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Comparing deliantra/server/server/player.C (file contents):
Revision 1.17 by pippijn, Thu Sep 7 10:01:58 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 1.17 2006/09/07 10:01:58 pippijn 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 ( (size_t) 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 char mapname[MAX_BUF]; 737 else
1004 snprintf(mapname, MAX_BUF-1, "%s/%s",
1005 first_map_ext_path, &op->arch->name);
1006 tmp=get_object();
1007 EXIT_PATH(tmp) = mapname;
1008 EXIT_X(tmp) = op->x;
1009 EXIT_Y(tmp) = op->y;
1010 enter_exit(op,tmp); /* we don't really care if it succeeded;
1011 * if the map isn't there, then stay on the
1012 * default initial map */
1013 free_object(tmp);
1014 } else {
1015 LOG(llevDebug,"first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
1016 } 739}
1017 return 0;
1018 }
1019 740
741void
742player::chargen_race_next ()
743{
1020 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1022 */ 746 */
1023 747
1024 tmp_loop = 0; 748 do
1025 while(!tmp_loop) { 749 {
1026 shstr name = op->name; 750 shstr name = ob->name;
1027 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
752
1028 remove_statbonus(op); 753 ob->remove_statbonus ();
1029 remove_ob (op); 754 ob->remove ();
1030 op->arch = get_player_archetype(op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1031 copy_object (&op->arch->clone, op); 756 ob->arch->copy_to (ob);
1032 op->instantiate (); 757 ob->instantiate ();
1033 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1034 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
1035 op->x = x; 760 ob->x = x;
1036 op->y = y; 761 ob->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 764 assign (ob->contr->title, ob->arch->object::name);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041 add_statbonus(op); 765 ob->add_statbonus ();
1042 tmp_loop=allowed_class(op);
1043 } 766 }
767 while (!allowed_class (ob));
768
1044 update_object(op,UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op); 770 esrv_update_item (UPD_FACE, ob, ob);
1046 fix_player(op); 771 ob->update_stats ();
1047 op->stats.hp=op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1049 op->stats.grace=0; 774 ob->stats.grace = 0;
1050 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg);
1052 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1053 return 0;
1054} 775}
1055 776
1056int key_confirm_quit(object *op, char key) 777static void
1057{
1058 char buf[MAX_BUF];
1059
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1061 op->contr->state=ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1063 return 1;
1064 }
1065
1066 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr);
1068
1069 terminate_all_pets(op);
1070 leave_map(op);
1071 op->direction=0;
1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1073 "%s quits the game.", &op->name);
1074
1075 strcpy(op->contr->killer,"quit");
1076 check_score(op);
1077 op->contr->party=NULL;
1078 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0';
1080
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 mapstruct *mp, *next;
1083
1084 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1089 for (mp=first_map; mp!=NULL; mp=next) {
1090 next = mp->next;
1091 if (!strncmp(mp->path, buf, strlen(buf)))
1092 delete_map(mp);
1093 }
1094
1095 delete_character(op->name, 1);
1096 }
1097 play_again(op);
1098 return 1;
1099}
1100
1101void flee_player(object *op) { 778flee_player (object *op)
779{
1102 int dir,diff; 780 int dir, diff;
1103 rv_vector rv; 781 rv_vector rv;
1104 782
1105 if(op->stats.hp < 0) { 783 if (op->stats.hp < 0)
784 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1107 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))))
1108 return; 812 return;
1109 } 813 }
1110 814
1111 if(op->enemy==NULL) {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED);
1114 return;
1115 }
1116
1117 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled.
1120 */
1121 if (op->enemy->map == NULL) {
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 op->enemy=NULL;
1124 return;
1125 }
1126
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 op->enemy=NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED);
1130 return;
1131 }
1132 get_rangevector(op, op->enemy, &rv, 0);
1133
1134 dir=absdir(4+rv.direction);
1135 for(diff=0;diff<3;diff++) {
1136 int m=1-(RANDOM()&2);
1137 if(move_ob(op,absdir(dir+diff*m),op)||
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139 return;
1140 }
1141 }
1142 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1144 op->enemy=NULL; 817 op->enemy = NULL;
1145} 818}
1146
1147 819
1148/* 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.
1149 * 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
1150 * stop. 822 * stop.
1151 */ 823 */
824int
1152int check_pick(object *op) { 825check_pick (object *op)
826{
1153 object *tmp, *next; 827 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 828 int stop = 0;
1156 int j, k, wvratio; 829 int wvratio;
1157 char putstring[128], tmpstr[16];
1158 830
1159
1160 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1162 return 1; 833 return 1;
1163 834
1164 op_tag = op->count;
1165
1166 next = op->below; 835 next = op->below;
1167 if (next) 836
1168 next_tag = next->count; 837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1169 839
1170 /* 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
1171 * destroyed */ 841 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 842 while (next && !next->destroyed ())
1173 { 843 {
1174 tmp = next; 844 tmp = next;
1175 next = tmp->below; 845 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 846
1179 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 ())
1180 return 0; 854 return 0;
1181 855
1182 if ( ! can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1183 continue; 857 continue;
1184 858
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 860 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1189 continue; 864 continue;
1190 }
1191
1192 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) {
1194 switch (op->contr->mode) {
1195 case 0: return 1; /* don't pick up */
1196 case 1: pick_up (op, tmp);
1197 return 1;
1198 case 2: pick_up (op, tmp);
1199 return 0;
1200 case 3: return 0; /* stop before pickup */
1201 case 4: pick_up (op, tmp);
1202 break;
1203 case 5: pick_up (op, tmp);
1204 stop = 1;
1205 break;
1206 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1209 pick_up(op, tmp);
1210 break;
1211
1212 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp);
1215 break;
1216
1217 default:
1218 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100
1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1222 >= op->contr->mode)
1223 pick_up(op,tmp);
1224 } 865 }
1225 } 866
1226 else { /* old model */
1227 /* NEW pickup handling */ 867 /* pickup handling */
1228 if(op->contr->mode & PU_DEBUG) 868 if (op->contr->mode & PU_DEBUG)
1229 { 869 {
1230 /* some debugging code to figure out item information */ 870 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL) 871 const char *str = tmp->name
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 872 ? format ("item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (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))))
1235 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 874 : format ("item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (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
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring); 877 new_draw_info (NDI_UNIQUE, 0, op, str);
1240
1241 sprintf(putstring,"...flags: ");
1242 for(k=0;k<4;k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 {
1248 sprintf(tmpstr,"%d ",k*32+j);
1249 strcat(putstring, tmpstr);
1250 }
1251 } 878 }
1252 }
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1254 879
1255#if 0 880 if (op->contr->mode & PU_INHIBIT)
1256 /* print the flags too */ 881 return 1;
1257 for(k=0;k<4;k++) 882
1258 { 883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 884 return 1;
1260 for(j=0;j<32;j++) 885
1261 {
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1263 if(!((j+1)%4))fprintf(stderr," ");
1264 }
1265 fprintf(stderr," [%d]\n", k*32);
1266 }
1267#endif
1268 }
1269 /* philosophy: 886 /* philosophy:
1270 * 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
1271 * generic. This takes no game-time. For more detailed pickups 888 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a 889 * and selections, select-items should be used. This is a
1273 * 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
1274 * example. 891 * example.
1275 * 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
1276 * 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
1277 * convert to decimal and then 'pickup <#> 894 * convert to decimal and then 'pickup <#>
1280 /* the first two modes are exclusive: if NOTHING we return, if 897 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially, 898 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */ 899 * meaning if any test passes, the item gets picked up. */
1283 900
1284 /* if mode is set to pick nothing up, return */ 901 /* if mode is set to pick nothing up, return */
1285
1286 if(op->contr->mode & PU_NOTHING) return 1; 902 if (op->contr->mode == PU_NOTHING)
903 return 1;
1287 904
1288 /* if mode is set to stop when encountering objects, return */ 905 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick 906 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */ 907 * anything up */
1291
1292 if(op->contr->mode & PU_STOP) return 0; 908 if (op->contr->mode & PU_STOP)
909 return 0;
1293 910
1294 /* useful for going into stores and not losing your settings... */ 911 /* useful for going into stores and not losing your settings... */
1295 /* 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
1296 * fighting */ 913 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1; 914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
1298 916
1299 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 918 if (tmp->flag [FLAG_UNPAID])
919 continue;
1301 920
1302 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
1303 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;
1304 924
1305 /* all food and drink if desired */ 925 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD) 928 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 929 {
930 CHK_PICK_PICKUP;
931 continue;
932 }
933
1310 if(op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
1311 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]))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
1313 940
1314 if(op->contr->mode & PU_POTION) 941 if (op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION) 942 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
1317 947
1318 /* spellbooks, skillscrolls and normal books/scrolls */ 948 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK) 949 if (op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK) 950 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
1322 if(op->contr->mode & PU_SKILLSCROLL) 956 if (op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL) 957 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1325 if(op->contr->mode & PU_READABLES) 963 if (op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL) 964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
1328 969
1329 /* wands/staves/rods/horns */ 970 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE) 971 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 972 if (tmp->type == WAND
1332 { 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 }
1333 980
1334 /* pick up all magical items */ 981 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1337 { 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 }
1338 989
1339 if(op->contr->mode & PU_VALUABLES) 990 if (op->contr->mode & PU_VALUABLES)
1340 { 991 {
1341 if (tmp->type == MONEY || tmp->type == GEM) 992 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
1343 } 997 }
1344 998
1345 /* rings & amulets - talismans seems to be typed AMULET */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS) 1000 if (op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET) 1001 if (tmp->type == RING
1348 { 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 }
1349 1017
1350 /* bows and arrows. Bows are good for selling! */ 1018 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW) 1019 if (op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW) 1020 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1354 if(op->contr->mode & PU_ARROW) 1026 if (op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW) 1027 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1357 1032
1358 /* all kinds of armor etc. */ 1033 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR) 1034 if (op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR) 1035 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1362 if(op->contr->mode & PU_HELMET) 1041 if (op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET) 1042 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1365 if(op->contr->mode & PU_SHIELD) 1048 if (op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD) 1049 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1368 if(op->contr->mode & PU_BOOTS) 1055 if (op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS) 1056 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1371 if(op->contr->mode & PU_GLOVES) 1062 if (op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES) 1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1374 if(op->contr->mode & PU_CLOAK) 1069 if (op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK) 1070 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1377 1075
1378 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1382 1083
1383 /* careful: chairs and tables are weapons! */ 1084 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON) 1085 if (op->contr->mode & PU_ALLWEAPON)
1385 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1387 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391 } 1086 {
1392 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 }
1393 { 1093 }
1394 if(strstr(tmp->arch->name,"table")==NULL &&
1395 strstr(tmp->arch->name,"chair")==NULL)
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397 }
1398 }
1399 1094
1400 /* misc stuff that's useful */ 1095 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY) 1096 if (op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1404 1102
1405 /* 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
1406 * pickups */ 1104 * pickups */
1407 if(op->contr->mode & PU_RATIO) 1105 if (op->contr->mode & PU_RATIO)
1408 { 1106 {
1409 /* use value density to decide what else to grab */ 1107 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */ 1108 /* >=7 was >= op->contr->mode */
1411 /* >=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
1412 * and multiply them by 5, giving 0..15*5== 5..75 */ 1110 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5; 1111 wvratio = op->contr->mode & PU_RATIO;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1415 { 1113 {
1416 pick_up(op, tmp);
1417#if 0 1114#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) { 1116 if (tmp->name != NULL)
1117 {
1420 fprintf(stderr,"%s", tmp->name); 1118 fprintf (stderr, "%s", tmp->name);
1421 } 1119 }
1120 else
1422 else fprintf(stderr,"%s",tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1423 fprintf(stderr,",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1424 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))));
1425#endif 1124#endif
1125 CHK_PICK_PICKUP;
1426 continue; 1126 continue;
1427 } 1127 }
1128 } /* the new pickup model */
1428 } 1129 }
1429 } /* the new pickup model */ 1130
1430 }
1431 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;
1432} 1167}
1433 1168
1434/* 1169/*
1435 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1172 * found object is returned.
1438 */ 1173 */
1174static object *
1439object *find_arrow(object *op, const char *type) 1175find_arrow (object *op, const char *type)
1440{ 1176{
1441 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);
1442 1180
1443 for(op=op->inv; op; op=op->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1445 QUERY_FLAG(op,FLAG_APPLIED)) 1183 if (object *arrow = find_arrow (tmp, type))
1446 tmp = find_arrow (op, type); 1184 {
1447 else if (op->type==ARROW && op->race==type) 1185 splay (tmp);
1448 return op; 1186 return arrow;
1187 }
1188
1449 return tmp; 1189 return 0;
1450} 1190}
1451 1191
1452/* 1192/*
1453 * 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
1454 * 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
1455 * 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
1456 * 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.
1457 */ 1197 */
1458 1198static object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1460{ 1200{
1461 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1463 1203
1464 if (!type) 1204 if (!type)
1465 return NULL; 1205 return NULL;
1466 1206
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1208 {
1468 if (arrow->type==CONTAINER && arrow->race==type && 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1210 {
1470 i = 0; 1211 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1472 if (i > betterby) { 1214 if (i > betterby)
1215 {
1473 tmp = ntmp; 1216 tmp = ntmp;
1474 betterby = i; 1217 betterby = i;
1475 } 1218 }
1219 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1220 else if (arrow->type == ARROW && arrow->race == type)
1221 {
1477 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1223 if (target->race && arrow->slaying.contains (target->race))
1479 strstr(arrow->slaying, target->race)) { 1224 {
1480 if (arrow->attacktype & AT_DEATH) { 1225 if (arrow->attacktype & AT_DEATH)
1226 {
1481 *better = 100; 1227 *better = 100;
1482 return arrow; 1228 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1229 }
1487 } else { 1230 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494 }
1495 } 1231 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1232 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1233 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1503 } 1234 }
1504 } 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 }
1505 } 1260 }
1261 }
1506 } 1262 }
1263
1507 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1265 return find_arrow (op, type);
1509 1266
1510 *better = betterby; 1267 *better = betterby;
1511 return tmp; 1268 return tmp;
1512} 1269}
1513 1270
1514/* 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
1515 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1273 * op = the shooter
1517 * type = bow->race 1274 * type = bow->race
1518 * dir = fire direction 1275 * dir = fire direction
1519 */ 1276 */
1520 1277static object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1522{ 1279{
1523 object *tmp = NULL; 1280 object *tmp = NULL;
1524 mapstruct *m; 1281 maptile *m;
1525 int i, mflags, found, number; 1282 int i, mflags, found, number;
1526 sint16 x, y; 1283 sint16 x, y;
1527 1284
1528 if (op->map == NULL) 1285 if (op->map == NULL)
1529 return find_arrow(op, type); 1286 return find_arrow (op, type);
1530 1287
1531 /* do a dex check */ 1288 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1289 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 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)))
1534 return find_arrow(op, type); 1291 return find_arrow (op, type);
1535 1292
1536 m = op->map; 1293 m = op->map;
1537 x = op->x; 1294 x = op->x;
1538 y = op->y; 1295 y = op->y;
1539 1296
1540 /* find the first target */ 1297 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1298 for (i = 0, found = 0; i < 20; i++)
1299 {
1542 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1305 {
1546 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])
1547 break; 1321 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1322 }
1565 if (tmp == NULL) 1323
1324 if (!tmp)
1566 return find_arrow(op, type); 1325 return find_arrow (op, type);
1567 1326
1568 if (tmp->head) 1327 if (tmp->head)
1569 tmp = tmp->head; 1328 tmp = tmp->head;
1570 1329
1571 return find_better_arrow(op, tmp, type, &i); 1330 return find_better_arrow (op, tmp, type, &i);
1572} 1331}
1573 1332
1574/* 1333/*
1575 * Creature fires a bow - op can be monster or player. Returns 1334 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1335 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1338 * dir is the direction of fire.
1580 * 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)
1581 * 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
1582 * player fire modes. 1341 * player fire modes.
1583 */ 1342 */
1343int
1584int 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)
1585 sint16 sx, sint16 sy)
1586{ 1345{
1587 object *left, *bow; 1346 object *left, *bow;
1588 tag_t left_tag, tag; 1347 int mflags;
1589 int bowspeed, mflags; 1348 maptile *m;
1590 mapstruct *m;
1591 1349
1592 if (!dir) { 1350 if (!dir)
1351 {
1593 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!");
1594 return 0; 1353 return 0;
1354 }
1355
1356 if (op->contr)
1357 bow = op->current_weapon;
1358 else
1595 } 1359 {
1596 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow];
1598 else {
1599 for(bow=op->inv; bow; bow=bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1600 /* 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
1601 * 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.
1602 */ 1363 */
1603 if(bow->type==BOW) 1364 if (bow->type == BOW)
1604 break; 1365 break;
1605 1366
1606 if (!bow) { 1367 if (!bow)
1368 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1370 return 0;
1609 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1610 } 1375 }
1376
1611 if( !bow->race || !bow->skill) { 1377 if (!bow->race || !bow->skill)
1378 {
1612 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);
1613 return 0; 1380 return 0;
1614 } 1381 }
1615 1382
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617
1618 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1621 if (bowspeed < 1)
1622 bowspeed = 1;
1623
1624 if (arrow == NULL) { 1383 if (arrow == NULL)
1384 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1386 {
1626 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* 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 */
1630 else 1390 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1632 return 0; 1393 return 0;
1633 } 1394 }
1634 } 1395 }
1396
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1398 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1399 return 0;
1638 } 1400
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1401 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1402 {
1640 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.");
1641 return 0; 1404 return 0;
1642 } 1405 }
1643 1406
1644 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1408 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1409 {
1647 free_object(arrow); 1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1411 arrow->destroy ();
1648 return 0; 1412 return 0;
1649 } 1413 }
1650 1414
1651 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count; 1416 arrow = arrow->split ();
1653 arrow = get_split_ob(arrow, 1); 1417 if (!arrow)
1654 if (arrow == NULL) { 1418 {
1655 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);
1656 return 0; 1420 return 0;
1657 } 1421 }
1658 set_owner(arrow, op); 1422
1423 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1425 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1426
1665 if (op->type == PLAYER) {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1667 fix_player(op);
1668 }
1669
1670 SET_ANIMATION(arrow, arrow->direction);
1671 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 */
1672 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1674 if (arrow->slaying != NULL) 1430 arrow->custom_name = arrow->slaying;
1675 arrow->spellarg = strdup_local(arrow->slaying);
1676 1431
1677 /* Note that this was different for monsters - they got their level 1432#if 0
1678 * added to the damage. I think the strength bonus is more proper. 1433 if (player *pl = op->contr)
1679 */
1680 1434 {
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1435 float speed = pl->weapon_sp;
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 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
1685 /* update the speed */ 1449 /* update the speed */
1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1687 0 : dam_bonus[op->stats.Str]) +
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0;
1690 1450
1691 if (arrow->speed < 1.0)
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 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 ));
1695 1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1696 if (op->type == PLAYER) { 1459 if (op->type == PLAYER)
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1460 {
1698 (op->chosen_skill?op->chosen_skill->level:op->level) -
1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1462 wc -= dex_bonus[op->stats.Dex];
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1705 arrow->stats.wc + wc_mod;
1706 1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1468 }
1469 else
1470 {
1707 arrow->level = op->level; 1471 arrow->level = op->level;
1708 } 1472 arrow->stats.wc -= bow->magic;
1709 if (arrow->attacktype == AT_PHYSICAL) 1473
1710 arrow->attacktype |= bow->attacktype; 1474 if (!arrow->slaying)
1711 if (bow->slaying != NULL)
1712 arrow->slaying = bow->slaying; 1475 arrow->slaying = bow->slaying;
1713 1476
1714 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);
1715 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1486
1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1719 tag = arrow->count; 1488 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1489
1722 if (!was_destroyed(arrow, tag)) 1490 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1491 move_arrow (arrow);
1724 1492
1725 if (op->type == PLAYER) {
1726 if (was_destroyed (left, left_tag))
1727 esrv_del_item(op->contr, left_tag);
1728 else
1729 esrv_send_item(op, left);
1730 }
1731 return 1; 1493 return 1;
1732} 1494}
1733 1495
1734/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1497 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1501 * hence the function name.
1740 */ 1502 */
1503static int
1741int player_fire_bow(object *op, int dir) 1504player_fire_bow (object *op, int dir)
1742{ 1505{
1743 int ret=0, wcmod=0; 1506 int ret;
1744 1507
1745 if (op->contr->bowtype == bow_bestarrow) { 1508 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1509 {
1747 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);
1748 dir, 0, op->x, op->y); 1511 }
1749 } 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 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1751 wcmod =-1;
1752 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);
1753 op->x, op->y); 1516 }
1754 } 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 */
1755 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);
1756 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1758 } else if (op->contr->bowtype == bow_spreadshot) {
1759 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1760 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1762
1763 } else {
1764 /* Simple case */
1765 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1766 } 1533 }
1534
1767 return ret; 1535 return ret;
1768} 1536}
1769
1770 1537
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1773 */ 1540 */
1541static void
1774void fire_misc_object(object *op, int dir) 1542fire_misc_object (object *op, int dir)
1775{ 1543{
1776 object *item; 1544 object *item = op->contr->ranged_ob;
1777 1545
1778 if (!op->contr->ranges[range_misc]) { 1546 if (!item)
1547 {
1779 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.");
1780 return; 1549 return;
1781 } 1550 }
1782 1551
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1552 if (!item->inv)
1553 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1555 return;
1787 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1788 if (item->type == WAND) { 1561 if (item->type == WAND)
1562 {
1789 if(item->stats.food<=0) { 1563 if (item->stats.food <= 0)
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1564 {
1565 op->contr->play_sound (sound_find ("wand_poof"));
1791 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
1792 return; 1568 return;
1793 } 1569 }
1570 }
1794 } else if (item->type == ROD || item->type==HORN) { 1571 else if (item->type == ROD || item->type == HORN)
1795 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1572 {
1796 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
1797 if (item->type== ROD) 1581 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "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));
1800 else 1583 else
1801 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));
1802 "The %s needs more time to charge.", query_base_name(item,0)); 1585
1803 return; 1586 return;
1804 } 1587 }
1805 } 1588 }
1806 1589
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1591 {
1808 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
1809 if (item->type == WAND) { 1594 if (item->type == WAND)
1595 {
1810 if (!(--item->stats.food)) { 1596 if (!(--item->stats.food))
1597 {
1811 object *tmp; 1598 object *tmp;
1599
1812 if (item->arch) { 1600 if (item->arch)
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1601 {
1602 item->clr_flag (FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1815 item->speed = 0; 1604 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1605 }
1818 if ((tmp=is_player_inv(item))) 1606
1607 if (object *pl = item->visible_to ())
1819 esrv_update_item(UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1820 } 1609 }
1821 } 1610 }
1822 else if (item->type == ROD || item->type==HORN) { 1611 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1612 drain_rod_charge (item);
1824 }
1825 } 1613 }
1826} 1614}
1827 1615
1828/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1829 */ 1617 */
1618bool
1830void fire(object *op,int dir) { 1619fire (object *who, int dir)
1620{
1831 int spellcost=0; 1621 int spellcost = 0;
1832 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
1833 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1645 if (action_makes_visible (who))
1646 make_visible (who);
1835 1647
1836 switch(op->contr->shoottype) { 1648 switch (ob->type)
1837 case range_none: 1649 {
1838 return; 1650 case BOW:
1839
1840 case range_bow:
1841 player_fire_bow(op, dir); 1651 player_fire_bow (who, dir);
1842 return; 1652 break;
1843 1653
1844 case range_magic: /* Casting spells */ 1654 case SPELL:
1845 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);
1846 return; 1656 break;
1847 1657
1848 case range_misc: 1658 case BUILDER:
1849 fire_misc_object(op, dir);
1850 return;
1851
1852 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL ||
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none;
1857 op->contr->golem_count = 0;
1858 }
1859 else
1860 control_golem(op->contr->ranges[range_golem], dir);
1861 return;
1862
1863 case range_skill:
1864 if(!op->chosen_skill) {
1865 if(op->type==PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867 return;
1868 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1870 return;
1871 case range_builder:
1872 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)
1873 return; 1714 return 0;
1874 default: 1715 }
1875 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)
1876 return; 1724 return 0;
1877 }
1878}
1879 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 }
1880 1748
1749 return tmp;
1750}
1881 1751
1882/* find_key 1752/* find_key
1883 * 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
1884 * and successfully use it, we return the key, otherwise NULL 1754 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1755 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1757 * pl is the player,
1888 * inv is the objects inventory to searched 1758 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1759 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1760 * This function can be called recursively to search containers.
1891 */ 1761 */
1892 1762object *
1893object * find_key(object *pl, object *container, object *door) 1763find_key (object *pl, object *container, object *door)
1894{ 1764{
1895 object *tmp,*key; 1765 if (door->slaying && is_match_expr (door->slaying))
1896
1897 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL;
1899
1900 /* First, lets try to find a key in the top level inventory */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1902 if (door->type==DOOR && tmp->type==KEY) break;
1903 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys
1905 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1907 tmp->slaying==door->slaying) break;
1908 } 1766 {
1909 /* No key found - lets search inventories now */ 1767 // for match expressions, we try to find the key by applying the match
1910 /* 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
1911 * otherwise, if we search all the inventories and still don't find 1769 // of searching through containers ourselves.
1912 * a key, return 1770
1913 */ 1771 return match_one (door->slaying, container, door, pl, pl);
1914 if (!tmp) {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1919 }
1920 }
1921 if (!tmp) return NULL;
1922 } 1772 }
1923 /* We get down here if we have found a key. Now if its in a container, 1773 else
1924 * see if we actually want to use it 1774 return find_key_ (pl, container, door);
1925 */
1926 if (pl!=container) {
1927 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL;
1929 /* cases where this fails:
1930 * If we only search the player inventory, return now since we
1931 * are not in the players inventory.
1932 * If the container is not active, return now since only active
1933 * containers can be used.
1934 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active.
1938 *
1939 * Change the color so that the message doesn't disappear with
1940 * all the others.
1941 */
1942 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys")))
1946 ) {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door",
1949 query_name(tmp), query_name(container));
1950 return NULL;
1951 }
1952 }
1953 return tmp;
1954} 1775}
1955 1776
1956/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1959 * 0 otherwise 1780 * 0 otherwise
1960 */ 1781 */
1782static int
1961static int player_attack_door(object *op, object *door) 1783player_attack_door (object *op, object *door)
1962{ 1784{
1963
1964 /* 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,
1965 * 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 -
1966 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1967 */ 1788 */
1968 object *key=find_key(op, op, door); 1789 object *key = find_key (op, op, door);
1969 1790
1970 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1971 if (key) { 1792 if (key)
1793 {
1972 object *container=key->env; 1794 object *container = key->env;
1973 1795
1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if(action_makes_visible(op)) make_visible(op); 1796 if (action_makes_visible (op))
1797 make_visible (op);
1798
1976 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
1977 if (door->type == DOOR) { 1802 if (door->type == DOOR)
1978 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 */
1979 }
1980 else if(door->type==LOCKED_DOOR) { 1804 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1805 {
1982 "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);
1983 remove_door2(door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1808 }
1809
1985 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 1812
1988 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container);
1990 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1814 }
1991 } else if (door->type==LOCKED_DOOR) { 1815 else if (door->type == LOCKED_DOOR)
1816 {
1992 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
1993 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...");
1994 return 1; 1819 return 1;
1995 } 1820 }
1821
1996 return 0; 1822 return 0;
1997} 1823}
1998 1824
1999/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2004 */ 1830 */
2005 1831bool
2006void move_player_attack(object *op, int dir) 1832move_player_attack (object *op, int dir)
2007{ 1833{
2008 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2009 sint16 nx, ny; 1835 {
2010 int on_battleground; 1836 --op->speed_left;
2011 mapstruct *m; 1837 return true;
1838 }
2012 1839
2013 nx=freearr_x[dir]+op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2015 1842
2016 on_battleground = op_on_battleground(op, NULL, NULL); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2017 1845
2018 /* 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
2019 * 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
2020 * 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
2021 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2022 * 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
2023 * 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
2024 * 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
2025 * move_ob uses. 1853 * move_ob uses.
2026 */ 1854 */
2027 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);
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2029 m = get_map_from_coord(op->map, &nx, &ny);
2030 if (!m) return; /* Don't think this should happen */
2031 }
2032 else m =op->map;
2033
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2035 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2036 return;
2037 }
2038 1856
2039 mon = NULL;
2040 /* 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
2041 * 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.
2042 * 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
2043 * 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)
2044 */ 1877 {
2045 while (tmp!=NULL) { 1878 if (ob->move_block == MOVE_ALL)
2046 if (tmp == op) { 1879 move_into_wall (op, ob);
2047 tmp=tmp->above; 1880 else
2048 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);
2049 } 1968 }
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1969 else
2051 mon = tmp; 1970 op->statusmsg ("You withhold your attack");
2052 break;
2053 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061 1971
2062 if(mon->head != NULL) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2063 mon = mon->head; 1973 make_visible (op);
2064 1974
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1975 return true;
2066 if (player_attack_door(op, mon)) return;
2067
2068 /* The following deals with possibly attacking peaceful
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */
2075
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else
2089 && get_owner(mon)==op
2090#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 { 1976 }
2093 /* If we're braced, we don't want to switch places with it */ 1977 }
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 }
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) {
2116 if (!op->contr->braced) {
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2118 (void) push_ob(mon,dir,op);
2119 } else {
2120 new_draw_info(0, 0,op,"You withhold your attack");
2121 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2123 }
2124
2125 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2126 * 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)
2127 */ 1984 {
2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1985 --op->speed_left;
1986
2129 recursive_roll(mon,dir,op); 1987 recursive_roll (mon, dir, op);
2130 if(action_makes_visible(op)) make_visible(op); 1988 if (action_makes_visible (op))
2131 } 1989 make_visible (op);
2132 1990
1991 return true;
1992 }
1993 }
2133 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2134 * 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
2135 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2136 * 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
2137 * 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.
2138 */ 1999 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL || 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2142 op->contr->party!=mon->contr->party))) { 2002 {
2143 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2144 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset.
2148 */
2149 if (!op->contr->has_hit) {
2150 op->speed_left += op->speed / op->contr->weapon_sp;
2151
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 }
2154
2155 skill_attack(mon, op, 0, NULL, NULL);
2156
2157 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is
2160 * the wiz.
2161 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164 short luck = mon->stats.luck;
2165 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 } 2004 {
2171 } /* if player should attack something */ 2005 --op->contr->weapon_sp_left;
2172}
2173 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
2174int move_player(object *op,int dir) { 2020move_player (object *op, int dir)
2175 int pick; 2021{
2176 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 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;
2218} 2069}
2219 2070
2220/* 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
2221 * new client/server stuff. 2072 * new client/server stuff.
2222 * 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
2223 * the new speed values for commands. 2074 * the new speed values for commands.
2224 * 2075 *
2225 * 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.
2226 */ 2079 */
2080bool
2227int handle_newcs_player(object *op) 2081handle_newcs_player (object *op)
2228{ 2082{
2229 if (op->contr->hidden) { 2083 if (op->flag [FLAG_SCARED])
2230 op->invisible = 1000; 2084 {
2231 /* the socket code flashes the player visible/invisible 2085 if (op->speed_left > 0.f)
2232 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly.
2234 */
2235 if (pticks & 2) op->invisible--;
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--;
2239 if(!op->invisible) {
2240 make_visible(op);
2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2242 } 2086 {
2243 } 2087 --op->speed_left;
2244
2245 if (QUERY_FLAG(op, FLAG_SCARED)) {
2246 flee_player(op); 2088 flee_player (op);
2247 /* If player is still scared, that is his action for this tick */ 2089
2248 if (QUERY_FLAG(op, FLAG_SCARED)) {
2249 op->speed_left--;
2250 return 0; 2090 return true;
2251 } 2091 }
2092 else
2093 return false;
2252 } 2094 }
2253 2095
2254 /* I've been seeing crashes where the golem has been destroyed, but
2255 * the player object still points to the defunct golem. The code that
2256 * destroys the golem looks correct, and it doesn't always happen, so
2257 * put this in a a workaround to clean up the golem pointer.
2258 */
2259 if (op->contr->ranges[range_golem] &&
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262 op->contr->ranges[range_golem] = NULL;
2263 op->contr->golem_count = 0;
2264 }
2265
2266 /* 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
2267 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2098 * called, so we recheck it here.
2269 */ 2099 */
2270 HandleClient(&op->contr->socket, op->contr); 2100 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2101 return true;
2272 2102
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player(op, op->direction); 2104 return move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2105
2283 else return 0; 2106 return false;
2284 } 2107}
2108
2109static int
2110save_life (object *op)
2111{
2112 if (!op->flag [FLAG_LIFESAVE])
2285 return 0; 2113 return 0;
2286}
2287 2114
2288int save_life(object *op) { 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 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));
2290 2120
2291 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 ();
2292 return 0; 2131 return 1;
2293
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2297 new_draw_info_format(NDI_UNIQUE, 0,op,
2298 "Your %s vibrates violently, then evaporates.",
2299 query_name(tmp));
2300 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count);
2302 remove_ob(tmp);
2303 free_object(tmp);
2304 CLEAR_FLAG(op, FLAG_LIFESAVE);
2305 if(op->stats.hp<0)
2306 op->stats.hp = op->stats.maxhp;
2307 if(op->stats.food<0)
2308 op->stats.food = 999;
2309 fix_player(op);
2310 return 1;
2311 } 2132 }
2133
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2137 return 0;
2316} 2138}
2317 2139
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2143 * from.
2322 */ 2144 */
2145static void
2323void remove_unpaid_objects(object *op, object *env) 2146drop_unpaid_items (object *op, object *env)
2324{ 2147{
2325 object *next;
2326
2327 while (op) { 2148 while (op)
2149 {
2328 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' */
2329 * we remove object 'op' 2151
2330 */ 2152 if (op->flag [FLAG_UNPAID])
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2153 op->insert_at (env);
2332 remove_ob(op); 2154 else if (op->inv)
2333 op->x = env->x; 2155 drop_unpaid_items (op->inv, env);
2334 op->y = env->y; 2156
2335 if (env->type == PLAYER)
2336 esrv_del_item(env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0);
2338 }
2339 else if (op->inv) remove_unpaid_objects(op->inv, env);
2340 op=next; 2157 op = next;
2341 } 2158 }
2342} 2159}
2343 2160
2344 2161void
2345/* 2162object::drop_unpaid_items ()
2346 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory.
2351 */
2352char *gravestone_text (object *op)
2353{ 2163{
2354 static char buf2[MAX_BUF]; 2164 if (!flag [FLAG_REMOVED])
2355 char buf[MAX_BUF]; 2165 ::drop_unpaid_items (inv, this);
2356 time_t now = time (NULL);
2357
2358 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else
2362 sprintf (buf, "%s\n", &op->name);
2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf);
2371 if (op->type == PLAYER) {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf);
2375 }
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf);
2379 return buf2;
2380} 2166}
2381 2167
2382 2168void
2383
2384void do_some_living(object *op) { 2169do_some_living (object *op)
2170{
2385 int last_food=op->stats.food; 2171 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace;
2388 int i; 2173 int i;
2389 int rate_hp = 1200; 2174 int rate_hp = 1200;
2390 int rate_sp = 2500; 2175 int rate_sp = 2500;
2391 int rate_grace = 2000; 2176 int rate_grace = 2000;
2392 const int max_hp = 1; 2177 const int max_hp = 1;
2393 const int max_sp = 1; 2178 const int max_sp = 1;
2394 const int max_grace = 1; 2179 const int max_grace = 1;
2395 2180
2396 if (op->contr->outputs_sync) 2181 if (op->contr->hidden)
2397 { 2182 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2183 op->invisible = 1000;
2399 if (op->contr->outputs[i].buf!=NULL && 2184 /* the socket code flashes the player visible/invisible
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2185 * depending on the value of invisible, so we need to
2401 flush_output_element(op, &op->contr->outputs[i]); 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; 2418 int x, y;
2570 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2572 /* int z;
2573 int num_stats_lose;
2574 int lost_a_stat;
2575 int lose_this_stat;
2576 int this_stat; */
2577 int will_kill_again; 2420 int will_kill_again;
2578 archetype *at; 2421 archetype *at;
2579 object *tmp; 2422 object *tmp;
2580 2423
2581 if(save_life(op)) 2424 if (save_life (op))
2582 return; 2425 return;
2583 2426
2427 dynbuf_text deathtab;
2584 2428
2429 /* restore player */
2430 at = archetype::find (shstr_poisoning);
2431 if (object *tmp = present_arch_in_ob (at, op))
2432 {
2433 tmp->destroy ();
2434 deathtab << "Your body feels cleansed...\r";
2435 }
2436
2437 at = archetype::find (shstr_confusion);
2438 if (object *tmp = present_arch_in_ob (at, op))
2439 {
2440 tmp->destroy ();
2441 deathtab << "Your mind feels clearer...\r";
2442 }
2443
2444 cure_disease (op, 0, 0); /* remove any disease */
2445
2446 max_it (op->stats.hp , op->stats.maxhp);
2447 max_it (op->stats.sp , op->stats.maxsp);
2448 max_it (op->stats.grace, op->stats.maxgrace);
2449 max_it (op->stats.food , 200);
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2462
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2466 */
2589 if (op_on_battleground(op, &x, &y)) { 2467 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2468 {
2591 "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2593 "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = find_archetype("poisoning");
2597 tmp=present_arch_in_ob(at,op);
2598 if (tmp) {
2599 remove_ob(tmp);
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2602 }
2603 2470
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2610 }
2611
2612 cure_disease(op,0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999;
2615
2616 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2618 if (tmp != NULL) 2473
2619 { 2474 tmp->name = format ("%s's finger" , &op->name);
2620 sprintf(buf,"%s's finger", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2621 tmp->name = buf; 2476 tmp->msg = format (
2622 sprintf(buf," This finger has been cut off %s\n" 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2478 &op->name, op->contr->title,
2624 &op->name, op->contr->title, (int)(op->level), 2479 (int)op->level,
2625 op->contr->killer); 2480 op->contr->killer_name ()
2626 tmp->msg=buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0;
2628 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2481 );
2482 tmp->value = 0, tmp->type = 0;
2483 tmp->material = name_to_material (shstr_organic);
2484 tmp->insert_at (op, tmp);
2485
2633 /* teleport defeated player to new destination*/ 2486 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2636 return; 2491 return;
2637 } 2492 }
2638 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2639 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2640 2498
2641 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2642 2500
2643 if(op->stats.food<0) { 2501 op->contr->play_sound (sound_find ("player_dies"));
2644 if (op->contr->explore) {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name);
2651 strcpy(op->contr->killer,"starvation");
2652 }
2653 else {
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2502
2664 /* save the map location for corpse, gravestone*/ 2503 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2504 x = op->x;
2505 y = op->y;
2506 map = op->map;
2666 2507
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2508 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2509 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this. 2510 * See the config.h file for a little more in depth detail about this.
2672 */ 2511 */
2673 2512
2674 /* Basically two ways to go - remove a stat permanently, or just 2513 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2514 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2515 * of death.
2677 */ 2516 */
2678#ifndef COZY_SERVER 2517#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2518 if (settings.balanced_stat_loss)
2519 {
2680 /* If stat loss is permanent, lose one stat only. */ 2520 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2521 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2522 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2523 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2524 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2525 little bit harder. */
2686 /* GD */ 2526 /* GD */
2687 if (settings.stat_loss_on_death) 2527 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2528 num_stats_lose = 1;
2693 } 2529 else
2530 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2531 }
2532 else
2533 num_stats_lose = 1;
2534
2694 lost_a_stat = 0; 2535 lost_a_stat = 0;
2695 2536
2696 for (z=0; z<num_stats_lose; z++) { 2537 for (z = 0; z < num_stats_lose; z++)
2697 i = RANDOM() % NUM_STATS; 2538 {
2539 i = rndm (NUM_STATS);
2698 2540
2699 if (settings.stat_loss_on_death) { 2541 if (settings.stat_loss_on_death)
2542 {
2700 /* Pick a random stat and take a point off it. Tell the player 2543 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2544 * what he lost.
2702 */ 2545 */
2703 change_attr_value(&(op->stats), i,-1); 2546 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2547 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2548 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2549 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2550 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2551 lost_a_stat = 1;
2709 } else { 2552 }
2553 else
2554 {
2710 /* deplete a stat */ 2555 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2712 object *dep; 2557 object *dep;
2558
2559 dep = present_arch_in_ob (deparch, op);
2560 if (!dep)
2713 2561 {
2714 dep = present_arch_in_ob(deparch,op); 2562 dep = deparch->instance ();
2715 if(!dep) {
2716 dep = arch_to_object(deparch);
2717 insert_ob_in_ob(dep, op); 2563 insert_ob_in_ob (dep, op);
2718 } 2564 }
2719 lose_this_stat = 1; 2565 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2566 if (settings.balanced_stat_loss)
2567 {
2721 /* GD */ 2568 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2569 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2570 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2571 if (this_stat < 0)
2572 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2573 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2574 int keep_chance = this_stat * this_stat;
2575
2727 /* Yes, I am paranoid. Sue me. */ 2576 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2577 if (keep_chance < 1)
2729 keep_chance = 1; 2578 keep_chance = 1;
2730 2579
2731 /* There is a maximum depletion total per level. */ 2580 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2581 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2582 {
2733 lose_this_stat = 0; 2583 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2584 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2585 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2586 }
2745 } 2587 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2588 {
2755 if (this_stat>=-50) { 2589 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 2590 lose_this_stat = 0;
2591 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2592 this_stat, keep_chance, loss_chance,
2593 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2594 }
2762 } 2595 }
2763 } 2596 }
2764 } 2597
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2598 if (lose_this_stat)
2767 { 2599 {
2768 /* determine_god() seems to not work sometimes... why is this? 2600 this_stat = get_attr_value (&dep->stats, i);
2769 Should I be using something else? GD */ 2601 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2602 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2603 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2604 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2605 * difference.
2774 " you.", god); 2606 */
2607 if (this_stat >= -50)
2775 else 2608 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2609 change_attr_value (&(dep->stats), i, -1);
2777 " feel a holy presence protecting you."); 2610 dep->set_flag (FLAG_APPLIED);
2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2612 op->update_stats ();
2613 lost_a_stat = 1;
2614 }
2778 } 2615 }
2616 }
2617 }
2618
2619 /* If no stat lost, tell the player. */
2620 if (!lost_a_stat)
2621 {
2622 /* determine_god() seems to not work sometimes... why is this?
2623 Should I be using something else? GD */
2624 shstr_tmp god = determine_god (op);
2625
2626 if (god != shstr_none)
2627 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2628 else
2629 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2630 }
2631#else
2632 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2779#endif 2633#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2634
2783 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2636 * exp loss on the stone.
2785 */ 2637 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2639 tmp->name = format ("%s's gravestone", &op->name);
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2790 "who was killed\n" 2642 &op->name, op->contr->title, op->contr->killer_name ());
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2645
2798 /**************************************/ 2646 /**************************************/
2799 /* */ 2647 /* */
2800 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2649 /* */
2804 /**************************************/ 2650 /**************************************/
2805 2651
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2653 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 2654
2832 /* 2655 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2656 * Check to see if the player has any unpaid items. If so, remove them
2834 * the player has any unpaid items. If so, remove them and put them back 2657 * and put them back in the map.
2835 * in the map. 2658 */
2836 */ 2659 op->drop_unpaid_items ();
2837 2660
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2661 /****************************************/
2842 /* */ 2662 /* */
2843 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
2845 /* */ 2665 /* */
2846 /****************************************/ 2666 /****************************************/
2847 2667
2848 enter_player_savebed(op); 2668 enter_player_savebed (op);
2849 2669
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2670 op->contr->braced = 0;
2854 save_player(op,1);
2855 2671
2856 /* it is possible that the player has blown something up 2672 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2673 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2674 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2675 * on the space that might harm the player.
2860 */ 2676 */
2861 will_kill_again=0; 2677 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2678 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2679 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2680 will_kill_again |= tmp->attacktype;
2865 } 2681
2866 if (will_kill_again) { 2682 if (will_kill_again)
2683 {
2867 object *force; 2684 object *force;
2868 int at; 2685 int at;
2869 2686
2870 force=get_archetype(FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1;
2873 force->speed_left=-5.0; 2689 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2875 for (at=0; at<NROFATTACKS; at++) { 2693 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2695 force->resist[at] = 100;
2696
2697 insert_ob_in_ob (force, op);
2698 op->update_stats ();
2699 }
2700
2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2702}
2703
2704static void
2705loot_object (object *op)
2706{ /* Grab and destroy some treasure */
2707 object *tmp, *tmp2, *next;
2708
2709 op->close_container (); /* close open sack first */
2710
2711 for (tmp = op->inv; tmp; tmp = next)
2712 {
2713 next = tmp->below;
2714
2715 if (tmp->invisible)
2716 continue;
2717
2718 tmp->remove ();
2719 tmp->x = op->x, tmp->y = op->y;
2720
2721 if (tmp->type == CONTAINER)
2722 loot_object (tmp); /* empty container to ground */
2723
2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2725 {
2726 if (tmp->nrof > 1)
2727 {
2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2730 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2731 else
2937 delete_character(op->name,1); 2732 tmp->destroy ();
2938 } 2733 }
2939 } 2734 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2736 }
2981} 2737}
2982 2738
2983/* 2739/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 2742 * was changed.
2987 */ 2743 */
2744void
2745fix_weight ()
2746{
2747 for_all_players (pl)
2748 {
2749 sint32 old = pl->ob->carrying;
2988 2750
2989void fix_weight(void) { 2751 pl->ob->update_weight ();
2990 player *pl; 2752
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2753 if (old != pl->ob->carrying)
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2754 {
2993 if(old == sum) 2755 pl->ob->update_stats ();
2994 continue; 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2995 fix_player(pl->ob); 2757 }
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2997 &pl->ob->name, old, sum);
2998 } 2758 }
2999} 2759}
3000 2760
3001void fix_luck(void) { 2761void
3002 player *pl; 2762fix_luck ()
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2763{
2764 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2765 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2766 pl->ob->change_luck (0);
3006} 2767}
3007
3008 2768
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3012 */ 2772 */
3013
3014void 2773void
3015cast_dust (object * op, object * throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3016{ 2775{
3017 object *skop, *spob; 2776 object *skop, *spob;
3018 2777
3019 skop = find_skill_by_name (op, throw_ob->skill); 2778 skop = find_skill_by_name (op, throw_ob->skill);
3020 2779
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2780 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2781 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2782 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2783 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 2784 return;
3027 } 2785 }
3028 2786
3029 spob = throw_ob->inv; 2787 spob = throw_ob->inv;
3030 2788
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2789 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 2790 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 2791 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2792 if (!spob)
3035 { 2793 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2794 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 2795 return;
3039 } 2796 }
3040 2797
3041 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2799 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 2800
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2801 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2802
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2803 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 2804}
3050 2805
2806void
3051void make_visible (object *op) { 2807make_visible (object *op)
3052 op->hide = 0; 2808{
2809 op->flag [FLAG_HIDDEN] = 0;
3053 op->invisible = 0; 2810 op->invisible = 0;
2811
3054 if(op->type==PLAYER) { 2812 if (op->type == PLAYER)
2813 {
3055 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3057 } 2816 }
2817
3058 update_object(op,UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3059} 2819}
3060 2820
2821int
3061int is_true_undead(object *op) { 2822is_true_undead (object *op)
3062 object *tmp=NULL; 2823{
3063 2824 if (op->arch->flag [FLAG_UNDEAD])
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2825 return 1;
3065 2826
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 2827 return 0;
3071} 2828}
3072 2829
3073/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 2832 * indicate greater hideability.
3076 */ 2833 */
3077 2834int
3078int hideability(object *ob) { 2835hideability (object *ob)
2836{
3079 int i,level=0, mflag; 2837 int i, level = 0, mflag;
3080 sint16 x,y; 2838 sint16 x, y;
3081 2839
3082 if(!ob||!ob->map) return 0; 2840 if (!ob || !ob->map)
2841 return 0;
3083 2842
3084 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3086 2845
3087 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2849 if (ob->has_carried_lights ())
2850 level = -(10 + (2 * ob->map->darklevel ()));
3091 2851
3092 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2856 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 2858 if (mflag & P_OUT_OF_MAP)
2859 continue;
2860
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 2862 level += 2;
3098 else /* open terrain! */ 2863 else /* open terrain! */
3099 level -= 1; 2864 level -= 1;
3100 } 2865 }
3101 2866
3102#if 0 2867#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2868 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 2869#endif
3105 return level; 2870 return level;
3106} 2871}
3107 2872
3108/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 2877 */
3113 2878void
3114void do_hidden_move (object *op) { 2879do_hidden_move (object *op)
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2880{
3116 object *skop; 2881 int hide = 0;
3117 2882
3118 if(!op || !op->map) return; 2883 if (!op || !op->map)
2884 return;
3119 2885
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3121 2888
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 2890 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 2891 if (!skop || num >= skop->level)
2892 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 2894 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2895 return;
3136 "You moved out of hiding! You are visible!");
3137 } 2896 }
2897 else
2898 num += 20;
2899
2900 num += op->map->difficulty;
2901 hide = hideability (op); /* modify by terrain hidden level */
2902 num -= hide;
2903
2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2905 {
2906 make_visible (op);
2907
2908 if (op->type == PLAYER)
2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2910 }
3138 else if (op->type == PLAYER && skop) { 2911 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 2913}
3142 2914
3143/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3144 2916
2917int
3145int stand_near_hostile( object *who ) { 2918stand_near_hostile (object *who)
2919{
3146 object *tmp=NULL; 2920 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 2921 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 2922 maptile *m;
3149 sint16 x,y; 2923 sint16 x, y;
3150 2924
3151 if(!who) return 0; 2925 if (!who)
2926 return 0;
3152 2927
3153 if(who->type==PLAYER) player=1; 2928 if (who->type == PLAYER)
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2929 player = 1;
3155 2930
2931 else
2932 friendly = who->flag [FLAG_FRIENDLY];
2933
3156 /* search adjacent squares */ 2934 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 2935 for (i = 1; i < 9; i++)
2936 {
3158 x = who->x+freearr_x[i]; 2937 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 2938 y = who->y + freearr_y[i];
3160 m = who->map; 2939 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 2940 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 2941 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 2942 * blocked, don't need to check this space.
3164 */ 2943 */
3165 if (mflags & P_OUT_OF_MAP) continue; 2944 if (mflags & P_OUT_OF_MAP)
2945 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 2947 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2948
3169 if((player||friendly) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2950 {
2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2952 return 1;
2953 else if (tmp->type == PLAYER)
2954 {
2955 /*don't let a hidden DM prevent you from hiding */
2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3171 return 1; 2957 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 2958 }
3178 } 2959 }
3179 } 2960 }
3180 return 0; 2961 return 0;
3181} 2962}
3182 2963
3183/* check the player los field for viewability of the 2964/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2974 * -b.t.
3194 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3195 */ 2976 */
3196 2977int
3197int player_can_view (object *pl,object *op) { 2978player_can_view (object *pl, object *op)
2979{
3198 rv_vector rv; 2980 rv_vector rv;
3199 int dx,dy; 2981 int dx, dy;
3200 2982
3201 if(pl->type!=PLAYER) { 2983 if (pl->type != PLAYER)
2984 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 2986 return -1;
3204 } 2987 }
3205 if (!pl || !op) return 0;
3206 2988
3207 if(op->head) { op = op->head; } 2989 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 2990 return 0;
3231}
3232 2991
3233/* routine for both players and monsters. We call this when 2992 op = op->head_ ();
3234 * there is a possibility for our action distrubing our hiding 2993
3235 * place or invisiblity spell. Artefact invisiblity is not 2994 get_rangevector (pl, op, &rv, 0x1);
3236 * effected by this. If we arent invisible to begin with, we 2995
3237 * return 0. 2996 /* starting with the 'head' part, lets loop
2997 * through the object and find if it has any
2998 * part that is in the los array but isn't on
2999 * a blocked los square.
3000 * we use the archetype to figure out offsets.
3238 */ 3001 */
3239int action_makes_visible (object *op) { 3002 while (op)
3003 {
3004 dx = rv.distance_x + op->arch->x;
3005 dy = rv.distance_y + op->arch->y;
3240 3006
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3243 return 0;
3244
3245 if (op->contr && op->contr->tmp_invis == 0) return 0;
3246
3247 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3250 return 1; 3008 return 1;
3251 } 3009
3010 op = op->more;
3252 } 3011 }
3012
3253 return 0; 3013 return 0;
3254} 3014}
3255 3015
3256/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3018 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3019 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3020 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3021 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3022 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3023 */
3024int
3264int op_on_battleground (object *op, int *x, int *y) { 3025op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3026{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3028 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3034 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3035 if (tmp->flag [FLAG_IS_FLOOR])
3276 strcmp(tmp->name, "battleground")==0 && 3036 {
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3037 if (tmp->flag [FLAG_NO_PICK]
3038 && tmp->type == BATTLEGROUND
3039 && tmp->name == shstr_battleground
3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3041 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3042 /* before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280 object *invtmp;
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3046 {
3284 if (x != NULL && y != NULL) 3047 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3286 return 1; 3050 return 1;
3287 }
3288 } 3051 }
3289 } 3052
3290 if (x != NULL && y != NULL) 3053 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3292 return 1; 3056 return 1;
3057 }
3293 } 3058 }
3294 }
3295 } 3059 }
3060
3296 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3297 return 0; 3062 return 0;
3298} 3063}
3299 3064
3300/* 3065/*
3304 * attributes: 3069 * attributes:
3305 * object *who the dragon player 3070 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3071 * int atnr the attack-number of the ability focus
3307 * int level ability level 3072 * int level ability level
3308 */ 3073 */
3074void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3075dragon_ability_gain (object *who, int atnr, int level)
3076{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3077 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3078 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3079 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3080 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3082 int i = 0, j = 0;
3316 3083
3317 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3093
3327 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3095 return;
3096
3097 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3098
3099 if (!tr || !tr->item)
3100 {
3101 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3102 return;
3103 }
3104
3105 /* everything seems okay - now bring on the gift: */
3106 item = tr->item;
3107
3108 if (item->type == SPELL)
3109 {
3110 if (check_spell_known (who, item->name))
3328 return; 3111 return;
3329 3112
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3113 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3114 do_learn_spell (who, item, 0);
3332 3115 return;
3333 if (tr == NULL || tr->item == NULL) { 3116 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3117
3118 /* grant direct spell */
3119 if (item->type == SPELLBOOK)
3120 {
3121 if (!item->inv)
3122 {
3123 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3124 return;
3125 }
3126 if (check_spell_known (who, item->inv->name))
3335 return; 3127 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3128 if (item->invisible)
3129 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3130 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0); 3131 do_learn_spell (who, item->inv, 0);
3361 return; 3132 return;
3362 } 3133 }
3363 } 3134 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3135 else if (item->type == SKILL_TOOL && item->invisible)
3136 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3137 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3138 {
3366 3139
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3140 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3141 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3142 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3143 * but not all of them, he gets nothing.
3371 */ 3144 */
3372 if (!(skop->attacktype & item->attacktype)) { 3145 if (!(skop->attacktype & item->attacktype))
3146 {
3373 /* Give new attacktype */ 3147 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3148 skop->attacktype |= item->attacktype;
3375 3149
3376 /* always add physical if there's none */ 3150 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3151 skop->attacktype |= AT_PHYSICAL;
3378 3152
3379 if (item->msg != NULL) 3153 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3154 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3155
3382 /* Give player new face */ 3156 /* Give player new face */
3383 if (item->animation_id) { 3157 if (item->animation_id)
3158 {
3384 who->face = skop->face; 3159 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3160 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3161 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3162 who->last_anim = 0;
3388 who->state = 0; 3163 who->state = 0;
3389 animate_object(who, who->direction); 3164 animate_object (who, who->direction);
3390 } 3165 }
3391 } 3166 }
3392 } 3167 }
3393 } 3168 }
3394 else if (item->type == FORCE) { 3169 else if (item->type == FORCE)
3170 {
3395 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3172 object *skin;
3173
3397 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3175 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3399 skin=skin->below); 3176 ;
3400 if (skin == NULL) return; 3177
3401 3178 if (!skin)
3179 return;
3180
3402 /* adding new spellpath attunements */ 3181 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3182 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3183 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3184 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3185
3406 /* print message */ 3186 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3187 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3188 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3189 {
3409 if(item->path_attuned & (1<<i)) { 3190 if (item->path_attuned & (1 << i))
3191 {
3410 if (j) 3192 if (j)
3411 strcat(buf," and "); 3193 strcat (buf, " and ");
3412 else 3194 else
3413 j = 1; 3195 j = 1;
3414 strcat(buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3415 } 3197 }
3416 } 3198 }
3199
3417 strcat(buf,"."); 3200 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3202 }
3420 3203
3421 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3423 SET_FLAG(skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3425 SET_FLAG(skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3428 3211
3429 /* print message if there is one */ 3212 /* print message if there is one */
3430 if (item->msg != NULL) 3213 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3215 }
3216 else
3432 } 3217 {
3433 else {
3434 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3438 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp);
3440 } 3222 }
3441} 3223}
3442 3224
3443/** 3225//-GPL
3444 * Unready an object for a player. This function does nothing if the object was
3445 * not readied.
3446 */
3447void player_unready_range_ob(player *pl, object *ob) {
3448 rangetype i;
3449 3226
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3227sint8
3451 if (pl->ranges[i] == ob) { 3228player::darkness_at (maptile *map, int x, int y) const
3452 pl->ranges[i] = NULL; 3229{
3453 if (pl->shoottype == i) { 3230 if (!ns)
3454 pl->shoottype = range_none; 3231 return LOS_BLOCKED;
3455 } 3232
3456 } 3233 int dx, dy;
3457 } 3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3235 return LOS_BLOCKED;
3236
3237 x += dx - ns->current_x;
3238 y += dy - ns->current_y;
3239
3240 return blocked_los (x, y);
3458} 3241}
3242
3243void
3244player::infobox (const char *title, const char *msg, int color)
3245{
3246 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3247}
3248
3249void
3250player::statusmsg (const char *msg, int color)
3251{
3252 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3253}
3254
3255void
3256player::failmsg (const char *msg, int color)
3257{
3258 play_sound (sound_find ("generic_failure"));
3259 statusmsg (msg, color);
3260}
3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

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