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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8 26
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 27#include <algorithm>
10 Copyright (C) 1992 Frank Tore Johansen 28#include <functional>
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 29
29#include <global.h> 30#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <sounds.h> 32#include <sounds.h>
37#include <living.h> 33#include <living.h>
38#include <object.h> 34#include <object.h>
39#include <spells.h> 35#include <spells.h>
40#include <skills.h> 36#include <skills.h>
41#include <newclient.h>
42 37
43#ifdef COZY_SERVER 38playervec players;
44extern int same_party (partylist *a, partylist *b);
45#endif
46 39
47player *find_player(const char *plname) 40/* This loads the first map an puts the player on it. */
41static void
42set_first_map (object *op)
48{ 43{
49 player *pl; 44 op->contr->maplevel = first_map_path;
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 op->x = -1;
51 { 46 op->y = -1;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56} 47}
57 48
58player* find_player_partial_name( const char* plname ) 49void
59 { 50player::activate ()
60 player* pl; 51{
61 player* found = NULL; 52 if (active)
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 p = new player; 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
208 80
209 /* This adds the player in the linked list. There is extra 81 players.erase (this);
210 * complexity here because we want to add the new player at the 82}
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222 83
223 p->next = NULL; 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
224 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
225 116
226 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
227 * for next and socket. 118 if (tmp->type == FORCE)
228 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 120 abil = tmp;
230 p->attachable_init (); //HACK 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
231 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->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{
232 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 211 * we deal with that below this point.
234 */ 212 */
235 p->party=NULL; 213 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 214 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 216
241#ifdef AUTOSAVE
242 p->last_save_tick = 9999999;
243#endif
244
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
246
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255 218
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10; 219 gen_sp_armour = 10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal; 220 bowtype = bow_normal;
264 p->petmode=pet_normal; 221 petmode = pet_normal;
265 p->listening=10;
266 p->usekeys=containers; 222 usekeys = containers;
267 p->last_weapon_sp= -1; 223 peaceful = 1; /* default peaceful */
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1; 224 do_los = 1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272 225
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 226 weapon_sp = 1.0f;
274 p->title[sizeof(p->title)-1] = '\0'; 227 weapon_sp_left = 0.5f;
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 228}
298 229
299 230void
300/* This loads the first map an puts the player on it. */ 231player::do_destroy ()
301static void set_first_map(object *op)
302{ 232{
303 strcpy(op->contr->maplevel, first_map_path); 233 disconnect ();
304 op->x = -1;
305 op->y = -1;
306 enter_exit(op, NULL);
307}
308 234
309/* Tries to add player on the connection passwd in ns. 235 attachable::do_destroy ();
310 * All we can really get in this is some settings like host and display
311 * mode.
312 */
313 236
314int add_player(NewSocket *ns) { 237 if (ob)
315 player *p; 238 ob->destroy ();
316 239
317 p=get_player(NULL); 240 ob = observe = viewpoint = 0;
318 p->socket = *ns; 241}
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
320 if(p->socket.faces_sent == NULL)
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob);
329 242
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 243player::~player ()
331 add_friendly_object(p->ob); 244{
332 send_rules(p->ob); 245 /* Clear item stack */
333 send_news(p->ob); 246 free (stack_items);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0;
337} 247}
338 248
339/* 249/*
340 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
343 */ 253 */
254static archetype *
344archetype *get_player_archetype(archetype* at) 255get_player_archetype (archetype *at)
345{ 256{
346 archetype *start = at; 257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
347 for (;;) { 265 for (;;)
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 } 266 {
359} 267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
360 271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
275}
361 276
277/* Tries to add player on the connection passed in ns.
278 * All we can really get in this is some settings like host and display
279 * mode.
280 */
281player *
282player::create ()
283{
284 player *pl = new player;
285
286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
293
294 return pl;
295}
296
297object *
362object *get_nearest_player(object *mon) { 298get_nearest_player (object *mon)
299{
363 object *op = NULL; 300 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 301 objectlink *ol;
366 unsigned lastdist; 302 unsigned lastdist;
367 rv_vector rv; 303 rv_vector rv;
368 304
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
370 /* We should not find free objects on this friendly list, but it 306 {
371 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop.
374 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376 object *tmp=ol->ob;
377
378 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared.
380 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next;
383 remove_friendly_object(tmp);
384 if (!ol) return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 308 continue;
396 309
397 if(lastdist>rv.distance) { 310 if (lastdist > rv.distance)
311 {
398 op=ol->ob; 312 op = ol->ob;
399 lastdist=rv.distance; 313 lastdist = rv.distance;
400 } 314 }
401 } 315 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 316
317 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 318 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 319 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 320 {
410 } 321 op = pl->ob;
322 lastdist = rv.distance;
323 }
324
411#if 0 325#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 326 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 327#endif
414 return op; 328 return op;
415} 329}
416 330
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 331/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 332 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 333 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 348 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 349 * is probably not a good thing.
436 */ 350 */
437#define MAX_SPACES 50 351#define MAX_SPACES 50
438
439 352
440/* 353/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 355 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 356 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 369 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 370 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 371 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 372 * is blocking itself.
460 */ 373 */
374int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 375path_to_player (object *mon, object *pl, unsigned mindiff)
376{
462 rv_vector rv; 377 rv_vector rv;
463 sint16 x,y; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap;
466 379
467 get_rangevector(mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
468 381
469 if (rv.distance<mindiff) return 0; 382 if (rv.distance < mindiff)
383 return 0;
470 384
471 x=mon->x; 385 mapxy pos (mon);
472 y=mon->y;
473 m=mon->map;
474 dir = rv.direction; 386 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
477 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 391 if (diff > max)
392 return 0;
393
479 while (diff >1 && max>0) { 394 while (diff > 1 && max > 0)
480 lastx = x; 395 {
481 lasty = y; 396 mapxy lastpos = pos;
482 lastmap = m;
483 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir];
485
486 mflags = get_map_flags(m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
488 397
398 pos.move (dir);
399
489 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 401 if (!pos.normalise ()
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
404 {
492 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
494 */ 407 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
496 if (rv.direction != dir) { 409 if (rv.direction != dir)
410 {
497 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 412 * the values so it will try again.
499 */ 413 */
500 x = lastx;
501 y = lasty;
502 m = lastmap; 414 pos = lastpos;
503 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
416 }
504 } else { 417 else
418 {
505 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
506 * either the left or right. 420 * either the left or right.
507 * Note increase the values in the loop below to be 421 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 422 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 423 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 424 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 425 * stepping back and forth
512 */ 426 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
428 {
429 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
515 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 433 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 437 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 440 * the last direction the creature has successfully
524 * moved. 441 * moved.
525 */ 442 */
443 pos = lastpos;
444 pos.move (absdir (lastdir + i));
445
446 if (!pos.normalise ())
447 continue;
448
449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
452 continue;
453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
455 continue;
456
457 if (blocked_link (mon, pos.m, pos.x, pos.y))
526 458 break;
527 x = lastx + freearr_x[absdir(lastdir+i)];
528 y = lasty + freearr_y[absdir(lastdir+i)];
529 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
534 if (mflags & P_BLOCKSVIEW) continue;
535
536 if (m == mon->map && blocked_link(mon, m, x, y)) break;
537 } 459 }
460
538 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
540 */ 463 */
541 if (i==(DETOUR_AMOUNT+1)) 464 if (i == DETOUR_AMOUNT + 1)
542 return 0; 465 return 0;
466
543 diff--; 467 diff--;
544 lastdir=dir; 468 lastdir = dir;
545 max--; 469 max--;
546 if (!firstdir) firstdir = dir+i; 470 if (!firstdir)
471 firstdir = dir + i;
547 } /* else check alternate directions */ 472 } /* else check alternate directions */
548 } /* if blocked */ 473 } /* if blocked */
549 else { 474 else
475 {
550 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
551 diff--; 477 diff--;
552 max--; 478 max--;
553 lastdir=dir; 479 lastdir = dir;
480
481 if (!firstdir)
554 if (!firstdir) firstdir = dir; 482 firstdir = dir;
483 }
484
485 if (diff <= 1)
555 } 486 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 488 * headed toward player for entire distance.
559 */ 489 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 492 }
563 if (diff>max) return 0; 493
494 if (diff > max)
495 return 0;
564 } 496 }
497
565 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 499 if (!max)
500 return 0;
567 501
568 return firstdir; 502 return firstdir;
569} 503}
570 504
505void
571void give_initial_items(object *pl,treasurelist *items) { 506give_initial_items (object *pl, treasurelist *items)
572 object *op,*next=NULL; 507{
573
574 if(pl->randomitems!=NULL) 508 if (pl->randomitems)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 510
577 for (op=pl->inv; op; op=next) { 511 for (object *next, *op = pl->inv; op; op = next)
512 {
578 next = op->below; 513 next = op->below;
579 514
580 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 517 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
584 SET_FLAG(op,FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
585 520
586 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 522 * by this player due to race restrictions
588 */ 523 */
589 if (pl->type == PLAYER) { 524 if (pl->type == PLAYER)
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 525 {
526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
591 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
592 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
593 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
594 op->type == BRACERS || op->type == GIRDLE)) || 531 || op->type == BRACERS || op->type == GIRDLE))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 533 {
600 } 534 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 535 continue;
620 } 536 }
621 if (op->nrof > 1) op->nrof = 1; 537 }
538
539 /* Here we remove duplicated skills (as duplicated spell objects have
540 * _very_ confusing effects for players), which could for instance be
541 * generated by multiple treasurelists specifying the same skills.
542 */
543 if (op->type == SKILL)
622 } 544 {
545 for (object *tmp = op->below; tmp; tmp = tmp->below)
546 if (tmp->type == op->type && tmp->name == op->name)
547 {
548 op->destroy ();
549 break;
550 }
623 551
552 if (op->nrof > 1)
553 op->nrof = 1;
554 }
555
624 if (op->type == SPELLBOOK && op->inv) { 556 if (op->type == SPELLBOOK && op->inv)
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
626 }
627 558
628 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 561 * merged properly.
631 */ 562 */
632 if (need_identify(op)) { 563 if (op->need_identify ())
633 SET_FLAG(op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED);
636 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
637 if(op->type==SPELL) { 570 if (op->type == SPELL)
638 remove_ob(op); 571 {
639 free_object(op); 572 op->destroy ();
640 continue; 573 continue;
574 }
575 else if (op->type == SKILL)
641 } 576 {
642 else if(op->type==SKILL) { 577 op->set_flag (FLAG_CAN_USE_SKILL);
643 SET_FLAG(op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 578 op->stats.exp = 0;
645 op->level = 1; 579 op->level = 1;
646 } 580 }
647 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
648 else SET_FLAG(op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
650 584
651 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
652 link_player_skills(pl); 586 pl->contr->link_skills ();
653} 587}
654 588
655void get_name(object *op) { 589void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 590get_party_password (object *op, partylist *party)
591{
728 if (party == NULL) { 592 if (party == NULL)
593 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 594 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 595 return;
731 } 596 }
597
732 op->contr->write_buf[0]='\0'; 598 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 599 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 600 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 602}
737
738 603
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
740int roll_stat(void) { 605static int
606roll_stat ()
607{
741 int a[4],i,j,k; 608 int a[4], i, j, k;
742 609
743 for(i=0;i<4;i++) 610 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 611 a[i] = rndm (1, 6);
745 612
746 for(i=0,j=0,k=7;i<4;i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 614 if (a[i] < k)
748 k=a[i],j=i; 615 k = a[i], j = i;
749 616
750 for(i=0,k=0;i<4;i++) { 617 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 618 if (i != j)
752 k+=a[i]; 619 k += a[i];
753 } 620
754 return k; 621 return k;
755} 622}
756 623
757void roll_stats(object *op) { 624void
625object::roll_stats ()
626{
627 int statsort [NUM_STATS];
628
629 for (;;)
630 {
758 int sum=0; 631 int sum = 0;
759 int i = 0, j = 0; 632 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 633 sum += statsort [i] = roll_stat ();
761 634
762 do { 635 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 636 break;
764 op->stats.Dex=roll_stat(); 637 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 638
775 /* Sort the stats so that rerolling is easier... */ 639 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 641
784 /* a quick and dirty bubblesort? */ 642 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 643 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 644
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 645 stats.exp = 0;
815 op->stats.ac=0; 646 stats.ac = 0;
816 647
648 stats.hp = stats.maxhp;
649 stats.sp = stats.maxsp;
650 stats.grace = stats.maxgrace;
651
652 if (contr)
653 {
817 op->contr->levhp[1] = 9; 654 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 655 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 656 contr->levgrace[1] = 3;
820 657
821 fix_player(op); 658 contr->orig_stats = stats;
659 }
660}
661
662void
663object::swap_stats (int a, int b)
664{
665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
666
667 for (int i = 0; i < NUM_STATS; ++i)
668 stats.stat (i) = contr->orig_stats.stat (i);
669
670 //TODO: the following code looks so borked and should, at the very least,
671 // be merged with the similar code in roll_stats
672 stats.ac = 0;
673
674 level = 1;
675 stats.exp = 0;
676 stats.ac = 0;
677
822 op->stats.hp = op->stats.maxhp; 678 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 679 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
684 contr->levhp[1] = 9;
685 contr->levsp[1] = 6;
686 contr->levgrace[1] = 3;
687
825 op->contr->orig_stats=op->stats; 688 contr->orig_stats = stats;
689 }
826} 690}
827 691
828void Roll_Again(object *op) 692static void
693start_info (object *op)
829{ 694{
830 esrv_new_player(op->contr, 0);
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
838 696
839 if ( op->contr->Swap_First == -1 ) { 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf);
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 699}
947 700
948/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
952 * not the class. 705 * not the class.
953 */ 706 */
954 707void
955int key_change_class(object *op, char key) 708player::chargen_race_done ()
956{ 709{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 711 esrv_new_player (ob->contr);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 712
713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
714 if (tl)
715 create_treasure (tl, ob, 0, 0, 0);
716
971 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr);
973 718
974 op->contr->state=ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
975 720
976 if (op->msg) 721 if (ob->msg)
977 op->msg=NULL; 722 ob->msg = 0;
978 723
979 /* We create this now because some of the unique maps will need it
980 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op); 724 start_info (ob);
989 CLEAR_FLAG(op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 726 give_initial_items (ob, ob->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op); 727 esrv_send_inventory (ob, ob);
993 fix_player(op); 728 ob->update_stats ();
994 729
995 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
996 * is one for this race 731 * is one for this race
997 */ 732 */
998 if(*first_map_ext_path) { 733 if (*first_map_ext_path)
999 object *tmp; 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1000 mapstruct *oldmap = op->map; 735 else
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 737}
1015 return 0;
1016 }
1017 738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
756}
757
758void
759player::chargen_race_next ()
760{
1018 /* Following actually changes the race - this is the default command 761 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 762 * if we don't match with one of the options above.
1020 */ 763 */
1021 764
1022 tmp_loop = 0; 765 do
1023 while(!tmp_loop) { 766 {
1024 shstr name = op->name; 767 shstr name = ob->name;
1025 int x = op->x, y = op->y; 768 int x = ob->x, y = ob->y;
769
1026 remove_statbonus(op); 770 ob->remove_statbonus ();
1027 remove_ob (op); 771 ob->remove ();
1028 op->arch = get_player_archetype(op->arch); 772 ob->arch = get_player_archetype (ob->arch);
1029 copy_object (&op->arch->clone, op); 773 ob->arch->copy_to (ob);
1030 op->instantiate (); 774 ob->instantiate ();
1031 op->stats = op->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
1032 op->name = op->name_pl = name; 776 ob->name = ob->name_pl = name;
1033 op->x = x; 777 ob->x = x;
1034 op->y = y; 778 ob->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 781 assign (ob->contr->title, ob->arch->object::name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 782 ob->add_statbonus ();
1040 tmp_loop=allowed_class(op);
1041 } 783 }
784 while (!allowed_class (ob));
785
1042 update_object(op,UP_OBJ_FACE); 786 update_object (ob, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 787 esrv_update_item (UPD_FACE, ob, ob);
1044 fix_player(op); 788 ob->update_stats ();
1045 op->stats.hp=op->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
1047 op->stats.grace=0; 791 ob->stats.grace = 0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052} 792}
1053 793
1054int key_confirm_quit(object *op, char key) 794static void
1055{
1056 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) {
1088 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf)))
1090 delete_map(mp);
1091 }
1092
1093 delete_character(op->name, 1);
1094 }
1095 play_again(op);
1096 return 1;
1097}
1098
1099void flee_player(object *op) { 795flee_player (object *op)
796{
1100 int dir,diff; 797 int dir, diff;
1101 rv_vector rv; 798 rv_vector rv;
1102 799
1103 if(op->stats.hp < 0) { 800 if (op->stats.hp < 0)
801 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
804 return;
805 }
806
807 if (!op->enemy)
808 {
809 LOG (llevDebug, "Fleeing player had no enemy.\n");
810 op->clr_flag (FLAG_SCARED);
811 return;
812 }
813
814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
815 {
816 op->enemy = NULL;
817 op->clr_flag (FLAG_SCARED);
818 return;
819 }
820
821 get_rangevector (op, op->enemy, &rv, 0);
822
823 dir = absdir (4 + rv.direction);
824 for (diff = 0; diff < 3; diff++)
825 {
826 int m = 1 - rndm (2) * 2;
827
828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1106 return; 829 return;
1107 } 830 }
1108 831
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1142 op->enemy=NULL; 834 op->enemy = NULL;
1143} 835}
1144
1145 836
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 838 * It returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 839 * stop.
1149 */ 840 */
841int
1150int check_pick(object *op) { 842check_pick (object *op)
843{
1151 object *tmp, *next; 844 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 845 int stop = 0;
1154 int j, k, wvratio; 846 int wvratio;
1155 char putstring[128], tmpstr[16];
1156 847
1157
1158 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1160 return 1; 850 return 1;
1161 851
1162 op_tag = op->count;
1163
1164 next = op->below; 852 next = op->below;
1165 if (next) 853
1166 next_tag = next->count; 854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1167 856
1168 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 858 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 859 while (next && !next->destroyed ())
1171 { 860 {
1172 tmp = next; 861 tmp = next;
1173 next = tmp->below; 862 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 863
1177 if (was_destroyed (op, op_tag)) 864 if (cnt <= 0)
865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
869
870 if (op->destroyed ())
1178 return 0; 871 return 0;
1179 872
1180 if ( ! can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1181 continue; 874 continue;
1182 875
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 877 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1187 continue; 881 continue;
1188 }
1189
1190 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) {
1192 switch (op->contr->mode) {
1193 case 0: return 1; /* don't pick up */
1194 case 1: pick_up (op, tmp);
1195 return 1;
1196 case 2: pick_up (op, tmp);
1197 return 0;
1198 case 3: return 0; /* stop before pickup */
1199 case 4: pick_up (op, tmp);
1200 break;
1201 case 5: pick_up (op, tmp);
1202 stop = 1;
1203 break;
1204 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp);
1208 break;
1209
1210 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp);
1213 break;
1214
1215 default:
1216 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp);
1222 } 882 }
1223 } 883
1224 else { /* old model */
1225 /* NEW pickup handling */ 884 /* pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 885 if (op->contr->mode & PU_DEBUG)
1227 { 886 {
1228 /* some debugging code to figure out item information */ 887 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL) 888 const char *str = tmp->name
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 889 ? format ("item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 891 : format ("item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring); 894 new_draw_info (NDI_UNIQUE, 0, op, str);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 }
1249 } 895 }
1250 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 896
1253#if 0 897 if (op->contr->mode & PU_INHIBIT)
1254 /* print the flags too */ 898 return 1;
1255 for(k=0;k<4;k++) 899
1256 { 900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 901 return 1;
1258 for(j=0;j<32;j++) 902
1259 {
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1261 if(!((j+1)%4))fprintf(stderr," ");
1262 }
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif
1266 }
1267 /* philosophy: 903 /* philosophy:
1268 * It's easy to grab an item type from a pile, as long as it's 904 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups 905 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a 906 * and selections, select-items should be used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for 907 * grab-as-you-run type mode that's really useful for arrows for
1272 * example. 908 * example.
1273 * The drawback: right now it has no frontend, so you need to 909 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then 910 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#> 911 * convert to decimal and then 'pickup <#>
1278 /* the first two modes are exclusive: if NOTHING we return, if 914 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially, 915 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */ 916 * meaning if any test passes, the item gets picked up. */
1281 917
1282 /* if mode is set to pick nothing up, return */ 918 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1; 919 if (op->contr->mode == PU_NOTHING)
920 return 1;
1285 921
1286 /* if mode is set to stop when encountering objects, return */ 922 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick 923 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */ 924 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0; 925 if (op->contr->mode & PU_STOP)
926 return 0;
1291 927
1292 /* useful for going into stores and not losing your settings... */ 928 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while 929 /* and for battles wher you don't want to get loaded down while
1294 * fighting */ 930 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1; 931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
1296 933
1297 /* prevent us from turning into auto-thieves :) */ 934 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 935 if (tmp->flag [FLAG_UNPAID])
936 continue;
1299 937
1300 /* ignore known cursed objects */ 938 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
1302 941
1303 /* all food and drink if desired */ 942 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */ 943 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD) 944 if (op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD) 945 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 946 {
947 CHK_PICK_PICKUP;
948 continue;
949 }
950
1308 if(op->contr->mode & PU_DRINK) 951 if (op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
1311 957
1312 if(op->contr->mode & PU_POTION) 958 if (op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION) 959 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
1315 964
1316 /* spellbooks, skillscrolls and normal books/scrolls */ 965 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK) 966 if (op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK) 967 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
1320 if(op->contr->mode & PU_SKILLSCROLL) 973 if (op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL) 974 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
1323 if(op->contr->mode & PU_READABLES) 980 if (op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL) 981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
1326 986
1327 /* wands/staves/rods/horns */ 987 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE) 988 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 989 if (tmp->type == WAND
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
1331 997
1332 /* pick up all magical items */ 998 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1336 1006
1337 if(op->contr->mode & PU_VALUABLES) 1007 if (op->contr->mode & PU_VALUABLES)
1338 { 1008 {
1339 if (tmp->type == MONEY || tmp->type == GEM) 1009 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1341 } 1014 }
1342 1015
1343 /* rings & amulets - talismans seems to be typed AMULET */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS) 1017 if (op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET) 1018 if (tmp->type == RING
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1022 {
1023 CHK_PICK_PICKUP;
1024 continue;
1025 }
1026
1027 /* we don't forget dragon food */
1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1347 1034
1348 /* bows and arrows. Bows are good for selling! */ 1035 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW) 1036 if (op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW) 1037 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1352 if(op->contr->mode & PU_ARROW) 1043 if (op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW) 1044 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1355 1049
1356 /* all kinds of armor etc. */ 1050 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR) 1051 if (op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR) 1052 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1360 if(op->contr->mode & PU_HELMET) 1058 if (op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET) 1059 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1363 if(op->contr->mode & PU_SHIELD) 1065 if (op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD) 1066 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1366 if(op->contr->mode & PU_BOOTS) 1072 if (op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS) 1073 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1369 if(op->contr->mode & PU_GLOVES) 1079 if (op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES) 1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1372 if(op->contr->mode & PU_CLOAK) 1086 if (op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK) 1087 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1375 1092
1376 /* hoping to catch throwing daggers here */ 1093 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON) 1094 if (op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1380 1100
1381 /* careful: chairs and tables are weapons! */ 1101 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON) 1102 if (op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 } 1103 {
1390 if(tmp->type == WEAPON && tmp->name==NULL) 1104 if (tmp->type == WEAPON)
1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1106 {
1107 CHK_PICK_PICKUP;
1108 continue;
1109 }
1391 { 1110 }
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397 1111
1398 /* misc stuff that's useful */ 1112 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY) 1113 if (op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1115 {
1116 CHK_PICK_PICKUP;
1117 continue;
1118 }
1402 1119
1403 /* any of the last 4 bits set means we use the ratio for value 1120 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */ 1121 * pickups */
1405 if(op->contr->mode & PU_RATIO) 1122 if (op->contr->mode & PU_RATIO)
1406 { 1123 {
1407 /* use value density to decide what else to grab */ 1124 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */ 1125 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits 1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */ 1127 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5; 1128 wvratio = op->contr->mode & PU_RATIO;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1413 { 1130 {
1414 pick_up(op, tmp);
1415#if 0 1131#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) { 1133 if (tmp->name != NULL)
1134 {
1418 fprintf(stderr,"%s", tmp->name); 1135 fprintf (stderr, "%s", tmp->name);
1419 } 1136 }
1137 else
1420 else fprintf(stderr,"%s",tmp->arch->name); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1421 fprintf(stderr,",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1423#endif 1141#endif
1142 CHK_PICK_PICKUP;
1424 continue; 1143 continue;
1425 } 1144 }
1145 } /* the new pickup model */
1426 } 1146 }
1427 } /* the new pickup model */ 1147
1428 }
1429 return ! stop; 1148 return !stop;
1149}
1150
1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157static int
1158action_makes_visible (object *op)
1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1430} 1184}
1431 1185
1432/* 1186/*
1433 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1189 * found object is returned.
1436 */ 1190 */
1191static object *
1437object *find_arrow(object *op, const char *type) 1192find_arrow (object *op, const char *type)
1438{ 1193{
1439 object *tmp = NULL; 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1196 return splay (tmp);
1440 1197
1441 for(op=op->inv; op; op=op->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1443 QUERY_FLAG(op,FLAG_APPLIED)) 1200 if (object *arrow = find_arrow (tmp, type))
1444 tmp = find_arrow (op, type); 1201 {
1445 else if (op->type==ARROW && op->race==type) 1202 splay (tmp);
1446 return op; 1203 return arrow;
1204 }
1205
1447 return tmp; 1206 return 0;
1448} 1207}
1449 1208
1450/* 1209/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1210 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1211 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1212 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1214 */
1456 1215static object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1458{ 1217{
1459 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1461 1220
1462 if (!type) 1221 if (!type)
1463 return NULL; 1222 return NULL;
1464 1223
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1225 {
1466 if (arrow->type==CONTAINER && arrow->race==type && 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1227 {
1468 i = 0; 1228 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1470 if (i > betterby) { 1231 if (i > betterby)
1232 {
1471 tmp = ntmp; 1233 tmp = ntmp;
1472 betterby = i; 1234 betterby = i;
1473 } 1235 }
1236 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1237 else if (arrow->type == ARROW && arrow->race == type)
1238 {
1475 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1240 if (target->race && arrow->slaying.contains (target->race))
1477 strstr(arrow->slaying, target->race)) { 1241 {
1478 if (arrow->attacktype & AT_DEATH) { 1242 if (arrow->attacktype & AT_DEATH)
1243 {
1479 *better = 100; 1244 *better = 100;
1480 return arrow; 1245 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1246 }
1485 } else { 1247 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1248 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1249 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1251 }
1502 } 1252 }
1253 else
1254 {
1255 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1256 {
1257 attacktype = 1 << attacknum;
1258 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1259 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1260 {
1261 tmp = arrow;
1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1263 }
1264 }
1265
1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1267 {
1268 tmp = arrow;
1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1270 }
1271
1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1273 {
1274 tmp = arrow;
1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1276 }
1503 } 1277 }
1278 }
1504 } 1279 }
1280
1505 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1282 return find_arrow (op, type);
1507 1283
1508 *better = betterby; 1284 *better = betterby;
1509 return tmp; 1285 return tmp;
1510} 1286}
1511 1287
1512/* looks in a given direction, finds the first valid target, and calls 1288/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1290 * op = the shooter
1515 * type = bow->race 1291 * type = bow->race
1516 * dir = fire direction 1292 * dir = fire direction
1517 */ 1293 */
1518 1294static object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1520{ 1296{
1521 object *tmp = NULL; 1297 object *tmp = NULL;
1522 mapstruct *m; 1298 maptile *m;
1523 int i, mflags, found, number; 1299 int i, mflags, found, number;
1524 sint16 x, y; 1300 sint16 x, y;
1525 1301
1526 if (op->map == NULL) 1302 if (op->map == NULL)
1527 return find_arrow(op, type); 1303 return find_arrow (op, type);
1528 1304
1529 /* do a dex check */ 1305 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1306 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1307 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1308 return find_arrow (op, type);
1533 1309
1534 m = op->map; 1310 m = op->map;
1535 x = op->x; 1311 x = op->x;
1536 y = op->y; 1312 y = op->y;
1537 1313
1538 /* find the first target */ 1314 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1315 for (i = 0, found = 0; i < 20; i++)
1316 {
1540 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1322 {
1544 tmp = NULL; 1323 tmp = 0;
1324 break;
1325 }
1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1327 {
1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1329 * perhaps a bad assumption.
1330 */
1331 tmp = 0;
1332 break;
1333 }
1334
1335 if (mflags & P_IS_ALIVE)
1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1337 if (tmp->flag [FLAG_ALIVE])
1545 break; 1338 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1339 }
1563 if (tmp == NULL) 1340
1341 if (!tmp)
1564 return find_arrow(op, type); 1342 return find_arrow (op, type);
1565 1343
1566 if (tmp->head) 1344 if (tmp->head)
1567 tmp = tmp->head; 1345 tmp = tmp->head;
1568 1346
1569 return find_better_arrow(op, tmp, type, &i); 1347 return find_better_arrow (op, tmp, type, &i);
1570} 1348}
1571 1349
1572/* 1350/*
1573 * Creature fires a bow - op can be monster or player. Returns 1351 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1352 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1355 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1356 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1357 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1358 * player fire modes.
1581 */ 1359 */
1360int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1361fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1362{
1585 object *left, *bow; 1363 object *left, *bow;
1586 tag_t left_tag, tag; 1364 int mflags;
1587 int bowspeed, mflags; 1365 maptile *m;
1588 mapstruct *m;
1589 1366
1590 if (!dir) { 1367 if (!dir)
1368 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1369 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1370 return 0;
1371 }
1372
1373 if (op->contr)
1374 bow = op->current_weapon;
1375 else
1593 } 1376 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1377 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1378 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1379 * don't need to switch back and forth between bows and weapons.
1600 */ 1380 */
1601 if(bow->type==BOW) 1381 if (bow->type == BOW)
1602 break; 1382 break;
1603 1383
1604 if (!bow) { 1384 if (!bow)
1385 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1387 return 0;
1607 } 1388 }
1389
1390 // optimisation: move object to top so we will find it quickly again
1391 splay (bow);
1608 } 1392 }
1393
1609 if( !bow->race || !bow->skill) { 1394 if (!bow->race || !bow->skill)
1395 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1397 return 0;
1612 } 1398 }
1613 1399
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1400 if (arrow == NULL)
1401 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1403 {
1624 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1407 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1409
1630 return 0; 1410 return 0;
1631 } 1411 }
1632 } 1412 }
1413
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1414 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1415 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1416 return 0;
1636 } 1417
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1418 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1419 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1420 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1421 return 0;
1640 } 1422 }
1641 1423
1642 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1425 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1426 {
1645 free_object(arrow); 1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1428 arrow->destroy ();
1646 return 0; 1429 return 0;
1647 } 1430 }
1648 1431
1649 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count; 1433 arrow = arrow->split ();
1651 arrow = get_split_ob(arrow, 1); 1434 if (!arrow)
1652 if (arrow == NULL) { 1435 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1437 return 0;
1655 } 1438 }
1656 set_owner(arrow, op); 1439
1440 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1441 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1442 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1443
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1670 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1447 arrow->custom_name = arrow->slaying;
1673 arrow->spellarg = strdup_local(arrow->slaying);
1674 1448
1675 /* Note that this was different for monsters - they got their level 1449#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1450 if (player *pl = op->contr)
1677 */
1678 1451 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1452 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1453
1454 /* penalize ROF for bestarrow */
1455 if (pl->bowtype == bow_bestarrow)
1456 speed *= .9f;
1457 else
1458 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1459
1460 op->speed_left += speed - op->speed;
1461 }
1462#endif
1463
1464 SET_ANIMATION (arrow, arrow->direction);
1465
1683 /* update the speed */ 1466 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0;
1688 1467
1689 if (arrow->speed < 1.0)
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1693 1473
1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1475
1694 if (op->type == PLAYER) { 1476 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1477 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1478 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1479 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1480
1481 if (!arrow->slaying)
1482 arrow->slaying = op->slaying;
1483
1484 arrow->attacktype |= op->attacktype;
1485 }
1486 else
1487 {
1705 arrow->level = op->level; 1488 arrow->level = op->level;
1706 } 1489 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1490
1708 arrow->attacktype |= bow->attacktype; 1491 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1492 arrow->slaying = bow->slaying;
1711 1493
1712 arrow->map = m; 1494 arrow->attacktype |= bow->attacktype;
1495 }
1496
1497 wc -= arrow->level;
1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1499
1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1713 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1715 1504
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1505 op->play_sound (sound_find ("fire_arrow"));
1717 tag = arrow->count; 1506 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1507
1720 if (!was_destroyed(arrow, tag)) 1508 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1509 move_arrow (arrow);
1722 1510
1723 if (op->type == PLAYER) {
1724 if (was_destroyed (left, left_tag))
1725 esrv_del_item(op->contr, left_tag);
1726 else
1727 esrv_send_item(op, left);
1728 }
1729 return 1; 1511 return 1;
1730} 1512}
1731 1513
1732/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1515 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1519 * hence the function name.
1738 */ 1520 */
1521static int
1739int player_fire_bow(object *op, int dir) 1522player_fire_bow (object *op, int dir)
1740{ 1523{
1741 int ret=0, wcmod=0; 1524 int ret;
1742 1525
1743 if (op->contr->bowtype == bow_bestarrow) { 1526 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1527 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1528 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1529 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1530 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1531 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1749 wcmod =-1;
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1533 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1534 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1535 else if (op->contr->bowtype == bow_threewide)
1536 {
1537 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1539 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1540 }
1541 else if (op->contr->bowtype == bow_spreadshot)
1542 {
1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1544 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1545 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1546 }
1547 else
1548 {
1549 /* Simple case */
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1756 } else if (op->contr->bowtype == bow_spreadshot) {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1760
1761 } else {
1762 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1764 } 1551 }
1552
1765 return ret; 1553 return ret;
1766} 1554}
1767
1768 1555
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1771 */ 1558 */
1559static void
1772void fire_misc_object(object *op, int dir) 1560fire_misc_object (object *op, int dir)
1773{ 1561{
1774 object *item; 1562 object *item = op->contr->ranged_ob;
1775 1563
1776 if (!op->contr->ranges[range_misc]) { 1564 if (!item)
1565 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1566 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1567 return;
1779 } 1568 }
1780 1569
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1570 if (!item->inv)
1571 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1573 return;
1785 } 1574 }
1575
1576 if (!op->apply (item))
1577 return;
1578
1786 if (item->type == WAND) { 1579 if (item->type == WAND)
1580 {
1787 if(item->stats.food<=0) { 1581 if (item->stats.food <= 0)
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1582 {
1583 op->contr->play_sound (sound_find ("wand_poof"));
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1585
1790 return; 1586 return;
1791 } 1587 }
1588 }
1792 } else if (item->type == ROD || item->type==HORN) { 1589 else if (item->type == ROD || item->type == HORN)
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1590 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1591 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1592
1593 // using the maximum of the rods charge allows at least one spell cast
1594 // for a rod or horn, this fixes some broken rods.
1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1596 {
1597 op->contr->play_sound (sound_find ("wand_poof"));
1598
1795 if (item->type== ROD) 1599 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1601 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1602 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1603
1801 return; 1604 return;
1802 } 1605 }
1803 } 1606 }
1804 1607
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1609 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1610 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1611
1807 if (item->type == WAND) { 1612 if (item->type == WAND)
1613 {
1808 if (!(--item->stats.food)) { 1614 if (!(--item->stats.food))
1809 object *tmp; 1615 {
1810 if (item->arch) { 1616 if (item->arch)
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1617 {
1618 item->clr_flag (FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1619 item->face = item->arch->face;
1813 item->speed = 0; 1620 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1621 }
1816 if ((tmp=is_player_inv(item))) 1622
1623 if (object *pl = item->visible_to ())
1817 esrv_update_item(UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1625 }
1819 } 1626 }
1820 else if (item->type == ROD || item->type==HORN) { 1627 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1628 drain_rod_charge (item);
1822 }
1823 } 1629 }
1824} 1630}
1825 1631
1826/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1827 */ 1633 */
1634bool
1828void fire(object *op,int dir) { 1635fire (object *who, int dir)
1636{
1829 int spellcost=0; 1637 int spellcost = 0;
1830 1638
1639 player *pl = who->contr;
1640
1641 if (pl->golem)
1642 {
1643 control_golem (who->contr->golem, dir);
1644 return false;
1645 }
1646
1647 object *ob = pl->ranged_ob;
1648
1649 if (!ob)
1650 return false;
1651
1652 if (who->speed_left > 0.f)
1653 --who->speed_left;
1654 else
1655 return false;
1656
1657 if (!who->apply (ob))
1658 return false;
1659
1831 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1661 if (action_makes_visible (who))
1662 make_visible (who);
1833 1663
1834 switch(op->contr->shoottype) { 1664 switch (ob->type)
1835 case range_none: 1665 {
1836 return; 1666 case BOW:
1837
1838 case range_bow:
1839 player_fire_bow(op, dir); 1667 player_fire_bow (who, dir);
1840 return; 1668 break;
1841 1669
1842 case range_magic: /* Casting spells */ 1670 case SPELL:
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1844 return; 1672 break;
1845 1673
1846 case range_misc: 1674 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1675 apply_map_builder (who, dir);
1676 break;
1677
1678 case SKILL:
1679 do_skill (who, who, ob, dir, 0);
1680 break;
1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1686 default:
1687 fire_misc_object (who, dir);
1688 break;
1689 }
1690
1691 return true;
1692}
1693
1694static object *
1695find_key_ (object *pl, object *container, object *door)
1696{
1697 object *tmp, *key;
1698
1699 /* Should not happen, but sanity checking is never bad */
1700 if (!container->inv)
1701 return 0;
1702
1703 /* First, lets try to find a key in the top level inventory */
1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1705 {
1706 if (door->type == DOOR && tmp->type == KEY)
1707 break;
1708
1709 /* For sanity, we should really check door type, but other stuff
1710 * (like containers) can be locked with special keys
1711 */
1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1713 break;
1714 }
1715
1716 /* No key found - lets search inventories now */
1717 /* If we find and use a key in an inventory, return at that time.
1718 * otherwise, if we search all the inventories and still don't find
1719 * a key, return
1720 */
1721 if (!tmp)
1722 {
1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1724 /* No reason to search empty containers */
1725 if (tmp->type == CONTAINER && tmp->inv)
1726 if ((key = find_key_ (pl, tmp, door)))
1727 return key;
1728
1729 if (!tmp)
1871 return; 1730 return 0;
1872 default: 1731 }
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1732
1733 /* We get down here if we have found a key. Now if its in a container,
1734 * see if we actually want to use it
1735 */
1736 if (pl != container)
1737 {
1738 /* Only let players use keys in containers */
1739 if (!pl->contr)
1874 return; 1740 return 0;
1875 }
1876}
1877 1741
1742 /* cases where this fails:
1743 * If we only search the player inventory, return now since we
1744 * are not in the players inventory.
1745 * If the container is not active, return now since only active
1746 * containers can be used.
1747 * If we only search keyrings and the container does not have
1748 * a race/isn't a keyring.
1749 * No checking for all containers - to fall through past here,
1750 * inv must have been an container and must have been active.
1751 *
1752 * Change the color so that the message doesn't disappear with
1753 * all the others.
1754 */
1755 if (pl->contr->usekeys == key_inventory
1756 || !container->flag [FLAG_APPLIED]
1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1758 {
1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1760 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1761 return NULL;
1762 }
1763 }
1878 1764
1765 return tmp;
1766}
1879 1767
1880/* find_key 1768/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1769 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1770 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1771 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1773 * pl is the player,
1886 * inv is the objects inventory to searched 1774 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1775 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1776 * This function can be called recursively to search containers.
1889 */ 1777 */
1890 1778object *
1891object * find_key(object *pl, object *container, object *door) 1779find_key (object *pl, object *container, object *door)
1892{ 1780{
1893 object *tmp,*key; 1781 if (door->slaying && is_match_expr (door->slaying))
1894
1895 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL;
1897
1898 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1900 if (door->type==DOOR && tmp->type==KEY) break;
1901 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys
1903 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1905 tmp->slaying==door->slaying) break;
1906 } 1782 {
1907 /* No key found - lets search inventories now */ 1783 // for match expressions, we try to find the key by applying the match
1908 /* If we find and use a key in an inventory, return at that time. 1784 // to the op itself, which is supposed to find the "key", instead
1909 * otherwise, if we search all the inventories and still don't find 1785 // of searching through containers ourselves.
1910 * a key, return 1786
1911 */ 1787 return match_one (door->slaying, container, door, pl, pl);
1912 if (!tmp) {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1914 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1917 }
1918 }
1919 if (!tmp) return NULL;
1920 } 1788 }
1921 /* We get down here if we have found a key. Now if its in a container, 1789 else
1922 * see if we actually want to use it 1790 return find_key_ (pl, container, door);
1923 */
1924 if (pl!=container) {
1925 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL;
1927 /* cases where this fails:
1928 * If we only search the player inventory, return now since we
1929 * are not in the players inventory.
1930 * If the container is not active, return now since only active
1931 * containers can be used.
1932 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active.
1936 *
1937 * Change the color so that the message doesn't disappear with
1938 * all the others.
1939 */
1940 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys")))
1944 ) {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door",
1947 query_name(tmp), query_name(container));
1948 return NULL;
1949 }
1950 }
1951 return tmp;
1952} 1791}
1953 1792
1954/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1957 * 0 otherwise 1796 * 0 otherwise
1958 */ 1797 */
1798static int
1959static int player_attack_door(object *op, object *door) 1799player_attack_door (object *op, object *door)
1960{ 1800{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1801 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1802 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
1965 */ 1804 */
1966 object *key=find_key(op, op, door); 1805 object *key = find_key (op, op, door);
1967 1806
1968 /* IF we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
1969 if (key) { 1808 if (key)
1809 {
1970 object *container=key->env; 1810 object *container = key->env;
1971 1811
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1812 if (action_makes_visible (op))
1813 make_visible (op);
1814
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1815 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1816 spring_trap (door->inv, op);
1817
1975 if (door->type == DOOR) { 1818 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1819 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1820 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1821 {
1980 "You open the door with the %s", query_short_name(key)); 1822 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1981 remove_door2(door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1824 }
1825
1983 /* Do this after we print the message */ 1826 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1828
1986 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
1830 }
1989 } else if (door->type==LOCKED_DOOR) { 1831 else if (door->type == LOCKED_DOOR)
1832 {
1990 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1834 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1992 return 1; 1835 return 1;
1993 } 1836 }
1837
1994 return 0; 1838 return 0;
1995} 1839}
1996 1840
1997/* This function is just part of a breakup from move_player. 1841/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 1842 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1843 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1844 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2002 */ 1846 */
2003 1847bool
2004void move_player_attack(object *op, int dir) 1848move_player_attack (object *op, int dir)
2005{ 1849{
2006 object *tmp, *mon; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2007 sint16 nx, ny; 1851 {
2008 int on_battleground; 1852 --op->speed_left;
2009 mapstruct *m; 1853 return true;
1854 }
2010 1855
2011 nx=freearr_x[dir]+op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2013 1858
2014 on_battleground = op_on_battleground(op, NULL, NULL); 1859 if (out_of_map (op->map, nx, ny))
1860 return false;
2015 1861
2016 /* If braced, or can't move to the square, and it is not out of the 1862 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1863 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1864 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 1866 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 1867 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 1868 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 1869 * move_ob uses.
2024 */ 1870 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1871 maptile *m = op->map->xy_find (nx, ny);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 1872
2037 mon = NULL;
2038 /* Go through all the objects, and find ones of interest. Only stop if 1873 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 1874 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 1875 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 1876 * on the space
1877 */
1878 object *mon;
1879 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1880 {
1881 if ((mon->flag [FLAG_ALIVE]
1882 || mon->type == LOCKED_DOOR
1883 || mon->flag [FLAG_CAN_ROLL])
1884 && mon != op)
1885 break;
1886 }
1887
1888 /* no monster == player tries to move into a wall or so */
1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
2042 */ 1893 {
2043 while (tmp!=NULL) { 1894 if (ob->move_block == MOVE_ALL)
2044 if (tmp == op) { 1895 move_into_wall (op, ob);
2045 tmp=tmp->above; 1896 else
2046 continue; 1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
1913 }
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
1923 }
1924
1925 /* The following deals with possibly attacking peaceful
1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
1958 }
1959 else
1960 return false;
1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1964
1965 /* in certain circumstances, you shouldn't attack friendly
1966 * creatures. Note that if you are braced, you can't push
1967 * someone, but put it inside this loop so that you won't
1968 * attack them either.
1969 */
1970 if ((mon->type == PLAYER || mon->enemy != op)
1971 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1972 && ((op->contr->peaceful
1973 || (mon->type == PLAYER && mon->contr->peaceful))
1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
1977 {
1978 --op->speed_left;
1979
1980 if (!op->contr->braced)
1981 {
1982 op->play_sound (sound_find ("push_player"));
1983 push_ob (mon, dir, op);
2047 } 1984 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1985 else
2049 mon = tmp; 1986 op->statusmsg ("You withhold your attack");
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 1987
2060 if(mon->head != NULL) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2061 mon = mon->head; 1989 make_visible (op);
2062 1990
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1991 return true;
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 { 1992 }
2091 /* If we're braced, we don't want to switch places with it */ 1993 }
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
1996 */
1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2125 */ 2000 {
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2001 --op->speed_left;
2002
2127 recursive_roll(mon,dir,op); 2003 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 2004 if (action_makes_visible (op))
2129 } 2005 make_visible (op);
2130 2006
2007 return true;
2008 }
2009 }
2131 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2136 */ 2015 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 2018 {
2141 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 2020 {
2169 } /* if player should attack something */ 2021 --op->contr->weapon_sp_left;
2170}
2171 2022
2023 skill_attack (mon, op, 0, 0, 0);
2024
2025 if (action_makes_visible (op))
2026 make_visible (op);
2027
2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2172int move_player(object *op,int dir) { 2036move_player (object *op, int dir)
2173 int pick; 2037{
2174 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2039 return 0;
2040
2041 /* Sanity check: make sure dir is valid */
2042 if (dir < 0 || dir > 8)
2043 {
2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2045 return 0;
2046 }
2047
2048 /* peterm: added following line */
2049 if (op->flag [FLAG_CONFUSED] && dir)
2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2051
2052 op->facing = dir;
2053
2054 if (op->flag [FLAG_HIDDEN])
2055 do_hidden_move (op);
2056
2057 bool retval;
2058 int pick = 0;
2059
2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2061 retval = RESULT_INT (0);
2062 else if (op->contr->fire_on)
2063 retval = fire (op, dir);
2064 else
2065 {
2066 retval = move_player_attack (op, dir);
2067 pick = check_pick (op);
2068 }
2069
2070 /* Add special check for newcs players and fire on - this way, the
2071 * server can handle repeat firing.
2072 */
2073 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2074 op->direction = dir;
2075 else
2076 op->direction = 0;
2077
2078 /* Update how the player looks. Use the facing, so direction may
2079 * get reset to zero. This allows for full animation capabilities
2080 * for players.
2081 */
2082 animate_object (op, op->facing);
2083
2084 return retval;
2216} 2085}
2217 2086
2218/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2088 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2090 * the new speed values for commands.
2222 * 2091 *
2223 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2224 */ 2095 */
2096bool
2225int handle_newcs_player(object *op) 2097handle_newcs_player (object *op)
2226{ 2098{
2227 if (op->contr->hidden) { 2099 if (op->flag [FLAG_SCARED])
2228 op->invisible = 1000; 2100 {
2229 /* the socket code flashes the player visible/invisible 2101 if (op->speed_left > 0.f)
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 } 2102 {
2241 } 2103 --op->speed_left;
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) {
2244 flee_player(op); 2104 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2105
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2106 return true;
2249 } 2107 }
2108 else
2109 return false;
2250 } 2110 }
2251 2111
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2114 * called, so we recheck it here.
2267 */ 2115 */
2268 HandleClient(&op->contr->socket, op->contr); 2116 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2117 return true;
2270 2118
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2120 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2121
2281 else return 0; 2122 return false;
2282 } 2123}
2124
2125static int
2126save_life (object *op)
2127{
2128 if (!op->flag [FLAG_LIFESAVE])
2283 return 0; 2129 return 0;
2284}
2285 2130
2286int save_life(object *op) { 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 object *tmp; 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2133 {
2134 op->play_sound (sound_find ("ob_evaporate"));
2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2288 2136
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2137 tmp->destroy ();
2138 op->clr_flag (FLAG_LIFESAVE);
2139
2140 if (op->stats.hp < 0)
2141 op->stats.hp = op->stats.maxhp;
2142
2143 if (op->stats.food < 0)
2144 op->stats.food = MAX_FOOD;
2145
2146 op->update_stats ();
2290 return 0; 2147 return 1;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op,
2296 "Your %s vibrates violently, then evaporates.",
2297 query_name(tmp));
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 } 2148 }
2149
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2153 return 0;
2314} 2154}
2315 2155
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2319 * from. 2159 * from.
2320 */ 2160 */
2161static void
2321void remove_unpaid_objects(object *op, object *env) 2162drop_unpaid_items (object *op, object *env)
2322{ 2163{
2323 object *next;
2324
2325 while (op) { 2164 while (op)
2165 {
2326 next=op->below; /* Make sure we have a good value, in case 2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2167
2328 */ 2168 if (op->flag [FLAG_UNPAID])
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2169 op->insert_at (env);
2330 remove_ob(op); 2170 else if (op->inv)
2331 op->x = env->x; 2171 drop_unpaid_items (op->inv, env);
2332 op->y = env->y; 2172
2333 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0);
2336 }
2337 else if (op->inv) remove_unpaid_objects(op->inv, env);
2338 op=next; 2173 op = next;
2339 } 2174 }
2340} 2175}
2341 2176
2342 2177void
2343/* 2178object::drop_unpaid_items ()
2344 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory.
2349 */
2350char *gravestone_text (object *op)
2351{ 2179{
2352 static char buf2[MAX_BUF]; 2180 if (!flag [FLAG_REMOVED])
2353 char buf[MAX_BUF]; 2181 ::drop_unpaid_items (inv, this);
2354 time_t now = time (NULL);
2355
2356 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf);
2363 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369 if (op->type == PLAYER) {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 return buf2;
2378} 2182}
2379 2183
2380 2184void
2381
2382void do_some_living(object *op) { 2185do_some_living (object *op)
2186{
2383 int last_food=op->stats.food; 2187 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace;
2386 int i;
2387 int rate_hp = 1200; 2189 int rate_hp = 1200;
2388 int rate_sp = 2500; 2190 int rate_sp = 2500;
2389 int rate_grace = 2000; 2191 int rate_grace = 2000;
2390 const int max_hp = 1; 2192 const int max_hp = 1;
2391 const int max_sp = 1; 2193 const int max_sp = 1;
2392 const int max_grace = 1; 2194 const int max_grace = 1;
2393 2195
2394 if (op->contr->outputs_sync) { 2196#if 0
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2197 if (op->contr->hidden)
2396 if (op->contr->outputs[i].buf!=NULL && 2198 {
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2199 op->invisible = 1000;
2398 flush_output_element(op, &op->contr->outputs[i]); 2200 /* the socket code flashes the player visible/invisible
2201 * depending on the value of invisible, so we need to
2202 * alternate it here for it to work correctly.
2203 */
2204 if (server_tick & 2)
2205 op->invisible--;
2399 } 2206 }
2207 else
2208#endif
2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2210 {
2211 if (!op->invisible--)
2212 {
2213 make_visible (op);
2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2215 }
2216 }
2400 2217
2401 if(op->contr->state==ST_PLAYING) { 2218 if (op->contr->ns->state == ST_PLAYING)
2402 2219 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2220 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2221 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2222 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2223 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2224 else
2225 {
2408 gen_hp = op->stats.maxhp; 2226 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2227 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2228 }
2229
2411 if(op->contr->gen_sp >= 0 ) 2230 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2231 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2232 else
2233 {
2414 gen_sp = op->stats.maxsp; 2234 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2235 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2236 }
2237
2417 if(op->contr->gen_grace >= 0) 2238 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2239 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2240 else
2241 {
2420 gen_grace = op->stats.maxgrace; 2242 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2243 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 } 2244 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--;
2446 if(op->stats.sp>op->stats.maxsp)
2447 op->stats.sp=op->stats.maxsp;
2448 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457 2245
2458 /* Regenerate Grace */ 2246 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2247 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2460 if(--op->last_grace<0) { 2248 if (--op->last_grace < 0)
2249 {
2461 if(op->stats.grace<op->stats.maxgrace/2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2463 if(max_grace>1) { 2255 if (max_grace > 1)
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2256 {
2257 int over_grace = temp / rate_grace;
2258
2465 if (over_grace > 0) { 2259 if (over_grace > 0)
2466 op->stats.sp += over_grace 2260 {
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2468 op->last_grace=0; 2262 op->last_grace = 0;
2263 }
2469 } else { 2264 else
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2265 op->last_grace = rate_grace / temp;
2471 } 2266 }
2472 } else { 2267 else
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2268 op->last_grace = rate_grace / temp;
2474 } 2269
2475 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) {
2480 if(op->stats.hp<op->stats.maxhp) {
2481 op->stats.hp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2484 op->stats.food--;
2485 if(op->contr->digestion<0)
2486 op->stats.food+=op->contr->digestion;
2487 else if(op->contr->digestion>0 &&
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food;
2490 } 2271 }
2491 } 2272
2492 if(max_hp>1) { 2273 if (op->stats.food > 0)
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 } 2274 {
2501 } else { 2275 /* Regenerate Spell Points */
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2276 if (!op->contr->golem && --op->last_sp < 0)
2503 } 2277 {
2504 } 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2505 2279
2506 /* Digestion */ 2280 if (op->stats.sp < op->stats.maxsp)
2507 if(--op->last_eat<0) { 2281 {
2508#ifdef COZY_SERVER 2282 op->stats.sp++;
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0,
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2283
2517 if(op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2519 else
2520 op->last_eat=25*(1+bonus)/(penalty +1);
2521 /* dms do not consume food */ 2284 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2285 if (!op->flag [FLAG_WIZ])
2523 }
2524 }
2525
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2527 object *tmp, *flesh=NULL;
2528
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0);
2534 if(op->stats.food>=0||op->stats.hp<0)
2535 break; 2286 {
2287 op->stats.food--;
2288
2289 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion;
2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2292 op->stats.food = last_food;
2293 }
2536 } 2294 }
2295
2296 if (max_sp > 1)
2297 {
2298 int over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2316 }
2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2325 {
2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!op->flag [FLAG_WIZ])
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2338 }
2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2342 if (max_hp > 1)
2343 {
2344 int over_hp = temp / rate_hp;
2345
2346 if (over_hp > 0)
2347 {
2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2349 op->last_heal = 0;
2350 }
2351 else
2352 op->last_heal = rate_hp / temp;
2353 }
2354 else
2355 op->last_heal = rate_hp / temp;
2356 }
2357 }
2358
2359 /* Digestion */
2360 if (--op->last_eat < 0)
2361 {
2362 int bonus = max (0, op->contr->digestion),
2363 penalty = max (0, -op->contr->digestion);
2364
2365 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2366
2367 /* dms do not consume food */
2368 if (!op->flag [FLAG_WIZ])
2369 op->stats.food--;
2370 }
2371
2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2373 {
2374 object *flesh = 0;
2375
2376 for_inv_removable (op, tmp)
2377 {
2378 if (tmp->flag [FLAG_UNPAID])
2379 continue;
2380
2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2382 {
2383 op->statusmsg ("You blindly grab for a bite of food. "
2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2385 op->apply (tmp);
2386
2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2388 break;
2389 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2390 else if (tmp->type == FLESH)
2538 } /* End if paid for object */ 2391 flesh = tmp;
2539 } /* end of for loop */ 2392 }
2393
2540 /* If player is still starving, it means they don't have any food, so 2394 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2395 * eat flesh instead.
2542 */ 2396 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2398 {
2545 manual_apply(op,flesh,0); 2399 op->statusmsg ("You blindly grab for a bite of food. "
2400 "H<To prevent you from starving, you ate some random item from your backpack.>");
2401 op->apply (flesh);
2402 }
2403
2404 // If player is still starving, alert him!
2405 if (op->stats.food < 0)
2406 op->failmsg ("You are starving! "
2407 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2408 }
2409
2410 if (op->stats.food < 0)
2546 } 2411 {
2547 } /* end if player is starving */ 2412 op->stats.hp += op->stats.food;
2413 op->stats.food = 0;
2548 2414
2549 while(op->stats.food<0&&op->stats.hp>0) 2415 if (op->stats.hp < 0)
2550 op->stats.food++,op->stats.hp--; 2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2419 }
2420 }
2551 2421
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2422 /* killer should be set here already */
2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2553 kill_player(op); 2424 kill_player (op);
2425 }
2554} 2426}
2555
2556
2557 2427
2558/* If the player should die (lack of hp, food, etc), we call this. 2428/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2429 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2430 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2431 * file.
2562 */ 2432 */
2433void
2563void kill_player(object *op) 2434kill_player (object *op)
2564{ 2435{
2565 char buf[MAX_BUF];
2566 int x,y,i; 2436 int x, y;
2567 mapstruct *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2568 int z;
2569 int num_stats_lose;
2570 int lost_a_stat;
2571 int lose_this_stat;
2572 int this_stat;
2573 int will_kill_again; 2438 int will_kill_again;
2574 archetype *at; 2439 archetype *at;
2575 object *tmp; 2440 object *tmp;
2576 2441
2577 if(save_life(op)) 2442 if (save_life (op))
2578 return; 2443 return;
2579 2444
2445 dynbuf_text deathtab;
2580 2446
2447 /* restore player */
2448 at = archetype::find (shstr_poisoning);
2449 if (object *tmp = present_arch_in_ob (at, op))
2450 {
2451 tmp->destroy ();
2452 deathtab << "Your body feels cleansed...\r";
2453 }
2454
2455 at = archetype::find (shstr_confusion);
2456 if (object *tmp = present_arch_in_ob (at, op))
2457 {
2458 tmp->destroy ();
2459 deathtab << "Your mind feels clearer...\r";
2460 }
2461
2462 cure_disease (op, 0, 0); /* remove any disease */
2463
2464 max_it (op->stats.hp , op->stats.maxhp);
2465 max_it (op->stats.sp , op->stats.maxsp);
2466 max_it (op->stats.grace, op->stats.maxgrace);
2467 max_it (op->stats.food , 200);
2468
2469 // remove all spell effects that are active
2470 // to avoid long-term effects such as word-of-recall
2471 for (object *item = op->inv; item; )
2472 {
2473 object *next = item->below;
2474
2475 if (item->type == SPELL_EFFECT && item->active)
2476 item->destroy ();
2477
2478 item = next;
2479 }
2480
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2481 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2482 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2484 */
2585 if (op_on_battleground(op, &x, &y)) { 2485 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2486 {
2587 "You have been defeated in combat!"); 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2589 "Local medics have saved your life...");
2590
2591 /* restore player */
2592 at = find_archetype("poisoning");
2593 tmp=present_arch_in_ob(at,op);
2594 if (tmp) {
2595 remove_ob(tmp);
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2598 }
2599 2488
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2606 }
2607
2608 cure_disease(op,0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999;
2611
2612 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2614 if (tmp != NULL) 2491
2615 { 2492 tmp->name = format ("%s's finger" , &op->name);
2616 sprintf(buf,"%s's finger", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2617 tmp->name = buf; 2494 tmp->msg = format (
2618 sprintf(buf," This finger has been cut off %s\n" 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2496 &op->name, op->contr->title,
2620 &op->name, op->contr->title, (int)(op->level), 2497 (int)op->level,
2621 op->contr->killer); 2498 op->contr->killer_name ()
2622 tmp->msg=buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0;
2624 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2499 );
2500 tmp->value = 0, tmp->type = 0;
2501 tmp->material = name_to_material (shstr_organic);
2502 tmp->insert_at (op, tmp);
2503
2629 /* teleport defeated player to new destination*/ 2504 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2632 return; 2509 return;
2633 } 2510 }
2634 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2635 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2636 2516
2637 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2638 2518
2639 if(op->stats.food<0) { 2519 op->contr->play_sound (sound_find ("player_dies"));
2640 if (op->contr->explore) {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name);
2647 strcpy(op->contr->killer,"starvation");
2648 }
2649 else {
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name);
2657 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2659 2520
2660 /* save the map location for corpse, gravestone*/ 2521 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2522 x = op->x;
2523 y = op->y;
2524 map = op->map;
2662 2525
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2526 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2527 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2528 * See the config.h file for a little more in depth detail about this.
2668 */ 2529 */
2669 2530
2670 /* Basically two ways to go - remove a stat permanently, or just 2531 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2532 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2533 * of death.
2673 */ 2534 */
2674#ifndef COZY_SERVER 2535#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2536 if (settings.balanced_stat_loss)
2537 {
2676 /* If stat loss is permanent, lose one stat only. */ 2538 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2539 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2540 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2541 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2542 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2543 little bit harder. */
2682 /* GD */ 2544 /* GD */
2683 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2546 num_stats_lose = 1;
2689 } 2547 else
2548 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2549 }
2550 else
2551 num_stats_lose = 1;
2552
2690 lost_a_stat = 0; 2553 lost_a_stat = 0;
2691 2554
2692 for (z=0; z<num_stats_lose; z++) { 2555 for (z = 0; z < num_stats_lose; z++)
2693 i = RANDOM() % NUM_STATS; 2556 {
2557 i = rndm (NUM_STATS);
2694 2558
2695 if (settings.stat_loss_on_death) { 2559 if (settings.stat_loss_on_death)
2560 {
2696 /* Pick a random stat and take a point off it. Tell the player 2561 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2562 * what he lost.
2698 */ 2563 */
2699 change_attr_value(&(op->stats), i,-1); 2564 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2565 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2566 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2567 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2568 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2569 lost_a_stat = 1;
2705 } else { 2570 }
2571 else
2572 {
2706 /* deplete a stat */ 2573 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2708 object *dep; 2575 object *dep;
2576
2577 dep = present_arch_in_ob (deparch, op);
2578 if (!dep)
2709 2579 {
2710 dep = present_arch_in_ob(deparch,op); 2580 dep = deparch->instance ();
2711 if(!dep) {
2712 dep = arch_to_object(deparch);
2713 insert_ob_in_ob(dep, op); 2581 insert_ob_in_ob (dep, op);
2714 } 2582 }
2715 lose_this_stat = 1; 2583 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2584 if (settings.balanced_stat_loss)
2585 {
2717 /* GD */ 2586 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2587 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2588 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2589 if (this_stat < 0)
2590 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2591 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2592 int keep_chance = this_stat * this_stat;
2593
2723 /* Yes, I am paranoid. Sue me. */ 2594 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2595 if (keep_chance < 1)
2725 keep_chance = 1; 2596 keep_chance = 1;
2726 2597
2727 /* There is a maximum depletion total per level. */ 2598 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2599 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2600 {
2729 lose_this_stat = 0; 2601 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2602 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2603 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2604 }
2741 } 2605 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2606 {
2751 if (this_stat>=-50) { 2607 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2608 lose_this_stat = 0;
2609 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2610 this_stat, keep_chance, loss_chance,
2611 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2612 }
2758 } 2613 }
2759 } 2614 }
2760 } 2615
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2616 if (lose_this_stat)
2763 { 2617 {
2764 /* determine_god() seems to not work sometimes... why is this? 2618 this_stat = get_attr_value (&dep->stats, i);
2765 Should I be using something else? GD */ 2619 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2620 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2621 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2622 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2623 * difference.
2770 " you.", god); 2624 */
2625 if (this_stat >= -50)
2771 else 2626 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2627 change_attr_value (&(dep->stats), i, -1);
2773 " feel a holy presence protecting you."); 2628 dep->set_flag (FLAG_APPLIED);
2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2630 op->update_stats ();
2631 lost_a_stat = 1;
2632 }
2774 } 2633 }
2634 }
2635 }
2636
2637 /* If no stat lost, tell the player. */
2638 if (!lost_a_stat)
2639 {
2640 /* determine_god() seems to not work sometimes... why is this?
2641 Should I be using something else? GD */
2642 shstr_tmp god = determine_god (op);
2643
2644 if (god != shstr_none)
2645 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2646 else
2647 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2648 }
2649#else
2650 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2775#endif 2651#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2652
2779 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2654 * exp loss on the stone.
2781 */ 2655 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2657 tmp->name = format ("%s's gravestone", &op->name);
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2786 "who was killed\n" 2660 &op->name, op->contr->title, op->contr->killer_name ());
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2663
2794 /**************************************/ 2664 /**************************************/
2795 /* */ 2665 /* */
2796 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */
2799 /* */ 2667 /* */
2800 /**************************************/ 2668 /**************************************/
2801 2669
2802 /* remove any poisoning and confusion the character may be suffering.*/
2803 /* restore player */
2804 at = find_archetype("poisoning");
2805 tmp=present_arch_in_ob(at,op);
2806 if (tmp) {
2807 remove_ob(tmp);
2808 free_object(tmp);
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2810 }
2811
2812 at = find_archetype("confusion");
2813 tmp=present_arch_in_ob(at,op);
2814 if (tmp) {
2815 remove_ob(tmp);
2816 free_object(tmp);
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2818 }
2819 cure_disease(op,0); /* remove any disease */
2820
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2671 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827 2672
2828 /* 2673 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2674 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2675 * and put them back in the map.
2831 * in the map. 2676 */
2832 */ 2677 op->drop_unpaid_items ();
2833 2678
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/ 2679 /****************************************/
2838 /* */ 2680 /* */
2839 /* Move player to his current respawn- */ 2681 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2682 /* position (usually last savebed) */
2841 /* */ 2683 /* */
2842 /****************************************/ 2684 /****************************************/
2843 2685
2844 enter_player_savebed(op); 2686 enter_player_savebed (op);
2845 2687
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2688 op->contr->braced = 0;
2850 save_player(op,1);
2851 2689
2852 /* it is possible that the player has blown something up 2690 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2691 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2692 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2693 * on the space that might harm the player.
2856 */ 2694 */
2857 will_kill_again=0; 2695 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2696 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2697 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2698 will_kill_again |= tmp->attacktype;
2861 } 2699
2862 if (will_kill_again) { 2700 if (will_kill_again)
2701 {
2863 object *force; 2702 object *force;
2864 int at; 2703 int at;
2865 2704
2866 force=get_archetype(FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1;
2869 force->speed_left=-5.0; 2707 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2871 for (at=0; at<NROFATTACKS; at++) { 2711 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2713 force->resist[at] = 100;
2714
2715 insert_ob_in_ob (force, op);
2716 op->update_stats ();
2717 }
2718
2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2720}
2721
2722static void
2723loot_object (object *op)
2724{ /* Grab and destroy some treasure */
2725 object *tmp, *next;
2726
2727 op->close_container (); /* close open sack first */
2728
2729 for (tmp = op->inv; tmp; tmp = next)
2730 {
2731 next = tmp->below;
2732
2733 if (tmp->invisible)
2734 continue;
2735
2736 tmp->remove ();
2737 tmp->x = op->x, tmp->y = op->y;
2738
2739 if (tmp->type == CONTAINER)
2740 loot_object (tmp); /* empty container to ground */
2741
2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2743 {
2744 if (tmp->nrof > 1)
2745 {
2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2748 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2749 else
2933 delete_character(op->name,1); 2750 tmp->destroy ();
2934 } 2751 }
2935 } 2752 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2754 }
2977} 2755}
2978 2756
2979/* 2757/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2759 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2760 * was changed.
2983 */ 2761 */
2762void
2763fix_weight ()
2764{
2765 for_all_players (pl)
2766 {
2767 weight_t old = pl->ob->carrying;
2984 2768
2985void fix_weight(void) { 2769 pl->ob->update_weight ();
2986 player *pl; 2770
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2771 if (old != pl->ob->carrying)
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2772 {
2989 if(old == sum) 2773 pl->ob->update_stats ();
2990 continue; 2774 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2991 fix_player(pl->ob); 2775 }
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2993 &pl->ob->name, old, sum);
2994 } 2776 }
2995} 2777}
2996 2778
2997void fix_luck(void) { 2779void
2998 player *pl; 2780fix_luck ()
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2781{
2782 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2783 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2784 pl->ob->change_luck (0);
3002} 2785}
3003
3004 2786
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2787/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2788 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2789 * just treat this as any other spell casting object.
3008 */ 2790 */
3009
3010void 2791void
3011cast_dust (object * op, object * throw_ob, int dir) 2792cast_dust (object *op, object *throw_ob, int dir)
3012{ 2793{
3013 object *skop, *spob; 2794 object *skop, *spob;
3014 2795
3015 skop = find_skill_by_name (op, throw_ob->skill); 2796 skop = find_skill_by_name (op, throw_ob->skill);
3016 2797
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2798 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2799 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 2800 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2801 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 2802 return;
3023 } 2803 }
3024 2804
3025 spob = throw_ob->inv; 2805 spob = throw_ob->inv;
3026 2806
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2807 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 2808 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 2809 // errors should be reported as early as possible IMHO)
3030 if (!spob) 2810 if (!spob)
3031 { 2811 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2812 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 2813 return;
3035 } 2814 }
3036 2815
3037 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2817 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 2818
3040 cast_spell (op, throw_ob, dir, spob, NULL); 2819 cast_spell (op, throw_ob, dir, spob, NULL);
3041 2820
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2821 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 2822}
3046 2823
2824void
3047void make_visible (object *op) { 2825make_visible (object *op)
3048 op->hide = 0; 2826{
2827 op->flag [FLAG_HIDDEN] = 0;
3049 op->invisible = 0; 2828 op->invisible = 0;
2829
3050 if(op->type==PLAYER) { 2830 if (op->type == PLAYER)
2831 {
3051 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 2833 op->contr->invis_race = 0;
3053 } 2834 }
2835
3054 update_object(op,UP_OBJ_FACE); 2836 update_object (op, UP_OBJ_CHANGE);
3055} 2837}
3056 2838
2839int
3057int is_true_undead(object *op) { 2840is_true_undead (object *op)
3058 object *tmp=NULL; 2841{
3059 2842 if (op->arch->flag [FLAG_UNDEAD])
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2843 return 1;
3061 2844
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 2845 return 0;
3067} 2846}
3068 2847
3069/* look at the surrounding terrain to determine 2848/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 2849 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 2850 * indicate greater hideability.
3072 */ 2851 */
3073 2852int
3074int hideability(object *ob) { 2853hideability (object *ob)
2854{
3075 int i,level=0, mflag; 2855 int i, level = 0, mflag;
3076 sint16 x,y; 2856 sint16 x, y;
3077 2857
3078 if(!ob||!ob->map) return 0; 2858 if (!ob || !ob->map)
2859 return 0;
3079 2860
3080 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3082 2863
3083 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 2865 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2867 if (ob->has_carried_lights ())
2868 level = -(10 + (2 * ob->map->darklevel ()));
3087 2869
3088 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2871 for (i = 0, x = ob->x, y = ob->y;
2872 i <= SIZEOFFREE1;
2873 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2874 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 2876 if (mflag & P_OUT_OF_MAP)
2877 continue;
2878
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 2880 level += 2;
3094 else /* open terrain! */ 2881 else /* open terrain! */
3095 level -= 1; 2882 level -= 1;
3096 } 2883 }
3097 2884
3098#if 0 2885#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2886 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 2887#endif
3101 return level; 2888 return level;
3102} 2889}
3103 2890
3104/* For Hidden creatures - a chance of becoming 'unhidden' 2891/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 2892 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 2893 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 2895 */
3109 2896void
3110void do_hidden_move (object *op) { 2897do_hidden_move (object *op)
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2898{
3112 object *skop; 2899 int hide = 0;
3113 2900
3114 if(!op || !op->map) return; 2901 if (!op || !op->map)
2902 return;
3115 2903
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2904 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2905 int num = random_roll (0, 19, op, PREFER_LOW);
3117 2906
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 2907 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 2908 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 2909 if (!skop || num >= skop->level)
2910 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2911 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 2912 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2913 return;
3132 "You moved out of hiding! You are visible!");
3133 } 2914 }
2915 else
2916 num += 20;
2917
2918 num += op->map->difficulty;
2919 hide = hideability (op); /* modify by terrain hidden level */
2920 num -= hide;
2921
2922 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2923 {
2924 make_visible (op);
2925
2926 if (op->type == PLAYER)
2927 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2928 }
3134 else if (op->type == PLAYER && skop) { 2929 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2930 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 2931}
3138 2932
3139/* determine if who is standing near a hostile creature. */ 2933/* determine if who is standing near a hostile creature. */
3140 2934
2935int
3141int stand_near_hostile( object *who ) { 2936stand_near_hostile (object *who)
2937{
3142 object *tmp=NULL; 2938 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 2939 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 2940 maptile *m;
3145 sint16 x,y; 2941 sint16 x, y;
3146 2942
3147 if(!who) return 0; 2943 if (!who)
3148
3149 if(who->type==PLAYER) player=1;
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3151
3152 /* search adjacent squares */
3153 for(i=1;i<9;i++) {
3154 x = who->x+freearr_x[i];
3155 y = who->y+freearr_y[i];
3156 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space.
3160 */
3161 if (mflags & P_OUT_OF_MAP) continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3163
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3165 if((player||friendly)
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3167 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 }
3174 }
3175 }
3176 return 0; 2944 return 0;
3177}
3178 2945
2946 if (who->type == PLAYER)
2947 player = 1;
2948
2949 else
2950 friendly = who->flag [FLAG_FRIENDLY];
2951
2952 /* search adjacent squares */
2953 for (i = 1; i < 9; i++)
2954 {
2955 x = who->x + freearr_x[i];
2956 y = who->y + freearr_y[i];
2957 m = who->map;
2958 mflags = get_map_flags (m, &m, x, y, &x, &y);
2959 /* space must be blocked if there is a monster. If not
2960 * blocked, don't need to check this space.
2961 */
2962 if (mflags & P_OUT_OF_MAP)
2963 continue;
2964 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2965 continue;
2966
2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2968 {
2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2970 return 1;
2971 else if (tmp->type == PLAYER)
2972 return 1;
2973 }
2974 }
2975 return 0;
2976}
2977
3179/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
3182 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3183 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3184 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3185 * in? Realistically, most of use cant see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3186 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3187 * imply the way your head, or body is facing? Its possible 2986 * imply the way your head, or body is facing? It's possible
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 2988 * -b.t.
3190 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3191 */ 2990 */
3192 2991int
3193int player_can_view (object *pl,object *op) { 2992player_can_view (object *pl, object *op)
2993{
3194 rv_vector rv; 2994 rv_vector rv;
3195 int dx,dy; 2995 int dx, dy;
3196 2996
3197 if(pl->type!=PLAYER) { 2997 if (pl->type != PLAYER)
2998 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 2999 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3000 return -1;
3200 } 3001 }
3201 if (!pl || !op) return 0;
3202 3002
3203 if(op->head) { op = op->head; } 3003 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3004 return 0;
3227}
3228 3005
3229/* routine for both players and monsters. We call this when 3006 op = op->head_ ();
3230 * there is a possibility for our action distrubing our hiding 3007
3231 * place or invisiblity spell. Artefact invisiblity is not 3008 get_rangevector (pl, op, &rv, 0x1);
3232 * effected by this. If we arent invisible to begin with, we 3009
3233 * return 0. 3010 /* starting with the 'head' part, lets loop
3011 * through the object and find if it has any
3012 * part that is in the los array but isn't on
3013 * a blocked los square.
3014 * we use the archetype to figure out offsets.
3234 */ 3015 */
3235int action_makes_visible (object *op) { 3016 while (op)
3017 {
3018 dx = rv.distance_x + op->arch->x;
3019 dy = rv.distance_y + op->arch->y;
3236 3020
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3239 return 0;
3240
3241 if (op->contr && op->contr->tmp_invis == 0) return 0;
3242
3243 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3246 return 1; 3022 return 1;
3247 } 3023
3024 op = op->more;
3248 } 3025 }
3026
3249 return 0; 3027 return 0;
3250} 3028}
3251 3029
3252/* op_on_battleground - checks if the given object op (usually 3030/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3031 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3032 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3033 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3034 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3035 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3036 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3037 */
3038int
3260int op_on_battleground (object *op, int *x, int *y) { 3039op_on_battleground (object *op, int *x, int *y)
3261 object *tmp; 3040{
3262
3263 /* A battleground-tile needs the following attributes to be valid: 3041 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3042 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3043 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3048 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3049 if (tmp->flag [FLAG_IS_FLOOR])
3272 strcmp(tmp->name, "battleground")==0 && 3050 {
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3051 if (tmp->flag [FLAG_NO_PICK]
3052 && tmp->type == BATTLEGROUND
3053 && tmp->name == shstr_battleground
3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3055 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3056 /* before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3057 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3276 object *invtmp;
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3060 {
3280 if (x != NULL && y != NULL) 3061 if (x && y)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3063
3282 return 1; 3064 return 1;
3283 }
3284 } 3065 }
3285 } 3066
3286 if (x != NULL && y != NULL) 3067 if (x && y)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3069
3288 return 1; 3070 return 1;
3071 }
3289 } 3072 }
3290 }
3291 } 3073 }
3074
3292 /* If we got here, did not find a battleground */ 3075 /* If we got here, did not find a battleground */
3293 return 0; 3076 return 0;
3294} 3077}
3295 3078
3296/* 3079/*
3300 * attributes: 3083 * attributes:
3301 * object *who the dragon player 3084 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3085 * int atnr the attack-number of the ability focus
3303 * int level ability level 3086 * int level ability level
3304 */ 3087 */
3088void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3089dragon_ability_gain (object *who, int atnr, int level)
3090{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3091 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3092 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3093 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3094 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3095 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3096 int i = 0, j = 0;
3312 3097
3313 /* get the appropriate treasurelist */ 3098 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3099 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3100 trlist = treasurelist::find (shstr_dragon_ability_fire);
3316 else if (atnr == ATNR_COLD) 3101 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3102 trlist = treasurelist::find (shstr_dragon_ability_cold);
3318 else if (atnr == ATNR_ELECTRICITY) 3103 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3104 trlist = treasurelist::find (shstr_dragon_ability_elec);
3320 else if (atnr == ATNR_POISON) 3105 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3106 trlist = treasurelist::find (shstr_dragon_ability_poison);
3322 3107
3323 if (trlist == NULL || who->type != PLAYER) 3108 if (trlist == NULL || who->type != PLAYER)
3109 return;
3110
3111 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3112
3113 if (!tr || !tr->item)
3114 {
3115 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3116 return;
3117 }
3118
3119 /* everything seems okay - now bring on the gift: */
3120 item = tr->item;
3121
3122 if (item->type == SPELL)
3123 {
3124 if (check_spell_known (who, item->name))
3324 return; 3125 return;
3325 3126
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3127 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3128 do_learn_spell (who, item, 0);
3328 3129 return;
3329 if (tr == NULL || tr->item == NULL) { 3130 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3131
3132 /* grant direct spell */
3133 if (item->type == SPELLBOOK)
3134 {
3135 if (!item->inv)
3136 {
3137 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3138 return;
3139 }
3140 if (check_spell_known (who, item->inv->name))
3331 return; 3141 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3142 if (item->invisible)
3143 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3144 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3145 do_learn_spell (who, item->inv, 0);
3357 return; 3146 return;
3358 } 3147 }
3359 } 3148 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3149 else if (item->type == SKILL_TOOL && item->invisible)
3150 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3151 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3152 {
3362 3153
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3154 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3155 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3156 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3157 * but not all of them, he gets nothing.
3367 */ 3158 */
3368 if (!(skop->attacktype & item->attacktype)) { 3159 if (!(skop->attacktype & item->attacktype))
3160 {
3369 /* Give new attacktype */ 3161 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3162 skop->attacktype |= item->attacktype;
3371 3163
3372 /* always add physical if there's none */ 3164 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3165 skop->attacktype |= AT_PHYSICAL;
3374 3166
3375 if (item->msg != NULL) 3167 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3168 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3169
3378 /* Give player new face */ 3170 /* Give player new face */
3379 if (item->animation_id) { 3171 if (item->animation_id)
3172 {
3380 who->face = skop->face; 3173 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3174 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3175 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3176 who->last_anim = 0;
3384 who->state = 0; 3177 who->state = 0;
3385 animate_object(who, who->direction); 3178 animate_object (who, who->direction);
3386 } 3179 }
3387 } 3180 }
3388 } 3181 }
3389 } 3182 }
3390 else if (item->type == FORCE) { 3183 else if (item->type == FORCE)
3184 {
3391 /* forces in the treasurelist can alter the player's stats */ 3185 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3186 object *skin;
3187
3393 /* first get the dragon skin force */ 3188 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3189 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3395 skin=skin->below); 3190 ;
3396 if (skin == NULL) return; 3191
3397 3192 if (!skin)
3193 return;
3194
3398 /* adding new spellpath attunements */ 3195 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3196 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3197 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3198 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3199
3402 /* print message */ 3200 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3201 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3202 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3203 {
3405 if(item->path_attuned & (1<<i)) { 3204 if (item->path_attuned & (1 << i))
3205 {
3406 if (j) 3206 if (j)
3407 strcat(buf," and "); 3207 strcat (buf, " and ");
3408 else 3208 else
3409 j = 1; 3209 j = 1;
3410 strcat(buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3411 } 3211 }
3412 } 3212 }
3213
3413 strcat(buf,"."); 3214 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3216 }
3416 3217
3417 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3419 SET_FLAG(skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3421 SET_FLAG(skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3424 3225
3425 /* print message if there is one */ 3226 /* print message if there is one */
3426 if (item->msg != NULL) 3227 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 }
3230 else
3428 } 3231 {
3429 else {
3430 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3434 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp);
3436 } 3236 }
3437} 3237}
3438 3238
3439/** 3239//-GPL
3440 * Unready an object for a player. This function does nothing if the object was
3441 * not readied.
3442 */
3443void player_unready_range_ob(player *pl, object *ob) {
3444 rangetype i;
3445 3240
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3241sint8
3447 if (pl->ranges[i] == ob) { 3242player::darkness_at (maptile *map, int x, int y) const
3448 pl->ranges[i] = NULL; 3243{
3449 if (pl->shoottype == i) { 3244 if (!ns)
3450 pl->shoottype = range_none; 3245 return LOS_BLOCKED;
3451 } 3246
3452 } 3247 int dx, dy;
3453 } 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3454} 3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3280 return;
3281
3282 va_list ap;
3283 va_start (ap, format);
3284 contr->failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287
3288void
3289player::failmsgf (const char *format, ...)
3290{
3291 va_list ap;
3292 va_start (ap, format);
3293 failmsg (vformat (format, ap));
3294 va_end (ap);
3295}
3296

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