
1941 return true;
1942 }
1943 else
1944 return false;
1945 }
1946
1947 bool on_battleground = op_on_battleground (op, 0, 0);
1948
1949 /* in certain circumstances, you shouldn't attack friendly
1950 * creatures. Note that if you are braced, you can't push
1951 * someone, but put it inside this loop so that you won't
1952 * attack them either.
1953 */
1954 if ((mon->type == PLAYER || mon->enemy != op)
1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1956 && ((op->contr->peaceful
1957 || (mon->type == PLAYER && mon->contr->peaceful))
1958 && !on_battleground))
1959 {
1960 if (op->speed_left > 0.f)
1961 {
1962 --op->speed_left;
1963
1964 if (!op->contr->braced)
1965 {
1966 op->play_sound (sound_find ("push_player"));
1967 push_ob (mon, dir, op);
2051 } 1968 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1969 else
2053 mon = tmp; 1970 op->statusmsg ("You withhold your attack");
2054 break;
2055 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063 1971
2064 if(mon->head != NULL) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2065 mon = mon->head; 1973 make_visible (op);
2066 1974
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1975 return true;
2068 if (player_attack_door(op, mon)) return;
2069
2070 /* The following deals with possibly attacking peaceful
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */
2077
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 { 1976 }
2095 /* If we're braced, we don't want to switch places with it */ 1977 }
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) {
2118 if (!op->contr->braced) {
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 (void) push_ob(mon,dir,op);
2121 } else {
2122 new_draw_info(0, 0,op,"You withhold your attack");
2123 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126
2127 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced. 1979 * roll it if not braced. You can't roll it if you are braced.
1980 */
1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1982 {
1983 if (op->speed_left > 0.f)
2129 */ 1984 {
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1985 --op->speed_left;
1986
2131 recursive_roll(mon,dir,op); 1987 recursive_roll (mon, dir, op);
2132 if(action_makes_visible(op)) make_visible(op); 1988 if (action_makes_visible (op))
2133 } 1989 make_visible (op);
2134 1990
1991 return true;
1992 }
1993 }
2135 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2136 * Way it works is like this: First, it must have some hit points 1995 * Way it works is like this: First, it must have some hit points
2137 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2138 * 1) Not a player, 2) A player, but of a different party. Note 1997 * 1) Not a player, 2) A player, but of a different party. Note
2139 * that party_number -1 is no party, so attacks can still happen. 1998 * that party_number -1 is no party, so attacks can still happen.
2140 */ 1999 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL || 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2144 op->contr->party!=mon->contr->party))) { 2002 {
2145 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 } 2004 {
2173 } /* if player should attack something */ 2005 --op->contr->weapon_sp_left;
2174}
2175 2006
2007 skill_attack (mon, op, 0, 0, 0);
2008
2009 if (action_makes_visible (op))
2010 make_visible (op);
2011
2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2176int move_player(object *op,int dir) { 2020move_player (object *op, int dir)
2177 int pick; 2021{
2178 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 2023 return 0;
2024
2025 /* Sanity check: make sure dir is valid */
2026 if (dir < 0 || dir > 8)
2027 {
2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2029 return 0;
2030 }
2031
2032 /* peterm: added following line */
2033 if (op->flag [FLAG_CONFUSED] && dir)
2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2035
2036 op->facing = dir;
2037
2038 if (op->flag [FLAG_HIDDEN])
2039 do_hidden_move (op);
2040
2041 bool retval;
2042 int pick = 0;
2043
2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2045 retval = RESULT_INT (0);
2046 else if (op->contr->fire_on)
2047 retval = fire (op, dir);
2048 else
2049 {
2050 retval = move_player_attack (op, dir);
2051 pick = check_pick (op);
2052 }
2053
2054 /* Add special check for newcs players and fire on - this way, the
2055 * server can handle repeat firing.
2056 */
2057 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2058 op->direction = dir;
2059 else
2060 op->direction = 0;
2061
2062 /* Update how the player looks. Use the facing, so direction may
2063 * get reset to zero. This allows for full animation capabilities
2064 * for players.
2065 */
2066 animate_object (op, op->facing);
2067
2068 return retval;
2220} 2069}
2221 2070
2222/* This is similar to handle_player, below, but is only used by the 2071/* This is similar to handle_player, below, but is only used by the
2223 * new client/server stuff. 2072 * new client/server stuff.
2224 * This is sort of special, in that the new client/server actually uses 2073 * This is sort of special, in that the new client/server actually uses
2225 * the new speed values for commands. 2074 * the new speed values for commands.
2226 * 2075 *
2227 * Returns true if there are more actions we can do. 2076 * Returns true if there are more actions we can do. Should not do
2077 * many actions in a row, as that would be too unfair to other
2078 * players.
2228 */ 2079 */
2080bool
2229int handle_newcs_player(object *op) 2081handle_newcs_player (object *op)
2230{ 2082{
2231 if (op->contr->hidden) { 2083 if (op->flag [FLAG_SCARED])
2232 op->invisible = 1000; 2084 {
2233 /* the socket code flashes the player visible/invisible 2085 if (op->speed_left > 0.f)
2234 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly.
2236 */
2237 if (pticks & 2) op->invisible--;
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--;
2241 if(!op->invisible) {
2242 make_visible(op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 } 2086 {
2245 } 2087 --op->speed_left;
2246
2247 if (QUERY_FLAG(op, FLAG_SCARED)) {
2248 flee_player(op); 2088 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2089
2250 if (QUERY_FLAG(op, FLAG_SCARED)) {
2251 op->speed_left--;
2252 return 0; 2090 return true;
2253 } 2091 }
2092 else
2093 return false;
2254 } 2094 }
2255 2095
2256 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer.
2260 */
2261 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0;
2266 }
2267
2268 /* call this here - we also will call this in do_ericserver, but 2096 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2098 * called, so we recheck it here.
2271 */ 2099 */
2272 HandleClient(&op->contr->socket, op->contr); 2100 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2101 return true;
2274 2102
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction); 2104 return move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2105
2285 else return 0; 2106 return false;
2286 } 2107}
2108
2109static int
2110save_life (object *op)
2111{
2112 if (!op->flag [FLAG_LIFESAVE])
2287 return 0; 2113 return 0;
2288}
2289 2114
2290int save_life(object *op) { 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2291 object *tmp; 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2117 {
2118 op->play_sound (sound_find ("ob_evaporate"));
2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292 2120
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2121 tmp->destroy ();
2122 op->clr_flag (FLAG_LIFESAVE);
2123
2124 if (op->stats.hp < 0)
2125 op->stats.hp = op->stats.maxhp;
2126
2127 if (op->stats.food < 0)
2128 op->stats.food = MAX_FOOD;
2129
2130 op->update_stats ();
2294 return 0; 2131 return 1;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2299 new_draw_info_format(NDI_UNIQUE, 0,op,
2300 "Your %s vibrates violently, then evaporates.",
2301 query_name(tmp));
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 } 2132 }
2133
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2137 return 0;
2318} 2138}
2319 2139
2320/* This goes throws the inventory and removes unpaid objects, and puts them 2140/* This goes throws the inventory and removes unpaid objects, and puts them
2321 * back in the map (location and map determined by values of env). This 2141 * back in the map (location and map determined by values of env). This
2322 * function will descend into containers. op is the object to start the search 2142 * function will descend into containers. op is the object to start the search
2323 * from. 2143 * from.
2324 */ 2144 */
2145static void
2325void remove_unpaid_objects(object *op, object *env) 2146drop_unpaid_items (object *op, object *env)
2326{ 2147{
2327 object *next;
2328
2329 while (op) { 2148 while (op)
2149 {
2330 next=op->below; /* Make sure we have a good value, in case 2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2331 * we remove object 'op' 2151
2332 */ 2152 if (op->flag [FLAG_UNPAID])
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2153 op->insert_at (env);
2334 remove_ob(op); 2154 else if (op->inv)
2335 op->x = env->x; 2155 drop_unpaid_items (op->inv, env);
2336 op->y = env->y; 2156
2337 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0);
2340 }
2341 else if (op->inv) remove_unpaid_objects(op->inv, env);
2342 op=next; 2157 op = next;
2343 } 2158 }
2344} 2159}
2345 2160
2346 2161void
2347/* 2162object::drop_unpaid_items ()
2348 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory.
2353 */
2354char *gravestone_text (object *op)
2355{ 2163{
2356 static char buf2[MAX_BUF]; 2164 if (!flag [FLAG_REMOVED])
2357 char buf[MAX_BUF]; 2165 ::drop_unpaid_items (inv, this);
2358 time_t now = time (NULL);
2359
2360 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else
2364 sprintf (buf, "%s\n", &op->name);
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 if (op->type == PLAYER) {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 }
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 return buf2;
2382} 2166}
2383 2167
2384 2168void
2385
2386void do_some_living(object *op) { 2169do_some_living (object *op)
2170{
2387 int last_food=op->stats.food; 2171 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace;
2390 int i; 2173 int i;
2391 int rate_hp = 1200; 2174 int rate_hp = 1200;
2392 int rate_sp = 2500; 2175 int rate_sp = 2500;
2393 int rate_grace = 2000; 2176 int rate_grace = 2000;
2394 const int max_hp = 1; 2177 const int max_hp = 1;
2395 const int max_sp = 1; 2178 const int max_sp = 1;
2396 const int max_grace = 1; 2179 const int max_grace = 1;
2397 2180
2398 if (op->contr->outputs_sync) { 2181 if (op->contr->hidden)
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2182 {
2400 if (op->contr->outputs[i].buf!=NULL && 2183 op->invisible = 1000;
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2184 /* the socket code flashes the player visible/invisible
2402 flush_output_element(op, &op->contr->outputs[i]); 2185 * depending on the value of invisible, so we need to
2186 * alternate it here for it to work correctly.
2187 */
2188 if (server_tick & 2)
2189 op->invisible--;
2403 } 2190 }
2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2192 {
2193 if (!op->invisible--)
2194 {
2195 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2197 }
2198 }
2404 2199
2405 if(op->contr->state==ST_PLAYING) { 2200 if (op->contr->ns->state == ST_PLAYING)
2406 2201 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2203 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2204 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2205 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2206 else
2207 {
2412 gen_hp = op->stats.maxhp; 2208 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2209 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2210 }
2211
2415 if(op->contr->gen_sp >= 0 ) 2212 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2213 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2214 else
2215 {
2418 gen_sp = op->stats.maxsp; 2216 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2217 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2218 }
2219
2421 if(op->contr->gen_grace >= 0) 2220 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2221 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2222 else
2223 {
2424 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 }
2427
2428 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 } 2226 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) {
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--;
2450 if(op->stats.sp>op->stats.maxsp)
2451 op->stats.sp=op->stats.maxsp;
2452 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461 2227
2462 /* Regenerate Grace */ 2228 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2464 if(--op->last_grace<0) { 2230 if (--op->last_grace < 0)
2231 {
2465 if(op->stats.grace<op->stats.maxgrace/2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2467 if(max_grace>1) { 2237 if (max_grace > 1)
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2238 {
2239 int over_grace = temp / rate_grace;
2240
2469 if (over_grace > 0) { 2241 if (over_grace > 0)
2470 op->stats.sp += over_grace 2242 {
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2472 op->last_grace=0; 2244 op->last_grace = 0;
2245 }
2473 } else { 2246 else
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2247 op->last_grace = rate_grace / temp;
2475 } 2248 }
2476 } else { 2249 else
2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2250 op->last_grace = rate_grace / temp;
2478 } 2251
2479 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2480 }
2481
2482 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) {
2484 if(op->stats.hp<op->stats.maxhp) {
2485 op->stats.hp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2488 op->stats.food--;
2489 if(op->contr->digestion<0)
2490 op->stats.food+=op->contr->digestion;
2491 else if(op->contr->digestion>0 &&
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food;
2494 } 2253 }
2495 } 2254
2496 if(max_hp>1) { 2255 if (op->stats.food > 0)
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 } 2256 {
2505 } else { 2257 /* Regenerate Spell Points */
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2258 if (!op->contr->golem && --op->last_sp < 0)
2507 } 2259 {
2508 } 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2509 2261
2510 /* Digestion */ 2262 if (op->stats.sp < op->stats.maxsp)
2511 if(--op->last_eat<0) { 2263 {
2512#ifdef COZY_SERVER 2264 op->stats.sp++;
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2514 int bonus=dg>0?dg:0,
2515 penalty=dg<0?-dg:0;
2516#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif
2520 2265
2521 if(op->contr->gen_hp > 0)
2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2523 else
2524 op->last_eat=25*(1+bonus)/(penalty +1);
2525 /* dms do not consume food */ 2266 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2267 if (!op->flag [FLAG_WIZ])
2527 }
2528 }
2529
2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2531 object *tmp, *flesh=NULL;
2532
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2537 manual_apply(op,tmp,0);
2538 if(op->stats.food>=0||op->stats.hp<0)
2539 break; 2268 {
2269 op->stats.food--;
2270
2271 if (op->contr->digestion < 0)
2272 op->stats.food += op->contr->digestion;
2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2274 op->stats.food = last_food;
2275 }
2540 } 2276 }
2277
2278 if (max_sp > 1)
2279 {
2280 int over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2298 }
2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2307 {
2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!op->flag [FLAG_WIZ])
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2320 }
2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2324 if (max_hp > 1)
2325 {
2326 int over_hp = temp / rate_hp;
2327
2328 if (over_hp > 0)
2329 {
2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2335 }
2336 else
2337 op->last_heal = rate_hp / temp;
2338 }
2339 }
2340
2341 /* Digestion */
2342 if (--op->last_eat < 0)
2343 {
2344 int bonus = max (0, op->contr->digestion),
2345 penalty = max (0, -op->contr->digestion);
2346
2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2348
2349 /* dms do not consume food */
2350 if (!op->flag [FLAG_WIZ])
2351 op->stats.food--;
2352 }
2353
2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2355 {
2356 object *flesh = 0;
2357
2358 for_inv_removable (op, tmp)
2359 {
2360 if (tmp->flag [FLAG_UNPAID])
2361 continue;
2362
2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2364 {
2365 op->statusmsg ("You blindly grab for a bite of food. "
2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2367 op->apply (tmp);
2368
2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2370 break;
2371 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2372 else if (tmp->type == FLESH)
2542 } /* End if paid for object */ 2373 flesh = tmp;
2543 } /* end of for loop */ 2374 }
2375
2544 /* If player is still starving, it means they don't have any food, so 2376 /* If player is still starving, it means they don't have any food, so
2545 * eat flesh instead. 2377 * eat flesh instead.
2546 */ 2378 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2380 {
2549 manual_apply(op,flesh,0); 2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2383 op->apply (flesh);
2384 }
2385
2386 // If player is still starving, alert him!
2387 if (op->stats.food < 0)
2388 op->failmsg ("You are starving! "
2389 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2390 }
2391
2392 if (op->stats.food < 0)
2550 } 2393 {
2551 } /* end if player is starving */ 2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2552 2396
2553 while(op->stats.food<0&&op->stats.hp>0) 2397 if (op->stats.hp < 0)
2554 op->stats.food++,op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2555 2403
2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2404 /* killer should be set here already */
2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2557 kill_player(op); 2406 kill_player (op);
2407 }
2558} 2408}
2559
2560
2561 2409
2562/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2563 * op is the player in jeopardy. If the player can not be saved (not 2411 * op is the player in jeopardy. If the player can not be saved (not
2564 * permadeath, no lifesave), this will take care of removing the player 2412 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2413 * file.
2566 */ 2414 */
2415void
2567void kill_player(object *op) 2416kill_player (object *op)
2568{ 2417{
2569 char buf[MAX_BUF];
2570 int x,y,i; 2418 int x, y;
2571 mapstruct *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2572 int z;
2573 int num_stats_lose;
2574 int lost_a_stat;
2575 int lose_this_stat;
2576 int this_stat;
2577 int will_kill_again; 2420 int will_kill_again;
2578 archetype *at; 2421 archetype *at;
2579 object *tmp; 2422 object *tmp;
2580 2423
2581 if(save_life(op)) 2424 if (save_life (op))
2582 return; 2425 return;
2583 2426
2427 dynbuf_text deathtab;
2584 2428
2429 /* restore player */
2430 at = archetype::find (shstr_poisoning);
2431 if (object *tmp = present_arch_in_ob (at, op))
2432 {
2433 tmp->destroy ();
2434 deathtab << "Your body feels cleansed...\r";
2435 }
2436
2437 at = archetype::find (shstr_confusion);
2438 if (object *tmp = present_arch_in_ob (at, op))
2439 {
2440 tmp->destroy ();
2441 deathtab << "Your mind feels clearer...\r";
2442 }
2443
2444 cure_disease (op, 0, 0); /* remove any disease */
2445
2446 max_it (op->stats.hp , op->stats.maxhp);
2447 max_it (op->stats.sp , op->stats.maxsp);
2448 max_it (op->stats.grace, op->stats.maxgrace);
2449 max_it (op->stats.food , 200);
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2462
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2466 */
2589 if (op_on_battleground(op, &x, &y)) { 2467 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2468 {
2591 "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2593 "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = find_archetype("poisoning");
2597 tmp=present_arch_in_ob(at,op);
2598 if (tmp) {
2599 remove_ob(tmp);
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2602 }
2603 2470
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2610 }
2611
2612 cure_disease(op,0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999;
2615
2616 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2618 if (tmp != NULL) 2473
2619 { 2474 tmp->name = format ("%s's finger" , &op->name);
2620 sprintf(buf,"%s's finger", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2621 tmp->name = buf; 2476 tmp->msg = format (
2622 sprintf(buf," This finger has been cut off %s\n" 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2478 &op->name, op->contr->title,
2624 &op->name, op->contr->title, (int)(op->level), 2479 (int)op->level,
2625 op->contr->killer); 2480 op->contr->killer_name ()
2626 tmp->msg=buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0;
2628 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2481 );
2482 tmp->value = 0, tmp->type = 0;
2483 tmp->material = name_to_material (shstr_organic);
2484 tmp->insert_at (op, tmp);
2485
2633 /* teleport defeated player to new destination*/ 2486 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2636 return; 2491 return;
2637 } 2492 }
2638 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2639 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2640 2498
2641 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2642 2500
2643 if(op->stats.food<0) { 2501 op->contr->play_sound (sound_find ("player_dies"));
2644 if (op->contr->explore) {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name);
2651 strcpy(op->contr->killer,"starvation");
2652 }
2653 else {
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2502
2664 /* save the map location for corpse, gravestone*/ 2503 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2504 x = op->x;
2505 y = op->y;
2506 map = op->map;
2666 2507
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2508 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2509 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this. 2510 * See the config.h file for a little more in depth detail about this.
2672 */ 2511 */
2673 2512
2674 /* Basically two ways to go - remove a stat permanently, or just 2513 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2514 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2515 * of death.
2677 */ 2516 */
2678#ifndef COZY_SERVER 2517#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2518 if (settings.balanced_stat_loss)
2519 {
2680 /* If stat loss is permanent, lose one stat only. */ 2520 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2521 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2522 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2523 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2524 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2525 little bit harder. */
2686 /* GD */ 2526 /* GD */
2687 if (settings.stat_loss_on_death) 2527 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2528 num_stats_lose = 1;
2693 } 2529 else
2530 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2531 }
2532 else
2533 num_stats_lose = 1;
2534
2694 lost_a_stat = 0; 2535 lost_a_stat = 0;
2695 2536
2696 for (z=0; z<num_stats_lose; z++) { 2537 for (z = 0; z < num_stats_lose; z++)
2697 i = RANDOM() % NUM_STATS; 2538 {
2539 i = rndm (NUM_STATS);
2698 2540
2699 if (settings.stat_loss_on_death) { 2541 if (settings.stat_loss_on_death)
2542 {
2700 /* Pick a random stat and take a point off it. Tell the player 2543 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2544 * what he lost.
2702 */ 2545 */
2703 change_attr_value(&(op->stats), i,-1); 2546 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2547 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2548 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2549 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2550 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2551 lost_a_stat = 1;
2709 } else { 2552 }
2553 else
2554 {
2710 /* deplete a stat */ 2555 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2712 object *dep; 2557 object *dep;
2558
2559 dep = present_arch_in_ob (deparch, op);
2560 if (!dep)
2713 2561 {
2714 dep = present_arch_in_ob(deparch,op); 2562 dep = deparch->instance ();
2715 if(!dep) {
2716 dep = arch_to_object(deparch);
2717 insert_ob_in_ob(dep, op); 2563 insert_ob_in_ob (dep, op);
2718 } 2564 }
2719 lose_this_stat = 1; 2565 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2566 if (settings.balanced_stat_loss)
2567 {
2721 /* GD */ 2568 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2569 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2570 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2571 if (this_stat < 0)
2572 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2573 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2574 int keep_chance = this_stat * this_stat;
2575
2727 /* Yes, I am paranoid. Sue me. */ 2576 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2577 if (keep_chance < 1)
2729 keep_chance = 1; 2578 keep_chance = 1;
2730 2579
2731 /* There is a maximum depletion total per level. */ 2580 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2581 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2582 {
2733 lose_this_stat = 0; 2583 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2584 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2585 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2586 }
2745 } 2587 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2588 {
2755 if (this_stat>=-50) { 2589 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 2590 lose_this_stat = 0;
2591 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2592 this_stat, keep_chance, loss_chance,
2593 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2594 }
2762 } 2595 }
2763 } 2596 }
2764 } 2597
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2598 if (lose_this_stat)
2767 { 2599 {
2768 /* determine_god() seems to not work sometimes... why is this? 2600 this_stat = get_attr_value (&dep->stats, i);
2769 Should I be using something else? GD */ 2601 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2602 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2603 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2604 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2605 * difference.
2774 " you.", god); 2606 */
2607 if (this_stat >= -50)
2775 else 2608 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2609 change_attr_value (&(dep->stats), i, -1);
2777 " feel a holy presence protecting you."); 2610 dep->set_flag (FLAG_APPLIED);
2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2612 op->update_stats ();
2613 lost_a_stat = 1;
2614 }
2778 } 2615 }
2616 }
2617 }
2618
2619 /* If no stat lost, tell the player. */
2620 if (!lost_a_stat)
2621 {
2622 /* determine_god() seems to not work sometimes... why is this?
2623 Should I be using something else? GD */
2624 shstr_tmp god = determine_god (op);
2625
2626 if (god != shstr_none)
2627 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2628 else
2629 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2630 }
2631#else
2632 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2779#endif 2633#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2634
2783 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2636 * exp loss on the stone.
2785 */ 2637 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2639 tmp->name = format ("%s's gravestone", &op->name);
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2790 "who was killed\n" 2642 &op->name, op->contr->title, op->contr->killer_name ());
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2645
2798 /**************************************/ 2646 /**************************************/
2799 /* */ 2647 /* */
2800 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2649 /* */
2804 /**************************************/ 2650 /**************************************/
2805 2651
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2653 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 2654
2832 /* 2655 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2656 * Check to see if the player has any unpaid items. If so, remove them
2834 * the player has any unpaid items. If so, remove them and put them back 2657 * and put them back in the map.
2835 * in the map. 2658 */
2836 */ 2659 op->drop_unpaid_items ();
2837 2660
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2661 /****************************************/
2842 /* */ 2662 /* */
2843 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
2845 /* */ 2665 /* */
2846 /****************************************/ 2666 /****************************************/
2847 2667
2848 enter_player_savebed(op); 2668 enter_player_savebed (op);
2849 2669
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2670 op->contr->braced = 0;
2854 save_player(op,1);
2855 2671
2856 /* it is possible that the player has blown something up 2672 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2673 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2674 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2675 * on the space that might harm the player.
2860 */ 2676 */
2861 will_kill_again=0; 2677 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2678 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2679 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2680 will_kill_again |= tmp->attacktype;
2865 } 2681
2866 if (will_kill_again) { 2682 if (will_kill_again)
2683 {
2867 object *force; 2684 object *force;
2868 int at; 2685 int at;
2869 2686
2870 force=get_archetype(FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1;
2873 force->speed_left=-5.0; 2689 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2875 for (at=0; at<NROFATTACKS; at++) { 2693 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2695 force->resist[at] = 100;
2696
2697 insert_ob_in_ob (force, op);
2698 op->update_stats ();
2699 }
2700
2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2702}
2703
2704static void
2705loot_object (object *op)
2706{ /* Grab and destroy some treasure */
2707 object *tmp, *tmp2, *next;
2708
2709 op->close_container (); /* close open sack first */
2710
2711 for (tmp = op->inv; tmp; tmp = next)
2712 {
2713 next = tmp->below;
2714
2715 if (tmp->invisible)
2716 continue;
2717
2718 tmp->remove ();
2719 tmp->x = op->x, tmp->y = op->y;
2720
2721 if (tmp->type == CONTAINER)
2722 loot_object (tmp); /* empty container to ground */
2723
2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2725 {
2726 if (tmp->nrof > 1)
2727 {
2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2730 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2731 else
2937 delete_character(op->name,1); 2732 tmp->destroy ();
2938 } 2733 }
2939 } 2734 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2736 }
2981} 2737}
2982 2738
2983/* 2739/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 2742 * was changed.
2987 */ 2743 */
2744void
2745fix_weight ()
2746{
2747 for_all_players (pl)
2748 {
2749 sint32 old = pl->ob->carrying;
2988 2750
2989void fix_weight(void) { 2751 pl->ob->update_weight ();
2990 player *pl; 2752
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2753 if (old != pl->ob->carrying)
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2754 {
2993 if(old == sum) 2755 pl->ob->update_stats ();
2994 continue; 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2995 fix_player(pl->ob); 2757 }
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2997 &pl->ob->name, old, sum);
2998 } 2758 }
2999} 2759}
3000 2760
3001void fix_luck(void) { 2761void
3002 player *pl; 2762fix_luck ()
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2763{
2764 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2765 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2766 pl->ob->change_luck (0);
3006} 2767}
3007
3008 2768
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3012 */ 2772 */
3013
3014void 2773void
3015cast_dust (object * op, object * throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3016{ 2775{
3017 object *skop, *spob; 2776 object *skop, *spob;
3018 2777
3019 skop = find_skill_by_name (op, throw_ob->skill); 2778 skop = find_skill_by_name (op, throw_ob->skill);
3020 2779
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2780 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2781 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2782 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2783 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 2784 return;
3027 } 2785 }
3028 2786
3029 spob = throw_ob->inv; 2787 spob = throw_ob->inv;
3030 2788
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2789 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 2790 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 2791 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2792 if (!spob)
3035 { 2793 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2794 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 2795 return;
3039 } 2796 }
3040 2797
3041 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2799 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 2800
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2801 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2802
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2803 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 2804}
3050 2805
2806void
3051void make_visible (object *op) { 2807make_visible (object *op)
3052 op->hide = 0; 2808{
2809 op->flag [FLAG_HIDDEN] = 0;
3053 op->invisible = 0; 2810 op->invisible = 0;
2811
3054 if(op->type==PLAYER) { 2812 if (op->type == PLAYER)
2813 {
3055 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3057 } 2816 }
2817
3058 update_object(op,UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3059} 2819}
3060 2820
2821int
3061int is_true_undead(object *op) { 2822is_true_undead (object *op)
3062 object *tmp=NULL; 2823{
3063 2824 if (op->arch->flag [FLAG_UNDEAD])
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2825 return 1;
3065 2826
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 2827 return 0;
3071} 2828}
3072 2829
3073/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 2832 * indicate greater hideability.
3076 */ 2833 */
3077 2834int
3078int hideability(object *ob) { 2835hideability (object *ob)
2836{
3079 int i,level=0, mflag; 2837 int i, level = 0, mflag;
3080 sint16 x,y; 2838 sint16 x, y;
3081 2839
3082 if(!ob||!ob->map) return 0; 2840 if (!ob || !ob->map)
2841 return 0;
3083 2842
3084 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3086 2845
3087 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2849 if (ob->has_carried_lights ())
2850 level = -(10 + (2 * ob->map->darklevel ()));
3091 2851
3092 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2856 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 2858 if (mflag & P_OUT_OF_MAP)
2859 continue;
2860
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 2862 level += 2;
3098 else /* open terrain! */ 2863 else /* open terrain! */
3099 level -= 1; 2864 level -= 1;
3100 } 2865 }
3101 2866
3102#if 0 2867#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2868 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 2869#endif
3105 return level; 2870 return level;
3106} 2871}
3107 2872
3108/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 2877 */
3113 2878void
3114void do_hidden_move (object *op) { 2879do_hidden_move (object *op)
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2880{
3116 object *skop; 2881 int hide = 0;
3117 2882
3118 if(!op || !op->map) return; 2883 if (!op || !op->map)
2884 return;
3119 2885
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3121 2888
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 2890 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 2891 if (!skop || num >= skop->level)
2892 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 2894 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2895 return;
3136 "You moved out of hiding! You are visible!");
3137 } 2896 }
2897 else
2898 num += 20;
2899
2900 num += op->map->difficulty;
2901 hide = hideability (op); /* modify by terrain hidden level */
2902 num -= hide;
2903
2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2905 {
2906 make_visible (op);
2907
2908 if (op->type == PLAYER)
2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2910 }
3138 else if (op->type == PLAYER && skop) { 2911 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 2913}
3142 2914
3143/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3144 2916
2917int
3145int stand_near_hostile( object *who ) { 2918stand_near_hostile (object *who)
2919{
3146 object *tmp=NULL; 2920 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 2921 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 2922 maptile *m;
3149 sint16 x,y; 2923 sint16 x, y;
3150 2924
3151 if(!who) return 0; 2925 if (!who)
2926 return 0;
3152 2927
3153 if(who->type==PLAYER) player=1; 2928 if (who->type == PLAYER)
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2929 player = 1;
3155 2930
2931 else
2932 friendly = who->flag [FLAG_FRIENDLY];
2933
3156 /* search adjacent squares */ 2934 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 2935 for (i = 1; i < 9; i++)
2936 {
3158 x = who->x+freearr_x[i]; 2937 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 2938 y = who->y + freearr_y[i];
3160 m = who->map; 2939 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 2940 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 2941 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 2942 * blocked, don't need to check this space.
3164 */ 2943 */
3165 if (mflags & P_OUT_OF_MAP) continue; 2944 if (mflags & P_OUT_OF_MAP)
2945 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 2947 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2948
3169 if((player||friendly) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2950 {
2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2952 return 1;
2953 else if (tmp->type == PLAYER)
2954 {
2955 /*don't let a hidden DM prevent you from hiding */
2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3171 return 1; 2957 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 2958 }
3178 } 2959 }
3179 } 2960 }
3180 return 0; 2961 return 0;
3181} 2962}
3182 2963
3183/* check the player los field for viewability of the 2964/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2974 * -b.t.
3194 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3195 */ 2976 */
3196 2977int
3197int player_can_view (object *pl,object *op) { 2978player_can_view (object *pl, object *op)
2979{
3198 rv_vector rv; 2980 rv_vector rv;
3199 int dx,dy; 2981 int dx, dy;
3200 2982
3201 if(pl->type!=PLAYER) { 2983 if (pl->type != PLAYER)
2984 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 2986 return -1;
3204 } 2987 }
3205 if (!pl || !op) return 0;
3206 2988
3207 if(op->head) { op = op->head; } 2989 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 2990 return 0;
3231}
3232 2991
3233/* routine for both players and monsters. We call this when 2992 op = op->head_ ();
3234 * there is a possibility for our action distrubing our hiding 2993
3235 * place or invisiblity spell. Artefact invisiblity is not 2994 get_rangevector (pl, op, &rv, 0x1);
3236 * effected by this. If we arent invisible to begin with, we 2995
3237 * return 0. 2996 /* starting with the 'head' part, lets loop
2997 * through the object and find if it has any
2998 * part that is in the los array but isn't on
2999 * a blocked los square.
3000 * we use the archetype to figure out offsets.
3238 */ 3001 */
3239int action_makes_visible (object *op) { 3002 while (op)
3003 {
3004 dx = rv.distance_x + op->arch->x;
3005 dy = rv.distance_y + op->arch->y;
3240 3006
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3243 return 0;
3244
3245 if (op->contr && op->contr->tmp_invis == 0) return 0;
3246
3247 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3250 return 1; 3008 return 1;
3251 } 3009
3010 op = op->more;
3252 } 3011 }
3012
3253 return 0; 3013 return 0;
3254} 3014}
3255 3015
3256/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3018 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3019 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3020 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3021 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3022 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3023 */
3024int
3264int op_on_battleground (object *op, int *x, int *y) { 3025op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3026{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3028 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3034 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3035 if (tmp->flag [FLAG_IS_FLOOR])
3276 strcmp(tmp->name, "battleground")==0 && 3036 {
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3037 if (tmp->flag [FLAG_NO_PICK]
3038 && tmp->type == BATTLEGROUND
3039 && tmp->name == shstr_battleground
3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3041 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3042 /* before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280 object *invtmp;
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3046 {
3284 if (x != NULL && y != NULL) 3047 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3286 return 1; 3050 return 1;
3287 }
3288 } 3051 }
3289 } 3052
3290 if (x != NULL && y != NULL) 3053 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3292 return 1; 3056 return 1;
3057 }
3293 } 3058 }
3294 }
3295 } 3059 }
3060
3296 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3297 return 0; 3062 return 0;
3298} 3063}
3299 3064
3300/* 3065/*
3304 * attributes: 3069 * attributes:
3305 * object *who the dragon player 3070 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3071 * int atnr the attack-number of the ability focus
3307 * int level ability level 3072 * int level ability level
3308 */ 3073 */
3074void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3075dragon_ability_gain (object *who, int atnr, int level)
3076{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3077 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3078 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3079 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3080 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3082 int i = 0, j = 0;
3316 3083
3317 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3093
3327 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3095 return;
3096
3097 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3098
3099 if (!tr || !tr->item)
3100 {
3101 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3102 return;
3103 }
3104
3105 /* everything seems okay - now bring on the gift: */
3106 item = tr->item;
3107
3108 if (item->type == SPELL)
3109 {
3110 if (check_spell_known (who, item->name))
3328 return; 3111 return;
3329 3112
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3113 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3114 do_learn_spell (who, item, 0);
3332 3115 return;
3333 if (tr == NULL || tr->item == NULL) { 3116 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3117
3118 /* grant direct spell */
3119 if (item->type == SPELLBOOK)
3120 {
3121 if (!item->inv)
3122 {
3123 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3124 return;
3125 }
3126 if (check_spell_known (who, item->inv->name))
3335 return; 3127 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3128 if (item->invisible)
3129 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3130 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0); 3131 do_learn_spell (who, item->inv, 0);
3361 return; 3132 return;
3362 } 3133 }
3363 } 3134 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3135 else if (item->type == SKILL_TOOL && item->invisible)
3136 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3137 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3138 {
3366 3139
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3140 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3141 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3142 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3143 * but not all of them, he gets nothing.
3371 */ 3144 */
3372 if (!(skop->attacktype & item->attacktype)) { 3145 if (!(skop->attacktype & item->attacktype))
3146 {
3373 /* Give new attacktype */ 3147 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3148 skop->attacktype |= item->attacktype;
3375 3149
3376 /* always add physical if there's none */ 3150 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3151 skop->attacktype |= AT_PHYSICAL;
3378 3152
3379 if (item->msg != NULL) 3153 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3154 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3155
3382 /* Give player new face */ 3156 /* Give player new face */
3383 if (item->animation_id) { 3157 if (item->animation_id)
3158 {
3384 who->face = skop->face; 3159 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3160 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3161 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3162 who->last_anim = 0;
3388 who->state = 0; 3163 who->state = 0;
3389 animate_object(who, who->direction); 3164 animate_object (who, who->direction);
3390 } 3165 }
3391 } 3166 }
3392 } 3167 }
3393 } 3168 }
3394 else if (item->type == FORCE) { 3169 else if (item->type == FORCE)
3170 {
3395 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3172 object *skin;
3173
3397 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3175 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3399 skin=skin->below); 3176 ;
3400 if (skin == NULL) return; 3177
3401 3178 if (!skin)
3179 return;
3180
3402 /* adding new spellpath attunements */ 3181 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3182 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3183 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3184 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3185
3406 /* print message */ 3186 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3187 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3188 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3189 {
3409 if(item->path_attuned & (1<<i)) { 3190 if (item->path_attuned & (1 << i))
3191 {
3410 if (j) 3192 if (j)
3411 strcat(buf," and "); 3193 strcat (buf, " and ");
3412 else 3194 else
3413 j = 1; 3195 j = 1;
3414 strcat(buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3415 } 3197 }
3416 } 3198 }
3199
3417 strcat(buf,"."); 3200 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3202 }
3420 3203
3421 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3423 SET_FLAG(skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3425 SET_FLAG(skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3428 3211
3429 /* print message if there is one */ 3212 /* print message if there is one */
3430 if (item->msg != NULL) 3213 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3215 }
3216 else
3432 } 3217 {
3433 else {
3434 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3438 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp);
3440 } 3222 }
3441} 3223}
3442 3224
3443/** 3225//-GPL
3444 * Unready an object for a player. This function does nothing if the object was
3445 * not readied.
3446 */
3447void player_unready_range_ob(player *pl, object *ob) {
3448 rangetype i;
3449 3226
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3227sint8
3451 if (pl->ranges[i] == ob) { 3228player::darkness_at (maptile *map, int x, int y) const
3452 pl->ranges[i] = NULL; 3229{
3453 if (pl->shoottype == i) { 3230 if (!ns)
3454 pl->shoottype = range_none; 3231 return LOS_BLOCKED;
3455 } 3232
3456 } 3233 int dx, dy;
3457 } 3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3235 return LOS_BLOCKED;
3236
3237 x += dx - ns->current_x;
3238 y += dy - ns->current_y;
3239
3240 return blocked_los (x, y);
3458} 3241}
3242
3243void
3244player::infobox (const char *title, const char *msg, int color)
3245{
3246 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3247}
3248
3249void
3250player::statusmsg (const char *msg, int color)
3251{
3252 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3253}
3254
3255void
3256player::failmsg (const char *msg, int color)
3257{
3258 play_sound (sound_find ("generic_failure"));
3259 statusmsg (msg, color);
3260}
3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

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