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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 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 1.16 2006/09/05 18:18:09 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 p->clear (); 120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
233 123
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{
234 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 211 * we deal with that below this point.
236 */ 212 */
237 p->party = NULL; 213 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 214 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 216
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
248 218
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 219 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 220 bowtype = bow_normal;
266 p->petmode = pet_normal; 221 petmode = pet_normal;
267 p->listening = 10;
268 p->usekeys = containers; 222 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 224 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 225
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 226 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 227 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race;
278
279 CLEAR_FLAG (op, FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i = 0; i < NROFATTACKS; i++)
292 {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 228}
302 229
303/* This loads the first map an puts the player on it. */ 230void
304static void set_first_map(object *op) 231player::do_destroy ()
305{ 232{
306 strcpy(op->contr->maplevel, first_map_path); 233 disconnect ();
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311 234
312/* Tries to add player on the connection passwd in ns. 235 attachable::do_destroy ();
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316 236
317int add_player(NewSocket *ns) { 237 if (ob)
318 player *p; 238 ob->destroy ();
319 239
320 p=get_player(NULL); 240 ob = observe = viewpoint = 0;
321 p->socket = *ns; 241}
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332 242
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 243player::~player ()
334 add_friendly_object(p->ob); 244{
335 send_rules(p->ob); 245 /* Clear item stack */
336 send_news(p->ob); 246 free (stack_items);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340} 247}
341 248
342/* 249/*
343 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
346 */ 253 */
254static archetype *
347archetype *get_player_archetype(archetype* at) 255get_player_archetype (archetype *at)
348{ 256{
349 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
350 for (;;) { 265 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 266 {
362} 267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
363 271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
275}
364 276
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 *
365object *get_nearest_player(object *mon) { 298get_nearest_player (object *mon)
299{
366 object *op = NULL; 300 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 301 objectlink *ol;
369 unsigned lastdist; 302 unsigned lastdist;
370 rv_vector rv; 303 rv_vector rv;
371 304
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 306 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 308 continue;
399 309
400 if(lastdist>rv.distance) { 310 if (lastdist > rv.distance)
311 {
401 op=ol->ob; 312 op = ol->ob;
402 lastdist=rv.distance; 313 lastdist = rv.distance;
403 } 314 }
404 } 315 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 316
317 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 318 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 319 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 320 {
413 } 321 op = pl->ob;
322 lastdist = rv.distance;
323 }
324
414#if 0 325#if 0
415 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)");
416#endif 327#endif
417 return op; 328 return op;
418} 329}
419 330
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 333 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 349 * is probably not a good thing.
439 */ 350 */
440#define MAX_SPACES 50 351#define MAX_SPACES 50
441
442 352
443/* 353/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
459 * monster can in fact move one space in that direction. 369 * monster can in fact move one space in that direction.
460 * 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,
461 * 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
462 * is blocking itself. 372 * is blocking itself.
463 */ 373 */
374int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 375path_to_player (object *mon, object *pl, unsigned mindiff)
376{
465 rv_vector rv; 377 rv_vector rv;
466 sint16 x,y;
467 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;
468 mapstruct *m ,*lastmap;
469 379
470 get_rangevector(mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
471 381
472 if (rv.distance<mindiff) return 0; 382 if (rv.distance < mindiff)
383 return 0;
473 384
474 x=mon->x; 385 mapxy pos (mon);
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction; 386 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff>max) return 0; 391 if (diff > max)
392 return 0;
393
482 while (diff >1 && max>0) { 394 while (diff > 1 && max > 0)
483 lastx = x; 395 {
484 lasty = y; 396 mapxy lastpos = pos;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491 397
398 pos.move (dir);
399
492 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 401 if (!pos.normalise ()
494 && (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 {
495 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
497 */ 407 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
499 if (rv.direction != dir) { 409 if (rv.direction != dir)
410 {
500 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 412 * the values so it will try again.
502 */ 413 */
503 x = lastx;
504 y = lasty;
505 m = lastmap; 414 pos = lastpos;
506 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
416 }
507 } else { 417 else
418 {
508 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
509 * either the left or right. 420 * either the left or right.
510 * Note increase the values in the loop below to be 421 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 422 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 423 * bigger detour. Have to be careful about these values getting
513 * 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
514 * stepping back and forth 425 * stepping back and forth
515 */ 426 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
428 {
429 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
518 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 433 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 437 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 440 * the last direction the creature has successfully
527 * moved. 441 * moved.
528 */ 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))
529 458 break;
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 } 459 }
460
541 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
543 */ 463 */
544 if (i==(DETOUR_AMOUNT+1)) 464 if (i == DETOUR_AMOUNT + 1)
545 return 0; 465 return 0;
466
546 diff--; 467 diff--;
547 lastdir=dir; 468 lastdir = dir;
548 max--; 469 max--;
549 if (!firstdir) firstdir = dir+i; 470 if (!firstdir)
471 firstdir = dir + i;
550 } /* else check alternate directions */ 472 } /* else check alternate directions */
551 } /* if blocked */ 473 } /* if blocked */
552 else { 474 else
475 {
553 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
554 diff--; 477 diff--;
555 max--; 478 max--;
556 lastdir=dir; 479 lastdir = dir;
480
481 if (!firstdir)
557 if (!firstdir) firstdir = dir; 482 firstdir = dir;
483 }
484
485 if (diff <= 1)
558 } 486 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 488 * headed toward player for entire distance.
562 */ 489 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
564 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));
565 } 492 }
566 if (diff>max) return 0; 493
494 if (diff > max)
495 return 0;
567 } 496 }
497
568 /* 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 */
569 if (!max) return 0; 499 if (!max)
500 return 0;
570 501
571 return firstdir; 502 return firstdir;
572} 503}
573 504
505void
574void give_initial_items(object *pl,treasurelist *items) { 506give_initial_items (object *pl, treasurelist *items)
575 object *op,*next=NULL; 507{
576
577 if(pl->randomitems!=NULL) 508 if (pl->randomitems)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 510
580 for (op=pl->inv; op; op=next) { 511 for (object *next, *op = pl->inv; op; op = next)
512 {
581 next = op->below; 513 next = op->below;
582 514
583 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
584 * 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
585 */ 517 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
587 SET_FLAG(op,FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
588 520
589 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 522 * by this player due to race restrictions
591 */ 523 */
592 if (pl->type == PLAYER) { 524 if (pl->type == PLAYER)
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 525 {
526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
594 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
595 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
596 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
597 op->type == BRACERS || op->type == GIRDLE)) || 531 || op->type == BRACERS || op->type == GIRDLE))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 533 {
603 } 534 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 535 continue;
623 } 536 }
624 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)
625 } 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 }
626 553
554 if (op->nrof > 1)
555 op->nrof = 1;
556 }
557
627 if (op->type == SPELLBOOK && op->inv) { 558 if (op->type == SPELLBOOK && op->inv)
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
629 }
630 560
631 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 563 * merged properly.
634 */ 564 */
635 if (need_identify(op)) { 565 if (op->need_identify ())
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
640 if(op->type==SPELL) { 572 if (op->type == SPELL)
641 remove_ob(op); 573 {
642 free_object(op); 574 op->destroy ();
643 continue; 575 continue;
576 }
577 else if (op->type == SKILL)
644 } 578 {
645 else if(op->type==SKILL) { 579 op->set_flag (FLAG_CAN_USE_SKILL);
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 580 op->stats.exp = 0;
648 op->level = 1; 581 op->level = 1;
649 } 582 }
650 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
653 586
654 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
655 link_player_skills(pl); 588 pl->contr->link_skills ();
656} 589}
657 590
658void get_name(object *op) { 591void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 592get_party_password (object *op, partylist *party)
593{
731 if (party == NULL) { 594 if (party == NULL)
595 {
732 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);
733 return; 597 return;
734 } 598 }
599
735 op->contr->write_buf[0]='\0'; 600 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 602 op->contr->party_to_join = party;
738 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:");
739} 604}
740
741 605
742/* 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. */
743int roll_stat(void) { 607static int
608roll_stat ()
609{
744 int a[4],i,j,k; 610 int a[4], i, j, k;
745 611
746 for(i=0;i<4;i++) 612 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 613 a[i] = rndm (1, 6);
748 614
749 for(i=0,j=0,k=7;i<4;i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 616 if (a[i] < k)
751 k=a[i],j=i; 617 k = a[i], j = i;
752 618
753 for(i=0,k=0;i<4;i++) { 619 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 620 if (i != j)
755 k+=a[i]; 621 k += a[i];
756 } 622
757 return k; 623 return k;
758} 624}
759 625
760void roll_stats(object *op) { 626void
627object::roll_stats ()
628{
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
761 int sum=0; 633 int sum = 0;
762 int i = 0, j = 0; 634 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 635 sum += statsort [i] = roll_stat ();
764 636
765 do { 637 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 638 break;
767 op->stats.Dex=roll_stat(); 639 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 640
778 /* Sort the stats so that rerolling is easier... */ 641 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 643
787 /* a quick and dirty bubblesort? */ 644 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 646
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 647 stats.exp = 0;
818 op->stats.ac=0; 648 stats.ac = 0;
819 649
650 stats.hp = stats.maxhp;
651 stats.sp = stats.maxsp;
652 stats.grace = stats.maxgrace;
653
654 if (contr)
655 {
820 op->contr->levhp[1] = 9; 656 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 657 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 658 contr->levgrace[1] = 3;
823 659
824 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
825 op->stats.hp = op->stats.maxhp; 680 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 681 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 690 contr->orig_stats = stats;
691 }
829} 692}
830 693
831void Roll_Again(object *op) 694static void
695start_info (object *op)
832{ 696{
833 esrv_new_player(op->contr, 0);
834 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)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
841 698
842 if ( op->contr->Swap_First == -1 ) { 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf);
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 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");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 701}
950 702
951/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
955 * not the class. 707 * not the class.
956 */ 708 */
957 709void
958int key_change_class(object *op, char key) 710player::chargen_race_done ()
959{ 711{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 713 esrv_new_player (ob->contr);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 714
715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
716 if (tl)
717 create_treasure (tl, ob, 0, 0, 0);
718
974 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr);
976 720
977 op->contr->state=ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
978 722
979 if (op->msg) 723 if (ob->msg)
980 op->msg=NULL; 724 ob->msg = 0;
981 725
982 /* We create this now because some of the unique maps will need it
983 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op); 726 start_info (ob);
992 CLEAR_FLAG(op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 728 give_initial_items (ob, ob->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op); 729 esrv_send_inventory (ob, ob);
996 fix_player(op); 730 ob->update_stats ();
997 731
998 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
999 * is one for this race 733 * is one for this race
1000 */ 734 */
1001 if(*first_map_ext_path) { 735 if (*first_map_ext_path)
1002 object *tmp; 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1003 mapstruct *oldmap = op->map; 737 else
1004 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 first_map_ext_path, &op->arch->name);
1007 tmp=get_object();
1008 EXIT_PATH(tmp) = mapname;
1009 EXIT_X(tmp) = op->x;
1010 EXIT_Y(tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the
1013 * default initial map */
1014 free_object(tmp);
1015 } else {
1016 LOG(llevDebug,"first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
1017 } 739}
1018 return 0;
1019 }
1020 740
741void
742player::chargen_race_next ()
743{
1021 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1023 */ 746 */
1024 747
1025 tmp_loop = 0; 748 do
1026 while(!tmp_loop) { 749 {
1027 shstr name = op->name; 750 shstr name = ob->name;
1028 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
752
1029 remove_statbonus(op); 753 ob->remove_statbonus ();
1030 remove_ob (op); 754 ob->remove ();
1031 op->arch = get_player_archetype(op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1032 copy_object (&op->arch->clone, op); 756 ob->arch->copy_to (ob);
1033 op->instantiate (); 757 ob->instantiate ();
1034 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1035 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
1036 op->x = x; 760 ob->x = x;
1037 op->y = y; 761 ob->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 764 assign (ob->contr->title, ob->arch->object::name);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op); 765 ob->add_statbonus ();
1043 tmp_loop=allowed_class(op);
1044 } 766 }
767 while (!allowed_class (ob));
768
1045 update_object(op,UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op); 770 esrv_update_item (UPD_FACE, ob, ob);
1047 fix_player(op); 771 ob->update_stats ();
1048 op->stats.hp=op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1050 op->stats.grace=0; 774 ob->stats.grace = 0;
1051 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0;
1055} 775}
1056 776
1057int key_confirm_quit(object *op, char key) 777static void
1058{
1059 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1090 for (mp=first_map; mp!=NULL; mp=next) {
1091 next = mp->next;
1092 if (!strncmp(mp->path, buf, strlen(buf)))
1093 delete_map(mp);
1094 }
1095
1096 delete_character(op->name, 1);
1097 }
1098 play_again(op);
1099 return 1;
1100}
1101
1102void flee_player(object *op) { 778flee_player (object *op)
779{
1103 int dir,diff; 780 int dir, diff;
1104 rv_vector rv; 781 rv_vector rv;
1105 782
1106 if(op->stats.hp < 0) { 783 if (op->stats.hp < 0)
784 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1108 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))))
1109 return; 812 return;
1110 } 813 }
1111 814
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1145 op->enemy=NULL; 817 op->enemy = NULL;
1146} 818}
1147
1148 819
1149/* 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.
1150 * 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
1151 * stop. 822 * stop.
1152 */ 823 */
824int
1153int check_pick(object *op) { 825check_pick (object *op)
826{
1154 object *tmp, *next; 827 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 828 int stop = 0;
1157 int j, k, wvratio; 829 int wvratio;
1158 char putstring[128], tmpstr[16];
1159 830
1160
1161 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1163 return 1; 833 return 1;
1164 834
1165 op_tag = op->count;
1166
1167 next = op->below; 835 next = op->below;
1168 if (next) 836
1169 next_tag = next->count; 837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1170 839
1171 /* 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
1172 * destroyed */ 841 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 842 while (next && !next->destroyed ())
1174 { 843 {
1175 tmp = next; 844 tmp = next;
1176 next = tmp->below; 845 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 846
1180 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 ())
1181 return 0; 854 return 0;
1182 855
1183 if ( ! can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1184 continue; 857 continue;
1185 858
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 860 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1190 continue; 864 continue;
1191 }
1192
1193 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) {
1195 switch (op->contr->mode) {
1196 case 0: return 1; /* don't pick up */
1197 case 1: pick_up (op, tmp);
1198 return 1;
1199 case 2: pick_up (op, tmp);
1200 return 0;
1201 case 3: return 0; /* stop before pickup */
1202 case 4: pick_up (op, tmp);
1203 break;
1204 case 5: pick_up (op, tmp);
1205 stop = 1;
1206 break;
1207 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp);
1211 break;
1212
1213 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp);
1216 break;
1217
1218 default:
1219 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp);
1225 } 865 }
1226 } 866
1227 else { /* old model */
1228 /* NEW pickup handling */ 867 /* pickup handling */
1229 if(op->contr->mode & PU_DEBUG) 868 if (op->contr->mode & PU_DEBUG)
1230 { 869 {
1231 /* some debugging code to figure out item information */ 870 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL) 871 const char *str = tmp->name
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 872 ? format ("item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (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))))
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 874 : format ("item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (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
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring); 877 new_draw_info (NDI_UNIQUE, 0, op, str);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 {
1249 sprintf(tmpstr,"%d ",k*32+j);
1250 strcat(putstring, tmpstr);
1251 }
1252 } 878 }
1253 }
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1255 879
1256#if 0 880 if (op->contr->mode & PU_INHIBIT)
1257 /* print the flags too */ 881 return 1;
1258 for(k=0;k<4;k++) 882
1259 { 883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 884 return 1;
1261 for(j=0;j<32;j++) 885
1262 {
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1264 if(!((j+1)%4))fprintf(stderr," ");
1265 }
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif
1269 }
1270 /* philosophy: 886 /* philosophy:
1271 * 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
1272 * generic. This takes no game-time. For more detailed pickups 888 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a 889 * and selections, select-items should be used. This is a
1274 * 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
1275 * example. 891 * example.
1276 * 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
1277 * 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
1278 * convert to decimal and then 'pickup <#> 894 * convert to decimal and then 'pickup <#>
1281 /* the first two modes are exclusive: if NOTHING we return, if 897 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially, 898 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */ 899 * meaning if any test passes, the item gets picked up. */
1284 900
1285 /* if mode is set to pick nothing up, return */ 901 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1; 902 if (op->contr->mode == PU_NOTHING)
903 return 1;
1288 904
1289 /* if mode is set to stop when encountering objects, return */ 905 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick 906 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */ 907 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0; 908 if (op->contr->mode & PU_STOP)
909 return 0;
1294 910
1295 /* useful for going into stores and not losing your settings... */ 911 /* useful for going into stores and not losing your settings... */
1296 /* 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
1297 * fighting */ 913 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1; 914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
1299 916
1300 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 918 if (tmp->flag [FLAG_UNPAID])
919 continue;
1302 920
1303 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
1304 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;
1305 924
1306 /* all food and drink if desired */ 925 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD) 928 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 929 {
930 CHK_PICK_PICKUP;
931 continue;
932 }
933
1311 if(op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
1312 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]))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
1314 940
1315 if(op->contr->mode & PU_POTION) 941 if (op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION) 942 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
1318 947
1319 /* spellbooks, skillscrolls and normal books/scrolls */ 948 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK) 949 if (op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK) 950 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
1323 if(op->contr->mode & PU_SKILLSCROLL) 956 if (op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL) 957 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1326 if(op->contr->mode & PU_READABLES) 963 if (op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL) 964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
1329 969
1330 /* wands/staves/rods/horns */ 970 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE) 971 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 972 if (tmp->type == WAND
1333 { 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 }
1334 980
1335 /* pick up all magical items */ 981 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1338 { 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 }
1339 989
1340 if(op->contr->mode & PU_VALUABLES) 990 if (op->contr->mode & PU_VALUABLES)
1341 { 991 {
1342 if (tmp->type == MONEY || tmp->type == GEM) 992 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
1344 } 997 }
1345 998
1346 /* rings & amulets - talismans seems to be typed AMULET */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS) 1000 if (op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET) 1001 if (tmp->type == RING
1349 { 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 }
1350 1017
1351 /* bows and arrows. Bows are good for selling! */ 1018 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW) 1019 if (op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW) 1020 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1355 if(op->contr->mode & PU_ARROW) 1026 if (op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW) 1027 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1358 1032
1359 /* all kinds of armor etc. */ 1033 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR) 1034 if (op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR) 1035 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1363 if(op->contr->mode & PU_HELMET) 1041 if (op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET) 1042 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1366 if(op->contr->mode & PU_SHIELD) 1048 if (op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD) 1049 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1369 if(op->contr->mode & PU_BOOTS) 1055 if (op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS) 1056 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1372 if(op->contr->mode & PU_GLOVES) 1062 if (op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES) 1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1375 if(op->contr->mode & PU_CLOAK) 1069 if (op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK) 1070 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1378 1075
1379 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1383 1083
1384 /* careful: chairs and tables are weapons! */ 1084 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON) 1085 if (op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 } 1086 {
1393 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 }
1394 { 1093 }
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400 1094
1401 /* misc stuff that's useful */ 1095 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY) 1096 if (op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1405 1102
1406 /* 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
1407 * pickups */ 1104 * pickups */
1408 if(op->contr->mode & PU_RATIO) 1105 if (op->contr->mode & PU_RATIO)
1409 { 1106 {
1410 /* use value density to decide what else to grab */ 1107 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */ 1108 /* >=7 was >= op->contr->mode */
1412 /* >=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
1413 * and multiply them by 5, giving 0..15*5== 5..75 */ 1110 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5; 1111 wvratio = op->contr->mode & PU_RATIO;
1415 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)
1416 { 1113 {
1417 pick_up(op, tmp);
1418#if 0 1114#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) { 1116 if (tmp->name != NULL)
1117 {
1421 fprintf(stderr,"%s", tmp->name); 1118 fprintf (stderr, "%s", tmp->name);
1422 } 1119 }
1120 else
1423 else fprintf(stderr,"%s",tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1424 fprintf(stderr,",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1425 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))));
1426#endif 1124#endif
1125 CHK_PICK_PICKUP;
1427 continue; 1126 continue;
1428 } 1127 }
1128 } /* the new pickup model */
1429 } 1129 }
1430 } /* the new pickup model */ 1130
1431 }
1432 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;
1433} 1167}
1434 1168
1435/* 1169/*
1436 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1172 * found object is returned.
1439 */ 1173 */
1174static object *
1440object *find_arrow(object *op, const char *type) 1175find_arrow (object *op, const char *type)
1441{ 1176{
1442 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);
1443 1180
1444 for(op=op->inv; op; op=op->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1446 QUERY_FLAG(op,FLAG_APPLIED)) 1183 if (object *arrow = find_arrow (tmp, type))
1447 tmp = find_arrow (op, type); 1184 {
1448 else if (op->type==ARROW && op->race==type) 1185 splay (tmp);
1449 return op; 1186 return arrow;
1187 }
1188
1450 return tmp; 1189 return 0;
1451} 1190}
1452 1191
1453/* 1192/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1197 */
1459 1198static object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1461{ 1200{
1462 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1464 1203
1465 if (!type) 1204 if (!type)
1466 return NULL; 1205 return NULL;
1467 1206
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1208 {
1469 if (arrow->type==CONTAINER && arrow->race==type && 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1210 {
1471 i = 0; 1211 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1473 if (i > betterby) { 1214 if (i > betterby)
1215 {
1474 tmp = ntmp; 1216 tmp = ntmp;
1475 betterby = i; 1217 betterby = i;
1476 } 1218 }
1219 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1220 else if (arrow->type == ARROW && arrow->race == type)
1221 {
1478 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1223 if (target->race && arrow->slaying.contains (target->race))
1480 strstr(arrow->slaying, target->race)) { 1224 {
1481 if (arrow->attacktype & AT_DEATH) { 1225 if (arrow->attacktype & AT_DEATH)
1226 {
1482 *better = 100; 1227 *better = 100;
1483 return arrow; 1228 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1229 }
1488 } else { 1230 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1231 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1232 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1233 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1234 }
1505 } 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 }
1506 } 1260 }
1261 }
1507 } 1262 }
1263
1508 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1265 return find_arrow (op, type);
1510 1266
1511 *better = betterby; 1267 *better = betterby;
1512 return tmp; 1268 return tmp;
1513} 1269}
1514 1270
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1273 * op = the shooter
1518 * type = bow->race 1274 * type = bow->race
1519 * dir = fire direction 1275 * dir = fire direction
1520 */ 1276 */
1521 1277static object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1523{ 1279{
1524 object *tmp = NULL; 1280 object *tmp = NULL;
1525 mapstruct *m; 1281 maptile *m;
1526 int i, mflags, found, number; 1282 int i, mflags, found, number;
1527 sint16 x, y; 1283 sint16 x, y;
1528 1284
1529 if (op->map == NULL) 1285 if (op->map == NULL)
1530 return find_arrow(op, type); 1286 return find_arrow (op, type);
1531 1287
1532 /* do a dex check */ 1288 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1289 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 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)))
1535 return find_arrow(op, type); 1291 return find_arrow (op, type);
1536 1292
1537 m = op->map; 1293 m = op->map;
1538 x = op->x; 1294 x = op->x;
1539 y = op->y; 1295 y = op->y;
1540 1296
1541 /* find the first target */ 1297 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1298 for (i = 0, found = 0; i < 20; i++)
1299 {
1543 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1305 {
1547 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])
1548 break; 1321 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1322 }
1566 if (tmp == NULL) 1323
1324 if (!tmp)
1567 return find_arrow(op, type); 1325 return find_arrow (op, type);
1568 1326
1569 if (tmp->head) 1327 if (tmp->head)
1570 tmp = tmp->head; 1328 tmp = tmp->head;
1571 1329
1572 return find_better_arrow(op, tmp, type, &i); 1330 return find_better_arrow (op, tmp, type, &i);
1573} 1331}
1574 1332
1575/* 1333/*
1576 * Creature fires a bow - op can be monster or player. Returns 1334 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1335 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1338 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1341 * player fire modes.
1584 */ 1342 */
1343int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1345{
1588 object *left, *bow; 1346 object *left, *bow;
1589 tag_t left_tag, tag; 1347 int mflags;
1590 int bowspeed, mflags; 1348 maptile *m;
1591 mapstruct *m;
1592 1349
1593 if (!dir) { 1350 if (!dir)
1351 {
1594 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!");
1595 return 0; 1353 return 0;
1354 }
1355
1356 if (op->contr)
1357 bow = op->current_weapon;
1358 else
1596 } 1359 {
1597 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow];
1599 else {
1600 for(bow=op->inv; bow; bow=bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1363 */
1604 if(bow->type==BOW) 1364 if (bow->type == BOW)
1605 break; 1365 break;
1606 1366
1607 if (!bow) { 1367 if (!bow)
1368 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1370 return 0;
1610 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1611 } 1375 }
1376
1612 if( !bow->race || !bow->skill) { 1377 if (!bow->race || !bow->skill)
1378 {
1613 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);
1614 return 0; 1380 return 0;
1615 } 1381 }
1616 1382
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1)
1623 bowspeed = 1;
1624
1625 if (arrow == NULL) { 1383 if (arrow == NULL)
1384 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1386 {
1627 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* 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 */
1631 else 1390 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1633 return 0; 1393 return 0;
1634 } 1394 }
1635 } 1395 }
1396
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1398 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1399 return 0;
1639 } 1400
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1401 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1402 {
1641 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.");
1642 return 0; 1404 return 0;
1643 } 1405 }
1644 1406
1645 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1408 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1409 {
1648 free_object(arrow); 1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1411 arrow->destroy ();
1649 return 0; 1412 return 0;
1650 } 1413 }
1651 1414
1652 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count; 1416 arrow = arrow->split ();
1654 arrow = get_split_ob(arrow, 1); 1417 if (!arrow)
1655 if (arrow == NULL) { 1418 {
1656 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);
1657 return 0; 1420 return 0;
1658 } 1421 }
1659 set_owner(arrow, op); 1422
1423 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1425 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1426
1666 if (op->type == PLAYER) {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1668 fix_player(op);
1669 }
1670
1671 SET_ANIMATION(arrow, arrow->direction);
1672 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 */
1673 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1675 if (arrow->slaying != NULL) 1430 arrow->custom_name = arrow->slaying;
1676 arrow->spellarg = strdup_local(arrow->slaying);
1677 1431
1678 /* Note that this was different for monsters - they got their level 1432#if 0
1679 * added to the damage. I think the strength bonus is more proper. 1433 if (player *pl = op->contr)
1680 */
1681 1434 {
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1435 float speed = pl->weapon_sp;
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 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
1686 /* update the speed */ 1449 /* update the speed */
1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1688 0 : dam_bonus[op->stats.Str]) +
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0;
1691 1450
1692 if (arrow->speed < 1.0)
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 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 ));
1696 1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1697 if (op->type == PLAYER) { 1459 if (op->type == PLAYER)
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1460 {
1699 (op->chosen_skill?op->chosen_skill->level:op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1462 wc -= dex_bonus[op->stats.Dex];
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706 arrow->stats.wc + wc_mod;
1707 1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1468 }
1469 else
1470 {
1708 arrow->level = op->level; 1471 arrow->level = op->level;
1709 } 1472 arrow->stats.wc -= bow->magic;
1710 if (arrow->attacktype == AT_PHYSICAL) 1473
1711 arrow->attacktype |= bow->attacktype; 1474 if (!arrow->slaying)
1712 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1475 arrow->slaying = bow->slaying;
1714 1476
1715 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);
1716 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1486
1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1720 tag = arrow->count; 1488 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1489
1723 if (!was_destroyed(arrow, tag)) 1490 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1491 move_arrow (arrow);
1725 1492
1726 if (op->type == PLAYER) {
1727 if (was_destroyed (left, left_tag))
1728 esrv_del_item(op->contr, left_tag);
1729 else
1730 esrv_send_item(op, left);
1731 }
1732 return 1; 1493 return 1;
1733} 1494}
1734 1495
1735/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1497 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1501 * hence the function name.
1741 */ 1502 */
1503static int
1742int player_fire_bow(object *op, int dir) 1504player_fire_bow (object *op, int dir)
1743{ 1505{
1744 int ret=0, wcmod=0; 1506 int ret;
1745 1507
1746 if (op->contr->bowtype == bow_bestarrow) { 1508 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1509 {
1748 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);
1749 dir, 0, op->x, op->y); 1511 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1752 wcmod =-1;
1753 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);
1754 op->x, op->y); 1516 }
1755 } 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 */
1756 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);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1759 } else if (op->contr->bowtype == bow_spreadshot) {
1760 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1763
1764 } else {
1765 /* Simple case */
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1767 } 1533 }
1534
1768 return ret; 1535 return ret;
1769} 1536}
1770
1771 1537
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1774 */ 1540 */
1541static void
1775void fire_misc_object(object *op, int dir) 1542fire_misc_object (object *op, int dir)
1776{ 1543{
1777 object *item; 1544 object *item = op->contr->ranged_ob;
1778 1545
1779 if (!op->contr->ranges[range_misc]) { 1546 if (!item)
1547 {
1780 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.");
1781 return; 1549 return;
1782 } 1550 }
1783 1551
1784 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1552 if (!item->inv)
1553 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1555 return;
1788 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1789 if (item->type == WAND) { 1561 if (item->type == WAND)
1562 {
1790 if(item->stats.food<=0) { 1563 if (item->stats.food <= 0)
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1564 {
1565 op->contr->play_sound (sound_find ("wand_poof"));
1792 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
1793 return; 1568 return;
1794 } 1569 }
1570 }
1795 } else if (item->type == ROD || item->type==HORN) { 1571 else if (item->type == ROD || item->type == HORN)
1796 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1572 {
1797 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
1798 if (item->type== ROD) 1581 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "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));
1801 else 1583 else
1802 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));
1803 "The %s needs more time to charge.", query_base_name(item,0)); 1585
1804 return; 1586 return;
1805 } 1587 }
1806 } 1588 }
1807 1589
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1591 {
1809 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
1810 if (item->type == WAND) { 1594 if (item->type == WAND)
1595 {
1811 if (!(--item->stats.food)) { 1596 if (!(--item->stats.food))
1597 {
1812 object *tmp; 1598 object *tmp;
1599
1813 if (item->arch) { 1600 if (item->arch)
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1601 {
1602 item->clr_flag (FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1816 item->speed = 0; 1604 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1605 }
1819 if ((tmp=is_player_inv(item))) 1606
1607 if (object *pl = item->visible_to ())
1820 esrv_update_item(UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1821 } 1609 }
1822 } 1610 }
1823 else if (item->type == ROD || item->type==HORN) { 1611 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1612 drain_rod_charge (item);
1825 }
1826 } 1613 }
1827} 1614}
1828 1615
1829/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1830 */ 1617 */
1618bool
1831void fire(object *op,int dir) { 1619fire (object *who, int dir)
1620{
1832 int spellcost=0; 1621 int spellcost = 0;
1833 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
1834 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1645 if (action_makes_visible (who))
1646 make_visible (who);
1836 1647
1837 switch(op->contr->shoottype) { 1648 switch (ob->type)
1838 case range_none: 1649 {
1839 return; 1650 case BOW:
1840
1841 case range_bow:
1842 player_fire_bow(op, dir); 1651 player_fire_bow (who, dir);
1843 return; 1652 break;
1844 1653
1845 case range_magic: /* Casting spells */ 1654 case SPELL:
1846 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);
1847 return; 1656 break;
1848 1657
1849 case range_misc: 1658 case BUILDER:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1871 return;
1872 case range_builder:
1873 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)
1874 return; 1714 return 0;
1875 default: 1715 }
1876 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)
1877 return; 1724 return 0;
1878 }
1879}
1880 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 }
1881 1748
1749 return tmp;
1750}
1882 1751
1883/* find_key 1752/* find_key
1884 * 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
1885 * and successfully use it, we return the key, otherwise NULL 1754 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic 1755 * This function merges both normal and locked door, since the logic
1888 * pl is the player, 1757 * pl is the player,
1889 * inv is the objects inventory to searched 1758 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1759 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1760 * This function can be called recursively to search containers.
1892 */ 1761 */
1893 1762object *
1894object * find_key(object *pl, object *container, object *door) 1763find_key (object *pl, object *container, object *door)
1895{ 1764{
1896 object *tmp,*key; 1765 if (door->slaying && is_match_expr (door->slaying))
1897
1898 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL;
1900
1901 /* First, lets try to find a key in the top level inventory */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1903 if (door->type==DOOR && tmp->type==KEY) break;
1904 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys
1906 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1908 tmp->slaying==door->slaying) break;
1909 } 1766 {
1910 /* No key found - lets search inventories now */ 1767 // for match expressions, we try to find the key by applying the match
1911 /* 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
1912 * otherwise, if we search all the inventories and still don't find 1769 // of searching through containers ourselves.
1913 * a key, return 1770
1914 */ 1771 return match_one (door->slaying, container, door, pl, pl);
1915 if (!tmp) {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1920 }
1921 }
1922 if (!tmp) return NULL;
1923 } 1772 }
1924 /* We get down here if we have found a key. Now if its in a container, 1773 else
1925 * see if we actually want to use it 1774 return find_key_ (pl, container, door);
1926 */
1927 if (pl!=container) {
1928 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL;
1930 /* cases where this fails:
1931 * If we only search the player inventory, return now since we
1932 * are not in the players inventory.
1933 * If the container is not active, return now since only active
1934 * containers can be used.
1935 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active.
1939 *
1940 * Change the color so that the message doesn't disappear with
1941 * all the others.
1942 */
1943 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys")))
1947 ) {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1949 "The %s in your %s vibrates as you approach the door",
1950 query_name(tmp), query_name(container));
1951 return NULL;
1952 }
1953 }
1954 return tmp;
1955} 1775}
1956 1776
1957/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1960 * 0 otherwise 1780 * 0 otherwise
1961 */ 1781 */
1782static int
1962static int player_attack_door(object *op, object *door) 1783player_attack_door (object *op, object *door)
1963{ 1784{
1964
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1968 */ 1788 */
1969 object *key=find_key(op, op, door); 1789 object *key = find_key (op, op, door);
1970 1790
1971 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1972 if (key) { 1792 if (key)
1793 {
1973 object *container=key->env; 1794 object *container = key->env;
1974 1795
1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1976 if(action_makes_visible(op)) make_visible(op); 1796 if (action_makes_visible (op))
1797 make_visible (op);
1798
1977 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
1978 if (door->type == DOOR) { 1802 if (door->type == DOOR)
1979 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 */
1980 }
1981 else if(door->type==LOCKED_DOOR) { 1804 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1805 {
1983 "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);
1984 remove_door2(door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1985 } 1808 }
1809
1986 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 1812
1989 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container);
1991 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1814 }
1992 } else if (door->type==LOCKED_DOOR) { 1815 else if (door->type == LOCKED_DOOR)
1816 {
1993 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
1994 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...");
1995 return 1; 1819 return 1;
1996 } 1820 }
1821
1997 return 0; 1822 return 0;
1998} 1823}
1999 1824
2000/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2005 */ 1830 */
2006 1831bool
2007void move_player_attack(object *op, int dir) 1832move_player_attack (object *op, int dir)
2008{ 1833{
2009 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2010 sint16 nx, ny; 1835 {
2011 int on_battleground; 1836 --op->speed_left;
2012 mapstruct *m; 1837 return true;
1838 }
2013 1839
2014 nx=freearr_x[dir]+op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2016 1842
2017 on_battleground = op_on_battleground(op, NULL, NULL); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2018 1845
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2023 * 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
2024 * 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
2025 * 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
2026 * move_ob uses. 1853 * move_ob uses.
2027 */ 1854 */
2028 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);
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 }
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2037 return;
2038 }
2039 1856
2040 mon = NULL;
2041 /* 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
2042 * 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.
2043 * 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
2044 * 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)
2045 */ 1877 {
2046 while (tmp!=NULL) { 1878 if (ob->move_block == MOVE_ALL)
2047 if (tmp == op) { 1879 move_into_wall (op, ob);
2048 tmp=tmp->above; 1880 else
2049 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);
2050 } 1968 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1969 else
2052 mon = tmp; 1970 op->statusmsg ("You withhold your attack");
2053 break;
2054 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062 1971
2063 if(mon->head != NULL) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2064 mon = mon->head; 1973 make_visible (op);
2065 1974
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1975 return true;
2067 if (player_attack_door(op, mon)) return;
2068
2069 /* The following deals with possibly attacking peaceful
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */
2076
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 { 1976 }
2094 /* If we're braced, we don't want to switch places with it */ 1977 }
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) {
2117 if (!op->contr->braced) {
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob(mon,dir,op);
2120 } else {
2121 new_draw_info(0, 0,op,"You withhold your attack");
2122 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125
2126 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2127 * 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)
2128 */ 1984 {
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1985 --op->speed_left;
1986
2130 recursive_roll(mon,dir,op); 1987 recursive_roll (mon, dir, op);
2131 if(action_makes_visible(op)) make_visible(op); 1988 if (action_makes_visible (op))
2132 } 1989 make_visible (op);
2133 1990
1991 return true;
1992 }
1993 }
2134 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2135 * 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
2136 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2137 * 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
2138 * 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.
2139 */ 1999 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL || 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2143 op->contr->party!=mon->contr->party))) { 2002 {
2144 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 } 2004 {
2172 } /* if player should attack something */ 2005 --op->contr->weapon_sp_left;
2173}
2174 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
2175int move_player(object *op,int dir) { 2020move_player (object *op, int dir)
2176 int pick; 2021{
2177 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 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;
2219} 2069}
2220 2070
2221/* 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
2222 * new client/server stuff. 2072 * new client/server stuff.
2223 * 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
2224 * the new speed values for commands. 2074 * the new speed values for commands.
2225 * 2075 *
2226 * 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.
2227 */ 2079 */
2080bool
2228int handle_newcs_player(object *op) 2081handle_newcs_player (object *op)
2229{ 2082{
2230 if (op->contr->hidden) { 2083 if (op->flag [FLAG_SCARED])
2231 op->invisible = 1000; 2084 {
2232 /* the socket code flashes the player visible/invisible 2085 if (op->speed_left > 0.f)
2233 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly.
2235 */
2236 if (pticks & 2) op->invisible--;
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--;
2240 if(!op->invisible) {
2241 make_visible(op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 } 2086 {
2244 } 2087 --op->speed_left;
2245
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 flee_player(op); 2088 flee_player (op);
2248 /* If player is still scared, that is his action for this tick */ 2089
2249 if (QUERY_FLAG(op, FLAG_SCARED)) {
2250 op->speed_left--;
2251 return 0; 2090 return true;
2252 } 2091 }
2092 else
2093 return false;
2253 } 2094 }
2254 2095
2255 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer.
2259 */
2260 if (op->contr->ranges[range_golem] &&
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0;
2265 }
2266
2267 /* 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
2268 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2098 * called, so we recheck it here.
2270 */ 2099 */
2271 HandleClient(&op->contr->socket, op->contr); 2100 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2101 return true;
2273 2102
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction); 2104 return move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2105
2284 else return 0; 2106 return false;
2285 } 2107}
2108
2109static int
2110save_life (object *op)
2111{
2112 if (!op->flag [FLAG_LIFESAVE])
2286 return 0; 2113 return 0;
2287}
2288 2114
2289int save_life(object *op) { 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2290 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));
2291 2120
2292 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 ();
2293 return 0; 2131 return 1;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op,
2299 "Your %s vibrates violently, then evaporates.",
2300 query_name(tmp));
2301 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count);
2303 remove_ob(tmp);
2304 free_object(tmp);
2305 CLEAR_FLAG(op, FLAG_LIFESAVE);
2306 if(op->stats.hp<0)
2307 op->stats.hp = op->stats.maxhp;
2308 if(op->stats.food<0)
2309 op->stats.food = 999;
2310 fix_player(op);
2311 return 1;
2312 } 2132 }
2133
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2137 return 0;
2317} 2138}
2318 2139
2319/* 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
2320 * 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
2321 * 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
2322 * from. 2143 * from.
2323 */ 2144 */
2145static void
2324void remove_unpaid_objects(object *op, object *env) 2146drop_unpaid_items (object *op, object *env)
2325{ 2147{
2326 object *next;
2327
2328 while (op) { 2148 while (op)
2149 {
2329 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' */
2330 * we remove object 'op' 2151
2331 */ 2152 if (op->flag [FLAG_UNPAID])
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2153 op->insert_at (env);
2333 remove_ob(op); 2154 else if (op->inv)
2334 op->x = env->x; 2155 drop_unpaid_items (op->inv, env);
2335 op->y = env->y; 2156
2336 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0);
2339 }
2340 else if (op->inv) remove_unpaid_objects(op->inv, env);
2341 op=next; 2157 op = next;
2342 } 2158 }
2343} 2159}
2344 2160
2345 2161void
2346/* 2162object::drop_unpaid_items ()
2347 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory.
2352 */
2353char *gravestone_text (object *op)
2354{ 2163{
2355 static char buf2[MAX_BUF]; 2164 if (!flag [FLAG_REMOVED])
2356 char buf[MAX_BUF]; 2165 ::drop_unpaid_items (inv, this);
2357 time_t now = time (NULL);
2358
2359 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else
2363 sprintf (buf, "%s\n", &op->name);
2364 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf);
2366 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER) {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 }
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf);
2380 return buf2;
2381} 2166}
2382 2167
2383 2168void
2384
2385void do_some_living(object *op) { 2169do_some_living (object *op)
2170{
2386 int last_food=op->stats.food; 2171 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace;
2389 int i; 2173 int i;
2390 int rate_hp = 1200; 2174 int rate_hp = 1200;
2391 int rate_sp = 2500; 2175 int rate_sp = 2500;
2392 int rate_grace = 2000; 2176 int rate_grace = 2000;
2393 const int max_hp = 1; 2177 const int max_hp = 1;
2394 const int max_sp = 1; 2178 const int max_sp = 1;
2395 const int max_grace = 1; 2179 const int max_grace = 1;
2396 2180
2397 if (op->contr->outputs_sync) { 2181 if (op->contr->hidden)
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2182 {
2399 if (op->contr->outputs[i].buf!=NULL && 2183 op->invisible = 1000;
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2184 /* the socket code flashes the player visible/invisible
2401 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--;
2402 } 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 }
2403 2199
2404 if(op->contr->state==ST_PLAYING) { 2200 if (op->contr->ns->state == ST_PLAYING)
2405 2201 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2203 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2204 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2205 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2206 else
2207 {
2411 gen_hp = op->stats.maxhp; 2208 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2209 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2210 }
2211
2414 if(op->contr->gen_sp >= 0 ) 2212 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2213 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2214 else
2215 {
2417 gen_sp = op->stats.maxsp; 2216 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2217 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2218 }
2219
2420 if(op->contr->gen_grace >= 0) 2220 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2221 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2222 else
2223 {
2423 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 } 2226 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460 2227
2461 /* Regenerate Grace */ 2228 /* Regenerate Grace */
2462 /* 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. */
2463 if(--op->last_grace<0) { 2230 if (--op->last_grace < 0)
2231 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2465 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
2466 if(max_grace>1) { 2237 if (max_grace > 1)
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2238 {
2239 int over_grace = temp / rate_grace;
2240
2468 if (over_grace > 0) { 2241 if (over_grace > 0)
2469 op->stats.sp += over_grace 2242 {
2470 + (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;
2471 op->last_grace=0; 2244 op->last_grace = 0;
2245 }
2472 } else { 2246 else
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2247 op->last_grace = rate_grace / temp;
2474 } 2248 }
2475 } else { 2249 else
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2250 op->last_grace = rate_grace / temp;
2477 } 2251
2478 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 } 2253 }
2494 } 2254
2495 if(max_hp>1) { 2255 if (op->stats.food > 0)
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 } 2256 {
2504 } else { 2257 /* Regenerate Spell Points */
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2258 if (!op->contr->golem && --op->last_sp < 0)
2506 } 2259 {
2507 } 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2508 2261
2509 /* Digestion */ 2262 if (op->stats.sp < op->stats.maxsp)
2510 if(--op->last_eat<0) { 2263 {
2511#ifdef COZY_SERVER 2264 op->stats.sp++;
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2265
2520 if(op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2522 else
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2266 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2267 if (!op->flag [FLAG_WIZ])
2526 }
2527 }
2528
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2530 object *tmp, *flesh=NULL;
2531
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0);
2537 if(op->stats.food>=0||op->stats.hp<0)
2538 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 }
2539 } 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 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2372 else if (tmp->type == FLESH)
2541 } /* End if paid for object */ 2373 flesh = tmp;
2542 } /* end of for loop */ 2374 }
2375
2543 /* 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
2544 * eat flesh instead. 2377 * eat flesh instead.
2545 */ 2378 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2380 {
2548 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)
2549 } 2393 {
2550 } /* end if player is starving */ 2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2551 2396
2552 while(op->stats.food<0&&op->stats.hp>0) 2397 if (op->stats.hp < 0)
2553 op->stats.food++,op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2554 2403
2555 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])
2556 kill_player(op); 2406 kill_player (op);
2407 }
2557} 2408}
2558
2559
2560 2409
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2412 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2413 * file.
2565 */ 2414 */
2415void
2566void kill_player(object *op) 2416kill_player (object *op)
2567{ 2417{
2568 char buf[MAX_BUF];
2569 int x,y,i; 2418 int x, y;
2570 mapstruct *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2571 int z;
2572 int num_stats_lose;
2573 int lost_a_stat;
2574 int lose_this_stat;
2575 int this_stat;
2576 int will_kill_again; 2420 int will_kill_again;
2577 archetype *at; 2421 archetype *at;
2578 object *tmp; 2422 object *tmp;
2579 2423
2580 if(save_life(op)) 2424 if (save_life (op))
2581 return; 2425 return;
2582 2426
2427 dynbuf_text deathtab;
2583 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
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2466 */
2588 if (op_on_battleground(op, &x, &y)) { 2467 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2468 {
2590 "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2592 "Local medics have saved your life...");
2593
2594 /* restore player */
2595 at = find_archetype("poisoning");
2596 tmp=present_arch_in_ob(at,op);
2597 if (tmp) {
2598 remove_ob(tmp);
2599 free_object(tmp);
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2601 }
2602 2470
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2609 }
2610
2611 cure_disease(op,0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999;
2614
2615 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2617 if (tmp != NULL) 2473
2618 { 2474 tmp->name = format ("%s's finger" , &op->name);
2619 sprintf(buf,"%s's finger", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2620 tmp->name = buf; 2476 tmp->msg = format (
2621 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",
2622 " the %s, when he was defeated at\n level %d by %s.\n", 2478 &op->name, op->contr->title,
2623 &op->name, op->contr->title, (int)(op->level), 2479 (int)op->level,
2624 op->contr->killer); 2480 op->contr->killer_name ()
2625 tmp->msg=buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0;
2627 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y;
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631 2481 );
2482 tmp->value = 0, tmp->type = 0;
2483 tmp->material = name_to_material (shstr_organic);
2484 tmp->insert_at (op, tmp);
2485
2632 /* teleport defeated player to new destination*/ 2486 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2635 return; 2491 return;
2636 } 2492 }
2637 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2638 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2639 2498
2640 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2641 2500
2642 if(op->stats.food<0) { 2501 op->contr->play_sound (sound_find ("player_dies"));
2643 if (op->contr->explore) {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name);
2650 strcpy(op->contr->killer,"starvation");
2651 }
2652 else {
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name);
2660 }
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2662 2502
2663 /* save the map location for corpse, gravestone*/ 2503 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2504 x = op->x;
2505 y = op->y;
2506 map = op->map;
2665 2507
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2508 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * 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.
2670 * 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.
2671 */ 2511 */
2672 2512
2673 /* Basically two ways to go - remove a stat permanently, or just 2513 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2514 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2515 * of death.
2676 */ 2516 */
2677#ifndef COZY_SERVER 2517#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2518 if (settings.balanced_stat_loss)
2519 {
2679 /* If stat loss is permanent, lose one stat only. */ 2520 /* If stat loss is permanent, lose one stat only. */
2680 /* 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
2681 more if they do. */ 2522 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2523 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2524 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2525 little bit harder. */
2685 /* GD */ 2526 /* GD */
2686 if (settings.stat_loss_on_death) 2527 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2528 num_stats_lose = 1;
2692 } 2529 else
2530 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2531 }
2532 else
2533 num_stats_lose = 1;
2534
2693 lost_a_stat = 0; 2535 lost_a_stat = 0;
2694 2536
2695 for (z=0; z<num_stats_lose; z++) { 2537 for (z = 0; z < num_stats_lose; z++)
2696 i = RANDOM() % NUM_STATS; 2538 {
2539 i = rndm (NUM_STATS);
2697 2540
2698 if (settings.stat_loss_on_death) { 2541 if (settings.stat_loss_on_death)
2542 {
2699 /* 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
2700 * what he lost. 2544 * what he lost.
2701 */ 2545 */
2702 change_attr_value(&(op->stats), i,-1); 2546 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2547 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2548 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2549 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2550 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2551 lost_a_stat = 1;
2708 } else { 2552 }
2553 else
2554 {
2709 /* deplete a stat */ 2555 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2711 object *dep; 2557 object *dep;
2558
2559 dep = present_arch_in_ob (deparch, op);
2560 if (!dep)
2712 2561 {
2713 dep = present_arch_in_ob(deparch,op); 2562 dep = deparch->instance ();
2714 if(!dep) {
2715 dep = arch_to_object(deparch);
2716 insert_ob_in_ob(dep, op); 2563 insert_ob_in_ob (dep, op);
2717 } 2564 }
2718 lose_this_stat = 1; 2565 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2566 if (settings.balanced_stat_loss)
2567 {
2720 /* GD */ 2568 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2569 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2570 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2571 if (this_stat < 0)
2572 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2573 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2574 int keep_chance = this_stat * this_stat;
2575
2726 /* Yes, I am paranoid. Sue me. */ 2576 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2577 if (keep_chance < 1)
2728 keep_chance = 1; 2578 keep_chance = 1;
2729 2579
2730 /* There is a maximum depletion total per level. */ 2580 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2581 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2582 {
2732 lose_this_stat = 0; 2583 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2584 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2585 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2586 }
2744 } 2587 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2588 {
2754 if (this_stat>=-50) { 2589 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 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"); */
2760 } 2594 }
2761 } 2595 }
2762 } 2596 }
2763 } 2597
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2598 if (lose_this_stat)
2766 { 2599 {
2767 /* determine_god() seems to not work sometimes... why is this? 2600 this_stat = get_attr_value (&dep->stats, i);
2768 Should I be using something else? GD */ 2601 /* We could try to do something clever like find another
2769 const char *god = determine_god(op); 2602 * stat to reduce if this fails. But chances are, if
2770 if (god && (strcmp(god, "none"))) 2603 * stats have been depleted to -50, all are pretty low
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2604 * and should be roughly the same, so it shouldn't make a
2772 "moment you feel the holy presence of %s protecting" 2605 * difference.
2773 " you.", god); 2606 */
2607 if (this_stat >= -50)
2774 else 2608 {
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2609 change_attr_value (&(dep->stats), i, -1);
2776 " 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 }
2777 } 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.";
2778#endif 2633#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2634
2782 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2636 * exp loss on the stone.
2784 */ 2637 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2639 tmp->name = format ("%s's gravestone", &op->name);
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2788 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",
2789 "who was killed\n" 2642 &op->name, op->contr->title, op->contr->killer_name ());
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2645
2797 /**************************************/ 2646 /**************************************/
2798 /* */ 2647 /* */
2799 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */
2802 /* */ 2649 /* */
2803 /**************************************/ 2650 /**************************************/
2804 2651
2805 /* remove any poisoning and confusion the character may be suffering.*/
2806 /* restore player */
2807 at = find_archetype("poisoning");
2808 tmp=present_arch_in_ob(at,op);
2809 if (tmp) {
2810 remove_ob(tmp);
2811 free_object(tmp);
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2813 }
2814
2815 at = find_archetype("confusion");
2816 tmp=present_arch_in_ob(at,op);
2817 if (tmp) {
2818 remove_ob(tmp);
2819 free_object(tmp);
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2821 }
2822 cure_disease(op,0); /* remove any disease */
2823
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2653 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2830 2654
2831 /* 2655 /*
2832 * 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
2833 * the player has any unpaid items. If so, remove them and put them back 2657 * and put them back in the map.
2834 * in the map. 2658 */
2835 */ 2659 op->drop_unpaid_items ();
2836 2660
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op);
2839
2840 /****************************************/ 2661 /****************************************/
2841 /* */ 2662 /* */
2842 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
2844 /* */ 2665 /* */
2845 /****************************************/ 2666 /****************************************/
2846 2667
2847 enter_player_savebed(op); 2668 enter_player_savebed (op);
2848 2669
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2670 op->contr->braced = 0;
2853 save_player(op,1);
2854 2671
2855 /* it is possible that the player has blown something up 2672 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2673 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2674 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2675 * on the space that might harm the player.
2859 */ 2676 */
2860 will_kill_again=0; 2677 will_kill_again = 0;
2861 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)
2862 if (tmp->type ==SPELL_EFFECT) 2679 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2680 will_kill_again |= tmp->attacktype;
2864 } 2681
2865 if (will_kill_again) { 2682 if (will_kill_again)
2683 {
2866 object *force; 2684 object *force;
2867 int at; 2685 int at;
2868 2686
2869 force=get_archetype(FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1;
2872 force->speed_left=-5.0; 2689 force->speed_left = -5.f;
2873 SET_FLAG(force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2874 for (at=0; at<NROFATTACKS; at++) { 2693 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2876 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);
2877 } 2730 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2731 else
2936 delete_character(op->name,1); 2732 tmp->destroy ();
2937 } 2733 }
2938 } 2734 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2736 }
2980} 2737}
2981 2738
2982/* 2739/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2984 * 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
2985 * was changed. 2742 * was changed.
2986 */ 2743 */
2744void
2745fix_weight ()
2746{
2747 for_all_players (pl)
2748 {
2749 sint32 old = pl->ob->carrying;
2987 2750
2988void fix_weight(void) { 2751 pl->ob->update_weight ();
2989 player *pl; 2752
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 2753 if (old != pl->ob->carrying)
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2754 {
2992 if(old == sum) 2755 pl->ob->update_stats ();
2993 continue; 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2994 fix_player(pl->ob); 2757 }
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2996 &pl->ob->name, old, sum);
2997 } 2758 }
2998} 2759}
2999 2760
3000void fix_luck(void) { 2761void
3001 player *pl; 2762fix_luck ()
3002 for (pl = first_player; pl != NULL; pl = pl->next) 2763{
2764 for_all_players (pl)
3003 if (!pl->ob->contr->state) 2765 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 2766 pl->ob->change_luck (0);
3005} 2767}
3006
3007 2768
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3011 */ 2772 */
3012
3013void 2773void
3014cast_dust (object * op, object * throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3015{ 2775{
3016 object *skop, *spob; 2776 object *skop, *spob;
3017 2777
3018 skop = find_skill_by_name (op, throw_ob->skill); 2778 skop = find_skill_by_name (op, throw_ob->skill);
3019 2779
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 2780 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2781 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 2782 {
3023 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);
3024 &op->name);
3025 return; 2784 return;
3026 } 2785 }
3027 2786
3028 spob = throw_ob->inv; 2787 spob = throw_ob->inv;
3029 2788
3030 // 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
3031 // 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
3032 // errors should be reported as early as possible IMHO) 2791 // errors should be reported as early as possible IMHO)
3033 if (!spob) 2792 if (!spob)
3034 { 2793 {
3035 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);
3036 &throw_ob->name, &op->name);
3037 return; 2795 return;
3038 } 2796 }
3039 2797
3040 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3041 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);
3042 2800
3043 cast_spell (op, throw_ob, dir, spob, NULL); 2801 cast_spell (op, throw_ob, dir, spob, NULL);
3044 2802
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2803 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 2804}
3049 2805
2806void
3050void make_visible (object *op) { 2807make_visible (object *op)
3051 op->hide = 0; 2808{
2809 op->flag [FLAG_HIDDEN] = 0;
3052 op->invisible = 0; 2810 op->invisible = 0;
2811
3053 if(op->type==PLAYER) { 2812 if (op->type == PLAYER)
2813 {
3054 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3056 } 2816 }
2817
3057 update_object(op,UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3058} 2819}
3059 2820
2821int
3060int is_true_undead(object *op) { 2822is_true_undead (object *op)
3061 object *tmp=NULL; 2823{
3062 2824 if (op->arch->flag [FLAG_UNDEAD])
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2825 return 1;
3064 2826
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 2827 return 0;
3070} 2828}
3071 2829
3072/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 2832 * indicate greater hideability.
3075 */ 2833 */
3076 2834int
3077int hideability(object *ob) { 2835hideability (object *ob)
2836{
3078 int i,level=0, mflag; 2837 int i, level = 0, mflag;
3079 sint16 x,y; 2838 sint16 x, y;
3080 2839
3081 if(!ob||!ob->map) return 0; 2840 if (!ob || !ob->map)
2841 return 0;
3082 2842
3083 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3085 2845
3086 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3087 * 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
3088 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2849 if (ob->has_carried_lights ())
2850 level = -(10 + (2 * ob->map->darklevel ()));
3090 2851
3091 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3092 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 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 2858 if (mflag & P_OUT_OF_MAP)
2859 continue;
2860
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 2862 level += 2;
3097 else /* open terrain! */ 2863 else /* open terrain! */
3098 level -= 1; 2864 level -= 1;
3099 } 2865 }
3100 2866
3101#if 0 2867#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2868 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 2869#endif
3104 return level; 2870 return level;
3105} 2871}
3106 2872
3107/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 2877 */
3112 2878void
3113void do_hidden_move (object *op) { 2879do_hidden_move (object *op)
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2880{
3115 object *skop; 2881 int hide = 0;
3116 2882
3117 if(!op || !op->map) return; 2883 if (!op || !op->map)
2884 return;
3118 2885
3119 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);
3120 2888
3121 /* 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! */
3122 if(op->type==PLAYER && op->contr->run_on) { 2890 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 2891 if (!skop || num >= skop->level)
2892 {
3124 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!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 2894 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2895 return;
3135 "You moved out of hiding! You are visible!");
3136 } 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 }
3137 else if (op->type == PLAYER && skop) { 2911 else if (op->type == PLAYER && skop)
3138 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);
3139 }
3140} 2913}
3141 2914
3142/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3143 2916
2917int
3144int stand_near_hostile( object *who ) { 2918stand_near_hostile (object *who)
2919{
3145 object *tmp=NULL; 2920 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 2921 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 2922 maptile *m;
3148 sint16 x,y; 2923 sint16 x, y;
3149 2924
3150 if(!who) return 0; 2925 if (!who)
2926 return 0;
3151 2927
3152 if(who->type==PLAYER) player=1; 2928 if (who->type == PLAYER)
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2929 player = 1;
3154 2930
2931 else
2932 friendly = who->flag [FLAG_FRIENDLY];
2933
3155 /* search adjacent squares */ 2934 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 2935 for (i = 1; i < 9; i++)
2936 {
3157 x = who->x+freearr_x[i]; 2937 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 2938 y = who->y + freearr_y[i];
3159 m = who->map; 2939 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 2940 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 2941 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 2942 * blocked, don't need to check this space.
3163 */ 2943 */
3164 if (mflags & P_OUT_OF_MAP) continue; 2944 if (mflags & P_OUT_OF_MAP)
2945 continue;
3165 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)))
3166 2947 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2948
3168 if((player||friendly) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3169 &&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)
3170 return 1; 2957 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 2958 }
3177 } 2959 }
3178 } 2960 }
3179 return 0; 2961 return 0;
3180} 2962}
3181 2963
3182/* check the player los field for viewability of the 2964/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3184 * 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
3185 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3186 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3187 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3188 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3189 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3190 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3191 * 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.
3192 * -b.t. 2974 * -b.t.
3193 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3194 */ 2976 */
3195 2977int
3196int player_can_view (object *pl,object *op) { 2978player_can_view (object *pl, object *op)
2979{
3197 rv_vector rv; 2980 rv_vector rv;
3198 int dx,dy; 2981 int dx, dy;
3199 2982
3200 if(pl->type!=PLAYER) { 2983 if (pl->type != PLAYER)
2984 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 2986 return -1;
3203 } 2987 }
3204 if (!pl || !op) return 0;
3205 2988
3206 if(op->head) { op = op->head; } 2989 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 return 0; 2990 return 0;
3230}
3231 2991
3232/* routine for both players and monsters. We call this when 2992 op = op->head_ ();
3233 * there is a possibility for our action distrubing our hiding 2993
3234 * place or invisiblity spell. Artefact invisiblity is not 2994 get_rangevector (pl, op, &rv, 0x1);
3235 * effected by this. If we arent invisible to begin with, we 2995
3236 * 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.
3237 */ 3001 */
3238int 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;
3239 3006
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3242 return 0;
3243
3244 if (op->contr && op->contr->tmp_invis == 0) return 0;
3245
3246 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3248 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3249 return 1; 3008 return 1;
3250 } 3009
3010 op = op->more;
3251 } 3011 }
3012
3252 return 0; 3013 return 0;
3253} 3014}
3254 3015
3255/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3018 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3019 * -exit-coord. (and if x, y not NULL)
3259 * 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
3260 * 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
3261 * 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
3262 */ 3023 */
3024int
3263int op_on_battleground (object *op, int *x, int *y) { 3025op_on_battleground (object *op, int *x, int *y)
3264 object *tmp; 3026{
3265
3266 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3267 * 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),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3034 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3035 if (tmp->flag [FLAG_IS_FLOOR])
3275 strcmp(tmp->name, "battleground")==0 && 3036 {
3276 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 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3042 /* before we assign the exit, check if this is a teambattle */
3278 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))
3279 object *invtmp;
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3046 {
3283 if (x != NULL && y != NULL) 3047 if (x && y)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3285 return 1; 3050 return 1;
3286 }
3287 } 3051 }
3288 } 3052
3289 if (x != NULL && y != NULL) 3053 if (x && y)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3291 return 1; 3056 return 1;
3057 }
3292 } 3058 }
3293 }
3294 } 3059 }
3060
3295 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3296 return 0; 3062 return 0;
3297} 3063}
3298 3064
3299/* 3065/*
3303 * attributes: 3069 * attributes:
3304 * object *who the dragon player 3070 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3071 * int atnr the attack-number of the ability focus
3306 * int level ability level 3072 * int level ability level
3307 */ 3073 */
3074void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3075dragon_ability_gain (object *who, int atnr, int level)
3076{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3077 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3078 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3079 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3080 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3082 int i = 0, j = 0;
3315 3083
3316 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3319 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3321 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3323 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3325 3093
3326 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))
3327 return; 3111 return;
3328 3112
3329 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);
3330 tr = tr->next, i++); 3114 do_learn_spell (who, item, 0);
3331 3115 return;
3332 if (tr == NULL || tr->item == NULL) { 3116 }
3333 /* 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))
3334 return; 3127 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3128 if (item->invisible)
3129 {
3358 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);
3359 do_learn_spell (who, item->inv, 0); 3131 do_learn_spell (who, item->inv, 0);
3360 return; 3132 return;
3361 } 3133 }
3362 } 3134 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3135 else if (item->type == SKILL_TOOL && item->invisible)
3136 {
3364 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 {
3365 3139
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3140 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * 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
3368 * 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,
3369 * but not all of them, he gets nothing. 3143 * but not all of them, he gets nothing.
3370 */ 3144 */
3371 if (!(skop->attacktype & item->attacktype)) { 3145 if (!(skop->attacktype & item->attacktype))
3146 {
3372 /* Give new attacktype */ 3147 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3148 skop->attacktype |= item->attacktype;
3374 3149
3375 /* always add physical if there's none */ 3150 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3151 skop->attacktype |= AT_PHYSICAL;
3377 3152
3378 if (item->msg != NULL) 3153 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3154 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3155
3381 /* Give player new face */ 3156 /* Give player new face */
3382 if (item->animation_id) { 3157 if (item->animation_id)
3158 {
3383 who->face = skop->face; 3159 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3160 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3161 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3162 who->last_anim = 0;
3387 who->state = 0; 3163 who->state = 0;
3388 animate_object(who, who->direction); 3164 animate_object (who, who->direction);
3389 } 3165 }
3390 } 3166 }
3391 } 3167 }
3392 } 3168 }
3393 else if (item->type == FORCE) { 3169 else if (item->type == FORCE)
3170 {
3394 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3172 object *skin;
3173
3396 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3397 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)
3398 skin=skin->below); 3176 ;
3399 if (skin == NULL) return; 3177
3400 3178 if (!skin)
3179 return;
3180
3401 /* adding new spellpath attunements */ 3181 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3182 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3183 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3184 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3185
3405 /* print message */ 3186 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3187 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3188 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3189 {
3408 if(item->path_attuned & (1<<i)) { 3190 if (item->path_attuned & (1 << i))
3191 {
3409 if (j) 3192 if (j)
3410 strcat(buf," and "); 3193 strcat (buf, " and ");
3411 else 3194 else
3412 j = 1; 3195 j = 1;
3413 strcat(buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3414 } 3197 }
3415 } 3198 }
3199
3416 strcat(buf,"."); 3200 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3202 }
3419 3203
3420 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3422 SET_FLAG(skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3424 SET_FLAG(skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3427 3211
3428 /* print message if there is one */ 3212 /* print message if there is one */
3429 if (item->msg != NULL) 3213 if (item->msg != NULL)
3430 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
3431 } 3217 {
3432 else {
3433 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3435 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));
3436 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3437 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp);
3439 } 3222 }
3440} 3223}
3441 3224
3442/** 3225//-GPL
3443 * Unready an object for a player. This function does nothing if the object was
3444 * not readied.
3445 */
3446void player_unready_range_ob(player *pl, object *ob) {
3447 rangetype i;
3448 3226
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3227sint8
3450 if (pl->ranges[i] == ob) { 3228player::darkness_at (maptile *map, int x, int y) const
3451 pl->ranges[i] = NULL; 3229{
3452 if (pl->shoottype == i) { 3230 if (!ns)
3453 pl->shoottype = range_none; 3231 return LOS_BLOCKED;
3454 } 3232
3455 } 3233 int dx, dy;
3456 } 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);
3457} 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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