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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 2006 UTC vs.
Revision 1.296 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 1.16 2006/09/05 18:18:09 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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 75
208 if (!p) 76 ob->remove ();
209 { 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
210 p = new player; 78 ob->map = 0;
79 party = 0;
211 80
212 /* This adds the player in the linked list. There is extra 81 players.erase (this);
213 * complexity here because we want to add the new player at the 82}
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 83
226 p->next = NULL; 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
227 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
228 116
229 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 * for next and socket. 118 if (tmp->type == FORCE)
231 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
232 p->clear (); 120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
233 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
234 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 211 * we deal with that below this point.
236 */ 212 */
237 p->party = NULL; 213 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 214 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 216
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
248 218
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 219 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 220 bowtype = bow_normal;
266 p->petmode = pet_normal; 221 petmode = pet_normal;
267 p->listening = 10;
268 p->usekeys = containers; 222 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 224 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 225
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 226 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 227 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race;
278
279 CLEAR_FLAG (op, FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i = 0; i < NROFATTACKS; i++)
292 {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 228}
302 229
303/* This loads the first map an puts the player on it. */ 230void
304static void set_first_map(object *op) 231player::do_destroy ()
305{ 232{
306 strcpy(op->contr->maplevel, first_map_path); 233 disconnect ();
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311 234
312/* Tries to add player on the connection passwd in ns. 235 attachable::do_destroy ();
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316 236
317int add_player(NewSocket *ns) { 237 if (ob)
318 player *p; 238 ob->destroy ();
319 239
320 p=get_player(NULL); 240 ob = observe = viewpoint = 0;
321 p->socket = *ns; 241}
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332 242
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 243player::~player ()
334 add_friendly_object(p->ob); 244{
335 send_rules(p->ob); 245 /* Clear item stack */
336 send_news(p->ob); 246 free (stack_items);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340} 247}
341 248
342/* 249/*
343 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
346 */ 253 */
254static archetype *
347archetype *get_player_archetype(archetype* at) 255get_player_archetype (archetype *at)
348{ 256{
349 archetype *start = at; 257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
350 for (;;) { 265 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 266 {
362} 267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
363 271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
275}
364 276
277/* Tries to add player on the connection passed in ns.
278 * All we can really get in this is some settings like host and display
279 * mode.
280 */
281player *
282player::create ()
283{
284 player *pl = new player;
285
286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
293
294 return pl;
295}
296
297object *
365object *get_nearest_player(object *mon) { 298get_nearest_player (object *mon)
299{
366 object *op = NULL; 300 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 301 objectlink *ol;
369 unsigned lastdist; 302 unsigned lastdist;
370 rv_vector rv; 303 rv_vector rv;
371 304
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 306 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 308 continue;
399 309
400 if(lastdist>rv.distance) { 310 if (lastdist > rv.distance)
311 {
401 op=ol->ob; 312 op = ol->ob;
402 lastdist=rv.distance; 313 lastdist = rv.distance;
403 } 314 }
404 } 315 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 316
317 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 318 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 319 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 320 {
413 } 321 op = pl->ob;
322 lastdist = rv.distance;
323 }
324
414#if 0 325#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 326 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 327#endif
417 return op; 328 return op;
418} 329}
419 330
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 331/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 332 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 333 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 348 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 349 * is probably not a good thing.
439 */ 350 */
440#define MAX_SPACES 50 351#define MAX_SPACES 50
441
442 352
443/* 353/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 355 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 356 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 369 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 370 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 371 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 372 * is blocking itself.
463 */ 373 */
374int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 375path_to_player (object *mon, object *pl, unsigned mindiff)
376{
465 rv_vector rv; 377 rv_vector rv;
466 sint16 x,y; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap;
469 379
470 get_rangevector(mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
471 381
472 if (rv.distance<mindiff) return 0; 382 if (rv.distance < mindiff)
383 return 0;
473 384
474 x=mon->x; 385 mapxy pos (mon);
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction; 386 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
480 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 391 if (diff > max)
392 return 0;
393
482 while (diff >1 && max>0) { 394 while (diff > 1 && max > 0)
483 lastx = x; 395 {
484 lasty = y; 396 mapxy lastpos = pos;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491 397
398 pos.move (dir);
399
492 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 401 if (!pos.normalise ()
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
404 {
495 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
497 */ 407 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
499 if (rv.direction != dir) { 409 if (rv.direction != dir)
410 {
500 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 412 * the values so it will try again.
502 */ 413 */
503 x = lastx;
504 y = lasty;
505 m = lastmap; 414 pos = lastpos;
506 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
416 }
507 } else { 417 else
418 {
508 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
509 * either the left or right. 420 * either the left or right.
510 * Note increase the values in the loop below to be 421 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 422 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 423 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 424 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 425 * stepping back and forth
515 */ 426 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
428 {
429 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
518 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 433 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 437 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 440 * the last direction the creature has successfully
527 * moved. 441 * moved.
528 */ 442 */
443 pos = lastpos;
444 pos.move (absdir (lastdir + i));
445
446 if (!pos.normalise ())
447 continue;
448
449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
452 continue;
453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
455 continue;
456
457 if (blocked_link (mon, pos.m, pos.x, pos.y))
529 458 break;
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 } 459 }
460
541 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
543 */ 463 */
544 if (i==(DETOUR_AMOUNT+1)) 464 if (i == DETOUR_AMOUNT + 1)
545 return 0; 465 return 0;
466
546 diff--; 467 diff--;
547 lastdir=dir; 468 lastdir = dir;
548 max--; 469 max--;
549 if (!firstdir) firstdir = dir+i; 470 if (!firstdir)
471 firstdir = dir + i;
550 } /* else check alternate directions */ 472 } /* else check alternate directions */
551 } /* if blocked */ 473 } /* if blocked */
552 else { 474 else
475 {
553 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
554 diff--; 477 diff--;
555 max--; 478 max--;
556 lastdir=dir; 479 lastdir = dir;
480
481 if (!firstdir)
557 if (!firstdir) firstdir = dir; 482 firstdir = dir;
483 }
484
485 if (diff <= 1)
558 } 486 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 488 * headed toward player for entire distance.
562 */ 489 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 492 }
566 if (diff>max) return 0; 493
494 if (diff > max)
495 return 0;
567 } 496 }
497
568 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 499 if (!max)
500 return 0;
570 501
571 return firstdir; 502 return firstdir;
572} 503}
573 504
505void
574void give_initial_items(object *pl,treasurelist *items) { 506give_initial_items (object *pl, treasurelist *items)
575 object *op,*next=NULL; 507{
576
577 if(pl->randomitems!=NULL) 508 if (pl->randomitems)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 510
580 for (op=pl->inv; op; op=next) { 511 for (object *next, *op = pl->inv; op; op = next)
512 {
581 next = op->below; 513 next = op->below;
582 514
583 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 517 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
587 SET_FLAG(op,FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
588 520
589 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 522 * by this player due to race restrictions
591 */ 523 */
592 if (pl->type == PLAYER) { 524 if (pl->type == PLAYER)
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 525 {
526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
594 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
595 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
596 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
597 op->type == BRACERS || op->type == GIRDLE)) || 531 || op->type == BRACERS || op->type == GIRDLE))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 533 {
603 } 534 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 535 continue;
623 } 536 }
624 if (op->nrof > 1) op->nrof = 1; 537 }
538
539 /* Here we remove duplicated skills (as duplicated spell objects have
540 * _very_ confusing effects for players), which could for instance be
541 * generated by multiple treasurelists specifying the same skills.
542 */
543 if (op->type == SKILL)
625 } 544 {
545 for (object *tmp = op->below; tmp; tmp = tmp->below)
546 if (tmp->type == op->type && tmp->name == op->name)
547 {
548 op->destroy ();
549 break;
550 }
626 551
552 if (op->nrof > 1)
553 op->nrof = 1;
554 }
555
627 if (op->type == SPELLBOOK && op->inv) { 556 if (op->type == SPELLBOOK && op->inv)
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
629 }
630 558
631 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 561 * merged properly.
634 */ 562 */
635 if (need_identify(op)) { 563 if (op->need_identify ())
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
640 if(op->type==SPELL) { 570 if (op->type == SPELL)
641 remove_ob(op); 571 {
642 free_object(op); 572 op->destroy ();
643 continue; 573 continue;
574 }
575 else if (op->type == SKILL)
644 } 576 {
645 else if(op->type==SKILL) { 577 op->set_flag (FLAG_CAN_USE_SKILL);
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 578 op->stats.exp = 0;
648 op->level = 1; 579 op->level = 1;
649 } 580 }
650 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
653 584
654 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
655 link_player_skills(pl); 586 pl->contr->link_skills ();
656} 587}
657 588
658void get_name(object *op) { 589void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 590get_party_password (object *op, partylist *party)
591{
731 if (party == NULL) { 592 if (party == NULL)
593 {
732 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);
733 return; 595 return;
734 } 596 }
597
735 op->contr->write_buf[0]='\0'; 598 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 599 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 600 op->contr->party_to_join = party;
738 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:");
739} 602}
740
741 603
742/* 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. */
743int roll_stat(void) { 605static int
606roll_stat ()
607{
744 int a[4],i,j,k; 608 int a[4], i, j, k;
745 609
746 for(i=0;i<4;i++) 610 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 611 a[i] = rndm (1, 6);
748 612
749 for(i=0,j=0,k=7;i<4;i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 614 if (a[i] < k)
751 k=a[i],j=i; 615 k = a[i], j = i;
752 616
753 for(i=0,k=0;i<4;i++) { 617 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 618 if (i != j)
755 k+=a[i]; 619 k += a[i];
756 } 620
757 return k; 621 return k;
758} 622}
759 623
760void roll_stats(object *op) { 624void
625object::roll_stats ()
626{
627 int statsort [NUM_STATS];
628
629 for (;;)
630 {
761 int sum=0; 631 int sum = 0;
762 int i = 0, j = 0; 632 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 633 sum += statsort [i] = roll_stat ();
764 634
765 do { 635 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 636 break;
767 op->stats.Dex=roll_stat(); 637 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 638
778 /* Sort the stats so that rerolling is easier... */ 639 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 641
787 /* a quick and dirty bubblesort? */ 642 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 643 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 644
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 645 stats.exp = 0;
818 op->stats.ac=0; 646 stats.ac = 0;
819 647
648 stats.hp = stats.maxhp;
649 stats.sp = stats.maxsp;
650 stats.grace = stats.maxgrace;
651
652 if (contr)
653 {
820 op->contr->levhp[1] = 9; 654 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 655 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 656 contr->levgrace[1] = 3;
823 657
824 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
825 op->stats.hp = op->stats.maxhp; 678 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 679 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 688 contr->orig_stats = stats;
689 }
829} 690}
830 691
831void Roll_Again(object *op) 692static void
693start_info (object *op)
832{ 694{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
841 696
842 if ( op->contr->Swap_First == -1 ) { 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf);
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 699}
950 700
951/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
955 * not the class. 705 * not the class.
956 */ 706 */
957 707void
958int key_change_class(object *op, char key) 708player::chargen_race_done ()
959{ 709{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 711 esrv_new_player (ob->contr);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 712
713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
714 if (tl)
715 create_treasure (tl, ob, 0, 0, 0);
716
974 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr);
976 718
977 op->contr->state=ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
978 720
979 if (op->msg) 721 if (ob->msg)
980 op->msg=NULL; 722 ob->msg = 0;
981 723
982 /* We create this now because some of the unique maps will need it
983 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op); 724 start_info (ob);
992 CLEAR_FLAG(op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 726 give_initial_items (ob, ob->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op); 727 esrv_send_inventory (ob, ob);
996 fix_player(op); 728 ob->update_stats ();
997 729
998 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
999 * is one for this race 731 * is one for this race
1000 */ 732 */
1001 if(*first_map_ext_path) { 733 if (*first_map_ext_path)
1002 object *tmp; 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1003 mapstruct *oldmap = op->map; 735 else
1004 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 first_map_ext_path, &op->arch->name);
1007 tmp=get_object();
1008 EXIT_PATH(tmp) = mapname;
1009 EXIT_X(tmp) = op->x;
1010 EXIT_Y(tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the
1013 * default initial map */
1014 free_object(tmp);
1015 } else {
1016 LOG(llevDebug,"first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
1017 } 737}
1018 return 0;
1019 }
1020 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{
1021 /* Following actually changes the race - this is the default command 761 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above. 762 * if we don't match with one of the options above.
1023 */ 763 */
1024 764
1025 tmp_loop = 0; 765 do
1026 while(!tmp_loop) { 766 {
1027 shstr name = op->name; 767 shstr name = ob->name;
1028 int x = op->x, y = op->y; 768 int x = ob->x, y = ob->y;
769
1029 remove_statbonus(op); 770 ob->remove_statbonus ();
1030 remove_ob (op); 771 ob->remove ();
1031 op->arch = get_player_archetype(op->arch); 772 ob->arch = get_player_archetype (ob->arch);
1032 copy_object (&op->arch->clone, op); 773 ob->arch->copy_to (ob);
1033 op->instantiate (); 774 ob->instantiate ();
1034 op->stats = op->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
1035 op->name = op->name_pl = name; 776 ob->name = ob->name_pl = name;
1036 op->x = x; 777 ob->x = x;
1037 op->y = y; 778 ob->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 781 assign (ob->contr->title, ob->arch->object::name);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op); 782 ob->add_statbonus ();
1043 tmp_loop=allowed_class(op);
1044 } 783 }
784 while (!allowed_class (ob));
785
1045 update_object(op,UP_OBJ_FACE); 786 update_object (ob, UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op); 787 esrv_update_item (UPD_FACE, ob, ob);
1047 fix_player(op); 788 ob->update_stats ();
1048 op->stats.hp=op->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
1050 op->stats.grace=0; 791 ob->stats.grace = 0;
1051 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0;
1055} 792}
1056 793
1057int key_confirm_quit(object *op, char key) 794static void
1058{
1059 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1090 for (mp=first_map; mp!=NULL; mp=next) {
1091 next = mp->next;
1092 if (!strncmp(mp->path, buf, strlen(buf)))
1093 delete_map(mp);
1094 }
1095
1096 delete_character(op->name, 1);
1097 }
1098 play_again(op);
1099 return 1;
1100}
1101
1102void flee_player(object *op) { 795flee_player (object *op)
796{
1103 int dir,diff; 797 int dir, diff;
1104 rv_vector rv; 798 rv_vector rv;
1105 799
1106 if(op->stats.hp < 0) { 800 if (op->stats.hp < 0)
801 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
1108 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))))
1109 return; 829 return;
1110 } 830 }
1111 831
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1145 op->enemy=NULL; 834 op->enemy = NULL;
1146} 835}
1147
1148 836
1149/* 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.
1150 * 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
1151 * stop. 839 * stop.
1152 */ 840 */
841int
1153int check_pick(object *op) { 842check_pick (object *op)
843{
1154 object *tmp, *next; 844 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 845 int stop = 0;
1157 int j, k, wvratio; 846 int wvratio;
1158 char putstring[128], tmpstr[16];
1159 847
1160
1161 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1163 return 1; 850 return 1;
1164 851
1165 op_tag = op->count;
1166
1167 next = op->below; 852 next = op->below;
1168 if (next) 853
1169 next_tag = next->count; 854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1170 856
1171 /* 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
1172 * destroyed */ 858 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 859 while (next && !next->destroyed ())
1174 { 860 {
1175 tmp = next; 861 tmp = next;
1176 next = tmp->below; 862 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 863
1180 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 ())
1181 return 0; 871 return 0;
1182 872
1183 if ( ! can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1184 continue; 874 continue;
1185 875
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 877 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1190 continue; 881 continue;
1191 }
1192
1193 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) {
1195 switch (op->contr->mode) {
1196 case 0: return 1; /* don't pick up */
1197 case 1: pick_up (op, tmp);
1198 return 1;
1199 case 2: pick_up (op, tmp);
1200 return 0;
1201 case 3: return 0; /* stop before pickup */
1202 case 4: pick_up (op, tmp);
1203 break;
1204 case 5: pick_up (op, tmp);
1205 stop = 1;
1206 break;
1207 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp);
1211 break;
1212
1213 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp);
1216 break;
1217
1218 default:
1219 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp);
1225 } 882 }
1226 } 883
1227 else { /* old model */
1228 /* NEW pickup handling */ 884 /* pickup handling */
1229 if(op->contr->mode & PU_DEBUG) 885 if (op->contr->mode & PU_DEBUG)
1230 { 886 {
1231 /* some debugging code to figure out item information */ 887 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL) 888 const char *str = tmp->name
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 889 ? format ("item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 891 : format ("item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring); 894 new_draw_info (NDI_UNIQUE, 0, op, str);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 {
1249 sprintf(tmpstr,"%d ",k*32+j);
1250 strcat(putstring, tmpstr);
1251 }
1252 } 895 }
1253 }
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1255 896
1256#if 0 897 if (op->contr->mode & PU_INHIBIT)
1257 /* print the flags too */ 898 return 1;
1258 for(k=0;k<4;k++) 899
1259 { 900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 901 return 1;
1261 for(j=0;j<32;j++) 902
1262 {
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1264 if(!((j+1)%4))fprintf(stderr," ");
1265 }
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif
1269 }
1270 /* philosophy: 903 /* philosophy:
1271 * 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
1272 * generic. This takes no game-time. For more detailed pickups 905 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a 906 * and selections, select-items should be used. This is a
1274 * 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
1275 * example. 908 * example.
1276 * 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
1277 * 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
1278 * convert to decimal and then 'pickup <#> 911 * convert to decimal and then 'pickup <#>
1281 /* the first two modes are exclusive: if NOTHING we return, if 914 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially, 915 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */ 916 * meaning if any test passes, the item gets picked up. */
1284 917
1285 /* if mode is set to pick nothing up, return */ 918 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1; 919 if (op->contr->mode == PU_NOTHING)
920 return 1;
1288 921
1289 /* if mode is set to stop when encountering objects, return */ 922 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick 923 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */ 924 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0; 925 if (op->contr->mode & PU_STOP)
926 return 0;
1294 927
1295 /* useful for going into stores and not losing your settings... */ 928 /* useful for going into stores and not losing your settings... */
1296 /* 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
1297 * fighting */ 930 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1; 931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
1299 933
1300 /* prevent us from turning into auto-thieves :) */ 934 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 935 if (tmp->flag [FLAG_UNPAID])
936 continue;
1302 937
1303 /* ignore known cursed objects */ 938 /* ignore known cursed objects */
1304 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;
1305 941
1306 /* all food and drink if desired */ 942 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */ 943 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD) 944 if (op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD) 945 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 946 {
947 CHK_PICK_PICKUP;
948 continue;
949 }
950
1311 if(op->contr->mode & PU_DRINK) 951 if (op->contr->mode & PU_DRINK)
1312 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]))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
1314 957
1315 if(op->contr->mode & PU_POTION) 958 if (op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION) 959 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
1318 964
1319 /* spellbooks, skillscrolls and normal books/scrolls */ 965 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK) 966 if (op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK) 967 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
1323 if(op->contr->mode & PU_SKILLSCROLL) 973 if (op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL) 974 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
1326 if(op->contr->mode & PU_READABLES) 980 if (op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL) 981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
1329 986
1330 /* wands/staves/rods/horns */ 987 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE) 988 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 989 if (tmp->type == WAND
1333 { 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 }
1334 997
1335 /* pick up all magical items */ 998 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1338 { 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 }
1339 1006
1340 if(op->contr->mode & PU_VALUABLES) 1007 if (op->contr->mode & PU_VALUABLES)
1341 { 1008 {
1342 if (tmp->type == MONEY || tmp->type == GEM) 1009 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1344 } 1014 }
1345 1015
1346 /* rings & amulets - talismans seems to be typed AMULET */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS) 1017 if (op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET) 1018 if (tmp->type == RING
1349 { 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 }
1350 1034
1351 /* bows and arrows. Bows are good for selling! */ 1035 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW) 1036 if (op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW) 1037 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1355 if(op->contr->mode & PU_ARROW) 1043 if (op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW) 1044 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1358 1049
1359 /* all kinds of armor etc. */ 1050 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR) 1051 if (op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR) 1052 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1363 if(op->contr->mode & PU_HELMET) 1058 if (op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET) 1059 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1366 if(op->contr->mode & PU_SHIELD) 1065 if (op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD) 1066 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1369 if(op->contr->mode & PU_BOOTS) 1072 if (op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS) 1073 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1372 if(op->contr->mode & PU_GLOVES) 1079 if (op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES) 1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1375 if(op->contr->mode & PU_CLOAK) 1086 if (op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK) 1087 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1378 1092
1379 /* hoping to catch throwing daggers here */ 1093 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON) 1094 if (op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1383 1100
1384 /* careful: chairs and tables are weapons! */ 1101 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON) 1102 if (op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 } 1103 {
1393 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 }
1394 { 1110 }
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400 1111
1401 /* misc stuff that's useful */ 1112 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY) 1113 if (op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1115 {
1116 CHK_PICK_PICKUP;
1117 continue;
1118 }
1405 1119
1406 /* 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
1407 * pickups */ 1121 * pickups */
1408 if(op->contr->mode & PU_RATIO) 1122 if (op->contr->mode & PU_RATIO)
1409 { 1123 {
1410 /* use value density to decide what else to grab */ 1124 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */ 1125 /* >=7 was >= op->contr->mode */
1412 /* >=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
1413 * and multiply them by 5, giving 0..15*5== 5..75 */ 1127 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5; 1128 wvratio = op->contr->mode & PU_RATIO;
1415 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)
1416 { 1130 {
1417 pick_up(op, tmp);
1418#if 0 1131#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) { 1133 if (tmp->name != NULL)
1134 {
1421 fprintf(stderr,"%s", tmp->name); 1135 fprintf (stderr, "%s", tmp->name);
1422 } 1136 }
1137 else
1423 else fprintf(stderr,"%s",tmp->arch->name); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1424 fprintf(stderr,",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1425 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))));
1426#endif 1141#endif
1142 CHK_PICK_PICKUP;
1427 continue; 1143 continue;
1428 } 1144 }
1145 } /* the new pickup model */
1429 } 1146 }
1430 } /* the new pickup model */ 1147
1431 }
1432 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;
1433} 1184}
1434 1185
1435/* 1186/*
1436 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1189 * found object is returned.
1439 */ 1190 */
1191static object *
1440object *find_arrow(object *op, const char *type) 1192find_arrow (object *op, const char *type)
1441{ 1193{
1442 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);
1443 1197
1444 for(op=op->inv; op; op=op->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1446 QUERY_FLAG(op,FLAG_APPLIED)) 1200 if (object *arrow = find_arrow (tmp, type))
1447 tmp = find_arrow (op, type); 1201 {
1448 else if (op->type==ARROW && op->race==type) 1202 splay (tmp);
1449 return op; 1203 return arrow;
1204 }
1205
1450 return tmp; 1206 return 0;
1451} 1207}
1452 1208
1453/* 1209/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1214 */
1459 1215static object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1461{ 1217{
1462 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1464 1220
1465 if (!type) 1221 if (!type)
1466 return NULL; 1222 return NULL;
1467 1223
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1225 {
1469 if (arrow->type==CONTAINER && arrow->race==type && 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1227 {
1471 i = 0; 1228 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1473 if (i > betterby) { 1231 if (i > betterby)
1232 {
1474 tmp = ntmp; 1233 tmp = ntmp;
1475 betterby = i; 1234 betterby = i;
1476 } 1235 }
1236 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1237 else if (arrow->type == ARROW && arrow->race == type)
1238 {
1478 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1240 if (target->race && arrow->slaying.contains (target->race))
1480 strstr(arrow->slaying, target->race)) { 1241 {
1481 if (arrow->attacktype & AT_DEATH) { 1242 if (arrow->attacktype & AT_DEATH)
1243 {
1482 *better = 100; 1244 *better = 100;
1483 return arrow; 1245 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1246 }
1488 } else { 1247 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1248 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1249 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1251 }
1505 } 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 }
1506 } 1277 }
1278 }
1507 } 1279 }
1280
1508 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1282 return find_arrow (op, type);
1510 1283
1511 *better = betterby; 1284 *better = betterby;
1512 return tmp; 1285 return tmp;
1513} 1286}
1514 1287
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1290 * op = the shooter
1518 * type = bow->race 1291 * type = bow->race
1519 * dir = fire direction 1292 * dir = fire direction
1520 */ 1293 */
1521 1294static object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1523{ 1296{
1524 object *tmp = NULL; 1297 object *tmp = NULL;
1525 mapstruct *m; 1298 maptile *m;
1526 int i, mflags, found, number; 1299 int i, mflags, found, number;
1527 sint16 x, y; 1300 sint16 x, y;
1528 1301
1529 if (op->map == NULL) 1302 if (op->map == NULL)
1530 return find_arrow(op, type); 1303 return find_arrow (op, type);
1531 1304
1532 /* do a dex check */ 1305 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1306 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1307 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1535 return find_arrow(op, type); 1308 return find_arrow (op, type);
1536 1309
1537 m = op->map; 1310 m = op->map;
1538 x = op->x; 1311 x = op->x;
1539 y = op->y; 1312 y = op->y;
1540 1313
1541 /* find the first target */ 1314 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1315 for (i = 0, found = 0; i < 20; i++)
1316 {
1543 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1322 {
1547 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])
1548 break; 1338 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1339 }
1566 if (tmp == NULL) 1340
1341 if (!tmp)
1567 return find_arrow(op, type); 1342 return find_arrow (op, type);
1568 1343
1569 if (tmp->head) 1344 if (tmp->head)
1570 tmp = tmp->head; 1345 tmp = tmp->head;
1571 1346
1572 return find_better_arrow(op, tmp, type, &i); 1347 return find_better_arrow (op, tmp, type, &i);
1573} 1348}
1574 1349
1575/* 1350/*
1576 * Creature fires a bow - op can be monster or player. Returns 1351 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1352 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1355 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1358 * player fire modes.
1584 */ 1359 */
1360int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1362{
1588 object *left, *bow; 1363 object *left, *bow;
1589 tag_t left_tag, tag; 1364 int mflags;
1590 int bowspeed, mflags; 1365 maptile *m;
1591 mapstruct *m;
1592 1366
1593 if (!dir) { 1367 if (!dir)
1368 {
1594 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!");
1595 return 0; 1370 return 0;
1371 }
1372
1373 if (op->contr)
1374 bow = op->current_weapon;
1375 else
1596 } 1376 {
1597 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow];
1599 else {
1600 for(bow=op->inv; bow; bow=bow->below) 1377 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1380 */
1604 if(bow->type==BOW) 1381 if (bow->type == BOW)
1605 break; 1382 break;
1606 1383
1607 if (!bow) { 1384 if (!bow)
1385 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1387 return 0;
1610 } 1388 }
1389
1390 // optimisation: move object to top so we will find it quickly again
1391 splay (bow);
1611 } 1392 }
1393
1612 if( !bow->race || !bow->skill) { 1394 if (!bow->race || !bow->skill)
1395 {
1613 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);
1614 return 0; 1397 return 0;
1615 } 1398 }
1616 1399
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1)
1623 bowspeed = 1;
1624
1625 if (arrow == NULL) { 1400 if (arrow == NULL)
1401 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1403 {
1627 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1631 else 1407 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1409
1633 return 0; 1410 return 0;
1634 } 1411 }
1635 } 1412 }
1413
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1414 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1415 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1416 return 0;
1639 } 1417
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1418 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1419 {
1641 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.");
1642 return 0; 1421 return 0;
1643 } 1422 }
1644 1423
1645 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1425 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1426 {
1648 free_object(arrow); 1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1428 arrow->destroy ();
1649 return 0; 1429 return 0;
1650 } 1430 }
1651 1431
1652 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count; 1433 arrow = arrow->split ();
1654 arrow = get_split_ob(arrow, 1); 1434 if (!arrow)
1655 if (arrow == NULL) { 1435 {
1656 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);
1657 return 0; 1437 return 0;
1658 } 1438 }
1659 set_owner(arrow, op); 1439
1440 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1441 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1442 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1443
1666 if (op->type == PLAYER) {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1668 fix_player(op);
1669 }
1670
1671 SET_ANIMATION(arrow, arrow->direction);
1672 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1673 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1675 if (arrow->slaying != NULL) 1447 arrow->custom_name = arrow->slaying;
1676 arrow->spellarg = strdup_local(arrow->slaying);
1677 1448
1678 /* Note that this was different for monsters - they got their level 1449#if 0
1679 * added to the damage. I think the strength bonus is more proper. 1450 if (player *pl = op->contr)
1680 */
1681 1451 {
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1452 float speed = pl->weapon_sp;
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 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
1686 /* update the speed */ 1466 /* update the speed */
1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1688 0 : dam_bonus[op->stats.Str]) +
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0;
1691 1467
1692 if (arrow->speed < 1.0)
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 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 ));
1696 1473
1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1475
1697 if (op->type == PLAYER) { 1476 if (op->type == PLAYER)
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1477 {
1699 (op->chosen_skill?op->chosen_skill->level:op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1478 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1479 wc -= dex_bonus[op->stats.Dex];
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706 arrow->stats.wc + wc_mod;
1707 1480
1481 if (!arrow->slaying)
1482 arrow->slaying = op->slaying;
1483
1484 arrow->attacktype |= op->attacktype;
1485 }
1486 else
1487 {
1708 arrow->level = op->level; 1488 arrow->level = op->level;
1709 } 1489 arrow->stats.wc -= bow->magic;
1710 if (arrow->attacktype == AT_PHYSICAL) 1490
1711 arrow->attacktype |= bow->attacktype; 1491 if (!arrow->slaying)
1712 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1492 arrow->slaying = bow->slaying;
1714 1493
1715 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);
1716 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1718 1504
1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1505 op->play_sound (sound_find ("fire_arrow"));
1720 tag = arrow->count; 1506 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1507
1723 if (!was_destroyed(arrow, tag)) 1508 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1509 move_arrow (arrow);
1725 1510
1726 if (op->type == PLAYER) {
1727 if (was_destroyed (left, left_tag))
1728 esrv_del_item(op->contr, left_tag);
1729 else
1730 esrv_send_item(op, left);
1731 }
1732 return 1; 1511 return 1;
1733} 1512}
1734 1513
1735/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1515 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1519 * hence the function name.
1741 */ 1520 */
1521static int
1742int player_fire_bow(object *op, int dir) 1522player_fire_bow (object *op, int dir)
1743{ 1523{
1744 int ret=0, wcmod=0; 1524 int ret;
1745 1525
1746 if (op->contr->bowtype == bow_bestarrow) { 1526 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1527 {
1748 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);
1749 dir, 0, op->x, op->y); 1529 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1752 wcmod =-1;
1753 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1533 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1754 op->x, op->y); 1534 }
1755 } 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 */
1756 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);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1759 } else if (op->contr->bowtype == bow_spreadshot) {
1760 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1763
1764 } else {
1765 /* Simple case */
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1767 } 1551 }
1552
1768 return ret; 1553 return ret;
1769} 1554}
1770
1771 1555
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1774 */ 1558 */
1559static void
1775void fire_misc_object(object *op, int dir) 1560fire_misc_object (object *op, int dir)
1776{ 1561{
1777 object *item; 1562 object *item = op->contr->ranged_ob;
1778 1563
1779 if (!op->contr->ranges[range_misc]) { 1564 if (!item)
1565 {
1780 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.");
1781 return; 1567 return;
1782 } 1568 }
1783 1569
1784 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1570 if (!item->inv)
1571 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1573 return;
1788 } 1574 }
1575
1576 if (!op->apply (item))
1577 return;
1578
1789 if (item->type == WAND) { 1579 if (item->type == WAND)
1580 {
1790 if(item->stats.food<=0) { 1581 if (item->stats.food <= 0)
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1582 {
1583 op->contr->play_sound (sound_find ("wand_poof"));
1792 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1585
1793 return; 1586 return;
1794 } 1587 }
1588 }
1795 } else if (item->type == ROD || item->type==HORN) { 1589 else if (item->type == ROD || item->type == HORN)
1796 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1590 {
1797 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
1798 if (item->type== ROD) 1599 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 1601 else
1802 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));
1803 "The %s needs more time to charge.", query_base_name(item,0)); 1603
1804 return; 1604 return;
1805 } 1605 }
1806 } 1606 }
1807 1607
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1609 {
1809 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
1810 if (item->type == WAND) { 1612 if (item->type == WAND)
1613 {
1811 if (!(--item->stats.food)) { 1614 if (!(--item->stats.food))
1812 object *tmp; 1615 {
1813 if (item->arch) { 1616 if (item->arch)
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1617 {
1618 item->clr_flag (FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1619 item->face = item->arch->face;
1816 item->speed = 0; 1620 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1621 }
1819 if ((tmp=is_player_inv(item))) 1622
1623 if (object *pl = item->visible_to ())
1820 esrv_update_item(UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
1821 } 1625 }
1822 } 1626 }
1823 else if (item->type == ROD || item->type==HORN) { 1627 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1628 drain_rod_charge (item);
1825 }
1826 } 1629 }
1827} 1630}
1828 1631
1829/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1830 */ 1633 */
1634bool
1831void fire(object *op,int dir) { 1635fire (object *who, int dir)
1636{
1832 int spellcost=0; 1637 int spellcost = 0;
1833 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
1834 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1661 if (action_makes_visible (who))
1662 make_visible (who);
1836 1663
1837 switch(op->contr->shoottype) { 1664 switch (ob->type)
1838 case range_none: 1665 {
1839 return; 1666 case BOW:
1840
1841 case range_bow:
1842 player_fire_bow(op, dir); 1667 player_fire_bow (who, dir);
1843 return; 1668 break;
1844 1669
1845 case range_magic: /* Casting spells */ 1670 case SPELL:
1846 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);
1847 return; 1672 break;
1848 1673
1849 case range_misc: 1674 case BUILDER:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir ); 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)
1874 return; 1730 return 0;
1875 default: 1731 }
1876 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)
1877 return; 1740 return 0;
1878 }
1879}
1880 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 }
1881 1764
1765 return tmp;
1766}
1882 1767
1883/* find_key 1768/* find_key
1884 * 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
1885 * and successfully use it, we return the key, otherwise NULL 1770 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic 1771 * This function merges both normal and locked door, since the logic
1888 * pl is the player, 1773 * pl is the player,
1889 * inv is the objects inventory to searched 1774 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1775 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1776 * This function can be called recursively to search containers.
1892 */ 1777 */
1893 1778object *
1894object * find_key(object *pl, object *container, object *door) 1779find_key (object *pl, object *container, object *door)
1895{ 1780{
1896 object *tmp,*key; 1781 if (door->slaying && is_match_expr (door->slaying))
1897
1898 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL;
1900
1901 /* First, lets try to find a key in the top level inventory */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1903 if (door->type==DOOR && tmp->type==KEY) break;
1904 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys
1906 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1908 tmp->slaying==door->slaying) break;
1909 } 1782 {
1910 /* No key found - lets search inventories now */ 1783 // for match expressions, we try to find the key by applying the match
1911 /* If we find and use a key in an inventory, return at that time. 1784 // to the op itself, which is supposed to find the "key", instead
1912 * otherwise, if we search all the inventories and still don't find 1785 // of searching through containers ourselves.
1913 * a key, return 1786
1914 */ 1787 return match_one (door->slaying, container, door, pl, pl);
1915 if (!tmp) {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1920 }
1921 }
1922 if (!tmp) return NULL;
1923 } 1788 }
1924 /* We get down here if we have found a key. Now if its in a container, 1789 else
1925 * see if we actually want to use it 1790 return find_key_ (pl, container, door);
1926 */
1927 if (pl!=container) {
1928 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL;
1930 /* cases where this fails:
1931 * If we only search the player inventory, return now since we
1932 * are not in the players inventory.
1933 * If the container is not active, return now since only active
1934 * containers can be used.
1935 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active.
1939 *
1940 * Change the color so that the message doesn't disappear with
1941 * all the others.
1942 */
1943 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys")))
1947 ) {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1949 "The %s in your %s vibrates as you approach the door",
1950 query_name(tmp), query_name(container));
1951 return NULL;
1952 }
1953 }
1954 return tmp;
1955} 1791}
1956 1792
1957/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1960 * 0 otherwise 1796 * 0 otherwise
1961 */ 1797 */
1798static int
1962static int player_attack_door(object *op, object *door) 1799player_attack_door (object *op, object *door)
1963{ 1800{
1964
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
1968 */ 1804 */
1969 object *key=find_key(op, op, door); 1805 object *key = find_key (op, op, door);
1970 1806
1971 /* IF we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
1972 if (key) { 1808 if (key)
1809 {
1973 object *container=key->env; 1810 object *container = key->env;
1974 1811
1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1976 if(action_makes_visible(op)) make_visible(op); 1812 if (action_makes_visible (op))
1813 make_visible (op);
1814
1977 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
1978 if (door->type == DOOR) { 1818 if (door->type == DOOR)
1979 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 */
1980 }
1981 else if(door->type==LOCKED_DOOR) { 1820 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1821 {
1983 "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);
1984 remove_door2(door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
1985 } 1824 }
1825
1986 /* Do this after we print the message */ 1826 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 1828
1989 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container);
1991 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
1830 }
1992 } else if (door->type==LOCKED_DOOR) { 1831 else if (door->type == LOCKED_DOOR)
1832 {
1993 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
1994 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...");
1995 return 1; 1835 return 1;
1996 } 1836 }
1837
1997 return 0; 1838 return 0;
1998} 1839}
1999 1840
2000/* This function is just part of a breakup from move_player. 1841/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 1842 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 1843 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 1844 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2005 */ 1846 */
2006 1847bool
2007void move_player_attack(object *op, int dir) 1848move_player_attack (object *op, int dir)
2008{ 1849{
2009 object *tmp, *mon; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2010 sint16 nx, ny; 1851 {
2011 int on_battleground; 1852 --op->speed_left;
2012 mapstruct *m; 1853 return true;
1854 }
2013 1855
2014 nx=freearr_x[dir]+op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2016 1858
2017 on_battleground = op_on_battleground(op, NULL, NULL); 1859 if (out_of_map (op->map, nx, ny))
1860 return false;
2018 1861
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 1866 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 1867 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 1868 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 1869 * move_ob uses.
2027 */ 1870 */
2028 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);
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 }
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2037 return;
2038 }
2039 1872
2040 mon = NULL;
2041 /* 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
2042 * 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.
2043 * 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
2044 * 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)
2045 */ 1893 {
2046 while (tmp!=NULL) { 1894 if (ob->move_block == MOVE_ALL)
2047 if (tmp == op) { 1895 move_into_wall (op, ob);
2048 tmp=tmp->above; 1896 else
2049 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);
2050 } 1984 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1985 else
2052 mon = tmp; 1986 op->statusmsg ("You withhold your attack");
2053 break;
2054 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062 1987
2063 if(mon->head != NULL) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2064 mon = mon->head; 1989 make_visible (op);
2065 1990
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1991 return true;
2067 if (player_attack_door(op, mon)) return;
2068
2069 /* The following deals with possibly attacking peaceful
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */
2076
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 { 1992 }
2094 /* If we're braced, we don't want to switch places with it */ 1993 }
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) {
2117 if (!op->contr->braced) {
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob(mon,dir,op);
2120 } else {
2121 new_draw_info(0, 0,op,"You withhold your attack");
2122 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125
2126 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2127 * roll it if not braced. You can't roll it if you are braced. 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)
2128 */ 2000 {
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2001 --op->speed_left;
2002
2130 recursive_roll(mon,dir,op); 2003 recursive_roll (mon, dir, op);
2131 if(action_makes_visible(op)) make_visible(op); 2004 if (action_makes_visible (op))
2132 } 2005 make_visible (op);
2133 2006
2007 return true;
2008 }
2009 }
2134 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2135 * 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
2136 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2137 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2138 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2139 */ 2015 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL || 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2143 op->contr->party!=mon->contr->party))) { 2018 {
2144 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 } 2020 {
2172 } /* if player should attack something */ 2021 --op->contr->weapon_sp_left;
2173}
2174 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
2175int move_player(object *op,int dir) { 2036move_player (object *op, int dir)
2176 int pick; 2037{
2177 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 return 0; 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;
2219} 2085}
2220 2086
2221/* 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
2222 * new client/server stuff. 2088 * new client/server stuff.
2223 * 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
2224 * the new speed values for commands. 2090 * the new speed values for commands.
2225 * 2091 *
2226 * 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.
2227 */ 2095 */
2096bool
2228int handle_newcs_player(object *op) 2097handle_newcs_player (object *op)
2229{ 2098{
2230 if (op->contr->hidden) { 2099 if (op->flag [FLAG_SCARED])
2231 op->invisible = 1000; 2100 {
2232 /* the socket code flashes the player visible/invisible 2101 if (op->speed_left > 0.f)
2233 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly.
2235 */
2236 if (pticks & 2) op->invisible--;
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--;
2240 if(!op->invisible) {
2241 make_visible(op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 } 2102 {
2244 } 2103 --op->speed_left;
2245
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 flee_player(op); 2104 flee_player (op);
2248 /* If player is still scared, that is his action for this tick */ 2105
2249 if (QUERY_FLAG(op, FLAG_SCARED)) {
2250 op->speed_left--;
2251 return 0; 2106 return true;
2252 } 2107 }
2108 else
2109 return false;
2253 } 2110 }
2254 2111
2255 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer.
2259 */
2260 if (op->contr->ranges[range_golem] &&
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0;
2265 }
2266
2267 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2268 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2114 * called, so we recheck it here.
2270 */ 2115 */
2271 HandleClient(&op->contr->socket, op->contr); 2116 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2117 return true;
2273 2118
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction); 2120 return move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2121
2284 else return 0; 2122 return false;
2285 } 2123}
2124
2125static int
2126save_life (object *op)
2127{
2128 if (!op->flag [FLAG_LIFESAVE])
2286 return 0; 2129 return 0;
2287}
2288 2130
2289int save_life(object *op) { 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2290 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));
2291 2136
2292 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 ();
2293 return 0; 2147 return 1;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op,
2299 "Your %s vibrates violently, then evaporates.",
2300 query_name(tmp));
2301 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count);
2303 remove_ob(tmp);
2304 free_object(tmp);
2305 CLEAR_FLAG(op, FLAG_LIFESAVE);
2306 if(op->stats.hp<0)
2307 op->stats.hp = op->stats.maxhp;
2308 if(op->stats.food<0)
2309 op->stats.food = 999;
2310 fix_player(op);
2311 return 1;
2312 } 2148 }
2149
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2153 return 0;
2317} 2154}
2318 2155
2319/* 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
2320 * 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
2321 * 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
2322 * from. 2159 * from.
2323 */ 2160 */
2161static void
2324void remove_unpaid_objects(object *op, object *env) 2162drop_unpaid_items (object *op, object *env)
2325{ 2163{
2326 object *next;
2327
2328 while (op) { 2164 while (op)
2165 {
2329 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' */
2330 * we remove object 'op' 2167
2331 */ 2168 if (op->flag [FLAG_UNPAID])
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2169 op->insert_at (env);
2333 remove_ob(op); 2170 else if (op->inv)
2334 op->x = env->x; 2171 drop_unpaid_items (op->inv, env);
2335 op->y = env->y; 2172
2336 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0);
2339 }
2340 else if (op->inv) remove_unpaid_objects(op->inv, env);
2341 op=next; 2173 op = next;
2342 } 2174 }
2343} 2175}
2344 2176
2345 2177void
2346/* 2178object::drop_unpaid_items ()
2347 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory.
2352 */
2353char *gravestone_text (object *op)
2354{ 2179{
2355 static char buf2[MAX_BUF]; 2180 if (!flag [FLAG_REMOVED])
2356 char buf[MAX_BUF]; 2181 ::drop_unpaid_items (inv, this);
2357 time_t now = time (NULL);
2358
2359 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else
2363 sprintf (buf, "%s\n", &op->name);
2364 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf);
2366 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER) {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 }
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf);
2380 return buf2;
2381} 2182}
2382 2183
2383 2184void
2384
2385void do_some_living(object *op) { 2185do_some_living (object *op)
2186{
2386 int last_food=op->stats.food; 2187 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace;
2389 int i;
2390 int rate_hp = 1200; 2189 int rate_hp = 1200;
2391 int rate_sp = 2500; 2190 int rate_sp = 2500;
2392 int rate_grace = 2000; 2191 int rate_grace = 2000;
2393 const int max_hp = 1; 2192 const int max_hp = 1;
2394 const int max_sp = 1; 2193 const int max_sp = 1;
2395 const int max_grace = 1; 2194 const int max_grace = 1;
2396 2195
2397 if (op->contr->outputs_sync) { 2196#if 0
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2197 if (op->contr->hidden)
2399 if (op->contr->outputs[i].buf!=NULL && 2198 {
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2199 op->invisible = 1000;
2401 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--;
2402 } 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 }
2403 2217
2404 if(op->contr->state==ST_PLAYING) { 2218 if (op->contr->ns->state == ST_PLAYING)
2405 2219 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2220 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2221 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2222 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2223 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2224 else
2225 {
2411 gen_hp = op->stats.maxhp; 2226 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2227 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2228 }
2229
2414 if(op->contr->gen_sp >= 0 ) 2230 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2231 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2232 else
2233 {
2417 gen_sp = op->stats.maxsp; 2234 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2235 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2236 }
2237
2420 if(op->contr->gen_grace >= 0) 2238 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2239 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2240 else
2241 {
2423 gen_grace = op->stats.maxgrace; 2242 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2243 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 } 2244 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460 2245
2461 /* Regenerate Grace */ 2246 /* Regenerate Grace */
2462 /* 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. */
2463 if(--op->last_grace<0) { 2248 if (--op->last_grace < 0)
2249 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2465 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
2466 if(max_grace>1) { 2255 if (max_grace > 1)
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2256 {
2257 int over_grace = temp / rate_grace;
2258
2468 if (over_grace > 0) { 2259 if (over_grace > 0)
2469 op->stats.sp += over_grace 2260 {
2470 + (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;
2471 op->last_grace=0; 2262 op->last_grace = 0;
2263 }
2472 } else { 2264 else
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2265 op->last_grace = rate_grace / temp;
2474 } 2266 }
2475 } else { 2267 else
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2268 op->last_grace = rate_grace / temp;
2477 } 2269
2478 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 } 2271 }
2494 } 2272
2495 if(max_hp>1) { 2273 if (op->stats.food > 0)
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 } 2274 {
2504 } else { 2275 /* Regenerate Spell Points */
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2276 if (!op->contr->golem && --op->last_sp < 0)
2506 } 2277 {
2507 } 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2508 2279
2509 /* Digestion */ 2280 if (op->stats.sp < op->stats.maxsp)
2510 if(--op->last_eat<0) { 2281 {
2511#ifdef COZY_SERVER 2282 op->stats.sp++;
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2283
2520 if(op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2522 else
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2284 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2285 if (!op->flag [FLAG_WIZ])
2526 }
2527 }
2528
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2530 object *tmp, *flesh=NULL;
2531
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0);
2537 if(op->stats.food>=0||op->stats.hp<0)
2538 break; 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 }
2539 } 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 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2390 else if (tmp->type == FLESH)
2541 } /* End if paid for object */ 2391 flesh = tmp;
2542 } /* end of for loop */ 2392 }
2393
2543 /* 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
2544 * eat flesh instead. 2395 * eat flesh instead.
2545 */ 2396 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2398 {
2548 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)
2549 } 2411 {
2550 } /* end if player is starving */ 2412 op->stats.hp += op->stats.food;
2413 op->stats.food = 0;
2551 2414
2552 while(op->stats.food<0&&op->stats.hp>0) 2415 if (op->stats.hp < 0)
2553 op->stats.food++,op->stats.hp--; 2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2419 }
2420 }
2554 2421
2555 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])
2556 kill_player(op); 2424 kill_player (op);
2425 }
2557} 2426}
2558
2559
2560 2427
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2430 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2431 * file.
2565 */ 2432 */
2433void
2566void kill_player(object *op) 2434kill_player (object *op)
2567{ 2435{
2568 char buf[MAX_BUF];
2569 int x,y,i; 2436 int x, y;
2570 mapstruct *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2571 int z;
2572 int num_stats_lose;
2573 int lost_a_stat;
2574 int lose_this_stat;
2575 int this_stat;
2576 int will_kill_again; 2438 int will_kill_again;
2577 archetype *at; 2439 archetype *at;
2578 object *tmp; 2440 object *tmp;
2579 2441
2580 if(save_life(op)) 2442 if (save_life (op))
2581 return; 2443 return;
2582 2444
2445 dynbuf_text deathtab;
2583 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
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2484 */
2588 if (op_on_battleground(op, &x, &y)) { 2485 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2486 {
2590 "You have been defeated in combat!"); 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2592 "Local medics have saved your life...");
2593
2594 /* restore player */
2595 at = find_archetype("poisoning");
2596 tmp=present_arch_in_ob(at,op);
2597 if (tmp) {
2598 remove_ob(tmp);
2599 free_object(tmp);
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2601 }
2602 2488
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2609 }
2610
2611 cure_disease(op,0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999;
2614
2615 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2617 if (tmp != NULL) 2491
2618 { 2492 tmp->name = format ("%s's finger" , &op->name);
2619 sprintf(buf,"%s's finger", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2620 tmp->name = buf; 2494 tmp->msg = format (
2621 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",
2622 " the %s, when he was defeated at\n level %d by %s.\n", 2496 &op->name, op->contr->title,
2623 &op->name, op->contr->title, (int)(op->level), 2497 (int)op->level,
2624 op->contr->killer); 2498 op->contr->killer_name ()
2625 tmp->msg=buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0;
2627 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y;
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631 2499 );
2500 tmp->value = 0, tmp->type = 0;
2501 tmp->material = name_to_material (shstr_organic);
2502 tmp->insert_at (op, tmp);
2503
2632 /* teleport defeated player to new destination*/ 2504 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2635 return; 2509 return;
2636 } 2510 }
2637 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2638 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2639 2516
2640 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2641 2518
2642 if(op->stats.food<0) { 2519 op->contr->play_sound (sound_find ("player_dies"));
2643 if (op->contr->explore) {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name);
2650 strcpy(op->contr->killer,"starvation");
2651 }
2652 else {
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name);
2660 }
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2662 2520
2663 /* save the map location for corpse, gravestone*/ 2521 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2522 x = op->x;
2523 y = op->y;
2524 map = op->map;
2665 2525
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2526 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * 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.
2670 * 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.
2671 */ 2529 */
2672 2530
2673 /* Basically two ways to go - remove a stat permanently, or just 2531 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2532 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2533 * of death.
2676 */ 2534 */
2677#ifndef COZY_SERVER 2535#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2536 if (settings.balanced_stat_loss)
2537 {
2679 /* If stat loss is permanent, lose one stat only. */ 2538 /* If stat loss is permanent, lose one stat only. */
2680 /* 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
2681 more if they do. */ 2540 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2541 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2542 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2543 little bit harder. */
2685 /* GD */ 2544 /* GD */
2686 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2546 num_stats_lose = 1;
2692 } 2547 else
2548 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2549 }
2550 else
2551 num_stats_lose = 1;
2552
2693 lost_a_stat = 0; 2553 lost_a_stat = 0;
2694 2554
2695 for (z=0; z<num_stats_lose; z++) { 2555 for (z = 0; z < num_stats_lose; z++)
2696 i = RANDOM() % NUM_STATS; 2556 {
2557 i = rndm (NUM_STATS);
2697 2558
2698 if (settings.stat_loss_on_death) { 2559 if (settings.stat_loss_on_death)
2560 {
2699 /* 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
2700 * what he lost. 2562 * what he lost.
2701 */ 2563 */
2702 change_attr_value(&(op->stats), i,-1); 2564 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2565 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2566 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2567 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2568 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2569 lost_a_stat = 1;
2708 } else { 2570 }
2571 else
2572 {
2709 /* deplete a stat */ 2573 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2711 object *dep; 2575 object *dep;
2576
2577 dep = present_arch_in_ob (deparch, op);
2578 if (!dep)
2712 2579 {
2713 dep = present_arch_in_ob(deparch,op); 2580 dep = deparch->instance ();
2714 if(!dep) {
2715 dep = arch_to_object(deparch);
2716 insert_ob_in_ob(dep, op); 2581 insert_ob_in_ob (dep, op);
2717 } 2582 }
2718 lose_this_stat = 1; 2583 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2584 if (settings.balanced_stat_loss)
2585 {
2720 /* GD */ 2586 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2587 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2588 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2589 if (this_stat < 0)
2590 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2591 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2592 int keep_chance = this_stat * this_stat;
2593
2726 /* Yes, I am paranoid. Sue me. */ 2594 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2595 if (keep_chance < 1)
2728 keep_chance = 1; 2596 keep_chance = 1;
2729 2597
2730 /* There is a maximum depletion total per level. */ 2598 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2599 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2600 {
2732 lose_this_stat = 0; 2601 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2602 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2603 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2604 }
2744 } 2605 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2606 {
2754 if (this_stat>=-50) { 2607 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 lost_a_stat = 1; 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"); */
2760 } 2612 }
2761 } 2613 }
2762 } 2614 }
2763 } 2615
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2616 if (lose_this_stat)
2766 { 2617 {
2767 /* determine_god() seems to not work sometimes... why is this? 2618 this_stat = get_attr_value (&dep->stats, i);
2768 Should I be using something else? GD */ 2619 /* We could try to do something clever like find another
2769 const char *god = determine_god(op); 2620 * stat to reduce if this fails. But chances are, if
2770 if (god && (strcmp(god, "none"))) 2621 * stats have been depleted to -50, all are pretty low
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2622 * and should be roughly the same, so it shouldn't make a
2772 "moment you feel the holy presence of %s protecting" 2623 * difference.
2773 " you.", god); 2624 */
2625 if (this_stat >= -50)
2774 else 2626 {
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2627 change_attr_value (&(dep->stats), i, -1);
2776 " 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 }
2777 } 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.";
2778#endif 2651#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2652
2782 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2654 * exp loss on the stone.
2784 */ 2655 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2657 tmp->name = format ("%s's gravestone", &op->name);
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2788 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",
2789 "who was killed\n" 2660 &op->name, op->contr->title, op->contr->killer_name ());
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2663
2797 /**************************************/ 2664 /**************************************/
2798 /* */ 2665 /* */
2799 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */
2802 /* */ 2667 /* */
2803 /**************************************/ 2668 /**************************************/
2804 2669
2805 /* remove any poisoning and confusion the character may be suffering.*/
2806 /* restore player */
2807 at = find_archetype("poisoning");
2808 tmp=present_arch_in_ob(at,op);
2809 if (tmp) {
2810 remove_ob(tmp);
2811 free_object(tmp);
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2813 }
2814
2815 at = find_archetype("confusion");
2816 tmp=present_arch_in_ob(at,op);
2817 if (tmp) {
2818 remove_ob(tmp);
2819 free_object(tmp);
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2821 }
2822 cure_disease(op,0); /* remove any disease */
2823
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2671 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2830 2672
2831 /* 2673 /*
2832 * 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
2833 * the player has any unpaid items. If so, remove them and put them back 2675 * and put them back in the map.
2834 * in the map. 2676 */
2835 */ 2677 op->drop_unpaid_items ();
2836 2678
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op);
2839
2840 /****************************************/ 2679 /****************************************/
2841 /* */ 2680 /* */
2842 /* Move player to his current respawn- */ 2681 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2682 /* position (usually last savebed) */
2844 /* */ 2683 /* */
2845 /****************************************/ 2684 /****************************************/
2846 2685
2847 enter_player_savebed(op); 2686 enter_player_savebed (op);
2848 2687
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2688 op->contr->braced = 0;
2853 save_player(op,1);
2854 2689
2855 /* it is possible that the player has blown something up 2690 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2691 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2692 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2693 * on the space that might harm the player.
2859 */ 2694 */
2860 will_kill_again=0; 2695 will_kill_again = 0;
2861 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)
2862 if (tmp->type ==SPELL_EFFECT) 2697 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2698 will_kill_again |= tmp->attacktype;
2864 } 2699
2865 if (will_kill_again) { 2700 if (will_kill_again)
2701 {
2866 object *force; 2702 object *force;
2867 int at; 2703 int at;
2868 2704
2869 force=get_archetype(FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1;
2872 force->speed_left=-5.0; 2707 force->speed_left = -5.f;
2873 SET_FLAG(force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2874 for (at=0; at<NROFATTACKS; at++) { 2711 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2876 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);
2877 } 2748 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2749 else
2936 delete_character(op->name,1); 2750 tmp->destroy ();
2937 } 2751 }
2938 } 2752 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2754 }
2980} 2755}
2981 2756
2982/* 2757/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2984 * 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
2985 * was changed. 2760 * was changed.
2986 */ 2761 */
2762void
2763fix_weight ()
2764{
2765 for_all_players (pl)
2766 {
2767 weight_t old = pl->ob->carrying;
2987 2768
2988void fix_weight(void) { 2769 pl->ob->update_weight ();
2989 player *pl; 2770
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 2771 if (old != pl->ob->carrying)
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2772 {
2992 if(old == sum) 2773 pl->ob->update_stats ();
2993 continue; 2774 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2994 fix_player(pl->ob); 2775 }
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2996 &pl->ob->name, old, sum);
2997 } 2776 }
2998} 2777}
2999 2778
3000void fix_luck(void) { 2779void
3001 player *pl; 2780fix_luck ()
3002 for (pl = first_player; pl != NULL; pl = pl->next) 2781{
2782 for_all_players (pl)
3003 if (!pl->ob->contr->state) 2783 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 2784 pl->ob->change_luck (0);
3005} 2785}
3006
3007 2786
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 2787/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 2788 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 2789 * just treat this as any other spell casting object.
3011 */ 2790 */
3012
3013void 2791void
3014cast_dust (object * op, object * throw_ob, int dir) 2792cast_dust (object *op, object *throw_ob, int dir)
3015{ 2793{
3016 object *skop, *spob; 2794 object *skop, *spob;
3017 2795
3018 skop = find_skill_by_name (op, throw_ob->skill); 2796 skop = find_skill_by_name (op, throw_ob->skill);
3019 2797
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 2798 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2799 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 2800 {
3023 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);
3024 &op->name);
3025 return; 2802 return;
3026 } 2803 }
3027 2804
3028 spob = throw_ob->inv; 2805 spob = throw_ob->inv;
3029 2806
3030 // 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
3031 // 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
3032 // errors should be reported as early as possible IMHO) 2809 // errors should be reported as early as possible IMHO)
3033 if (!spob) 2810 if (!spob)
3034 { 2811 {
3035 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);
3036 &throw_ob->name, &op->name);
3037 return; 2813 return;
3038 } 2814 }
3039 2815
3040 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3041 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);
3042 2818
3043 cast_spell (op, throw_ob, dir, spob, NULL); 2819 cast_spell (op, throw_ob, dir, spob, NULL);
3044 2820
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2821 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 2822}
3049 2823
2824void
3050void make_visible (object *op) { 2825make_visible (object *op)
3051 op->hide = 0; 2826{
2827 op->flag [FLAG_HIDDEN] = 0;
3052 op->invisible = 0; 2828 op->invisible = 0;
2829
3053 if(op->type==PLAYER) { 2830 if (op->type == PLAYER)
2831 {
3054 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 2833 op->contr->invis_race = 0;
3056 } 2834 }
2835
3057 update_object(op,UP_OBJ_FACE); 2836 update_object (op, UP_OBJ_CHANGE);
3058} 2837}
3059 2838
2839int
3060int is_true_undead(object *op) { 2840is_true_undead (object *op)
3061 object *tmp=NULL; 2841{
3062 2842 if (op->arch->flag [FLAG_UNDEAD])
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2843 return 1;
3064 2844
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 2845 return 0;
3070} 2846}
3071 2847
3072/* look at the surrounding terrain to determine 2848/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 2849 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 2850 * indicate greater hideability.
3075 */ 2851 */
3076 2852int
3077int hideability(object *ob) { 2853hideability (object *ob)
2854{
3078 int i,level=0, mflag; 2855 int i, level = 0, mflag;
3079 sint16 x,y; 2856 sint16 x, y;
3080 2857
3081 if(!ob||!ob->map) return 0; 2858 if (!ob || !ob->map)
2859 return 0;
3082 2860
3083 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3085 2863
3086 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3087 * 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
3088 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2867 if (ob->has_carried_lights ())
2868 level = -(10 + (2 * ob->map->darklevel ()));
3090 2869
3091 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3092 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 2876 if (mflag & P_OUT_OF_MAP)
2877 continue;
2878
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 2880 level += 2;
3097 else /* open terrain! */ 2881 else /* open terrain! */
3098 level -= 1; 2882 level -= 1;
3099 } 2883 }
3100 2884
3101#if 0 2885#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2886 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 2887#endif
3104 return level; 2888 return level;
3105} 2889}
3106 2890
3107/* For Hidden creatures - a chance of becoming 'unhidden' 2891/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 2892 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 2893 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 2895 */
3112 2896void
3113void do_hidden_move (object *op) { 2897do_hidden_move (object *op)
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2898{
3115 object *skop; 2899 int hide = 0;
3116 2900
3117 if(!op || !op->map) return; 2901 if (!op || !op->map)
2902 return;
3118 2903
3119 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);
3120 2906
3121 /* 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! */
3122 if(op->type==PLAYER && op->contr->run_on) { 2908 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 2909 if (!skop || num >= skop->level)
2910 {
3124 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!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 2912 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2913 return;
3135 "You moved out of hiding! You are visible!");
3136 } 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 }
3137 else if (op->type == PLAYER && skop) { 2929 else if (op->type == PLAYER && skop)
3138 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);
3139 }
3140} 2931}
3141 2932
3142/* determine if who is standing near a hostile creature. */ 2933/* determine if who is standing near a hostile creature. */
3143 2934
2935int
3144int stand_near_hostile( object *who ) { 2936stand_near_hostile (object *who)
2937{
3145 object *tmp=NULL; 2938 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 2939 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 2940 maptile *m;
3148 sint16 x,y; 2941 sint16 x, y;
3149 2942
3150 if(!who) return 0; 2943 if (!who)
3151
3152 if(who->type==PLAYER) player=1;
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3154
3155 /* search adjacent squares */
3156 for(i=1;i<9;i++) {
3157 x = who->x+freearr_x[i];
3158 y = who->y+freearr_y[i];
3159 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space.
3163 */
3164 if (mflags & P_OUT_OF_MAP) continue;
3165 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3166
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3168 if((player||friendly)
3169 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3170 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 }
3177 }
3178 }
3179 return 0; 2944 return 0;
3180}
3181 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
3182/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3184 * 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
3185 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3186 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3187 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3188 * in? Realistically, most of use cant see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3189 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3190 * imply the way your head, or body is facing? Its possible 2986 * imply the way your head, or body is facing? It's possible
3191 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
3192 * -b.t. 2988 * -b.t.
3193 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3194 */ 2990 */
3195 2991int
3196int player_can_view (object *pl,object *op) { 2992player_can_view (object *pl, object *op)
2993{
3197 rv_vector rv; 2994 rv_vector rv;
3198 int dx,dy; 2995 int dx, dy;
3199 2996
3200 if(pl->type!=PLAYER) { 2997 if (pl->type != PLAYER)
2998 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 2999 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3000 return -1;
3203 } 3001 }
3204 if (!pl || !op) return 0;
3205 3002
3206 if(op->head) { op = op->head; } 3003 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 return 0; 3004 return 0;
3230}
3231 3005
3232/* routine for both players and monsters. We call this when 3006 op = op->head_ ();
3233 * there is a possibility for our action distrubing our hiding 3007
3234 * place or invisiblity spell. Artefact invisiblity is not 3008 get_rangevector (pl, op, &rv, 0x1);
3235 * effected by this. If we arent invisible to begin with, we 3009
3236 * 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.
3237 */ 3015 */
3238int 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;
3239 3020
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3242 return 0;
3243
3244 if (op->contr && op->contr->tmp_invis == 0) return 0;
3245
3246 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3248 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3249 return 1; 3022 return 1;
3250 } 3023
3024 op = op->more;
3251 } 3025 }
3026
3252 return 0; 3027 return 0;
3253} 3028}
3254 3029
3255/* op_on_battleground - checks if the given object op (usually 3030/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3031 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3032 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3033 * -exit-coord. (and if x, y not NULL)
3259 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3034 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3260 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3035 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3261 * Default is to do the same as before, so only people wanting to have different points need worry about this 3036 * Default is to do the same as before, so only people wanting to have different points need worry about this
3262 */ 3037 */
3038int
3263int op_on_battleground (object *op, int *x, int *y) { 3039op_on_battleground (object *op, int *x, int *y)
3264 object *tmp; 3040{
3265
3266 /* A battleground-tile needs the following attributes to be valid: 3041 /* A battleground-tile needs the following attributes to be valid:
3267 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3042 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3043 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3048 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3049 if (tmp->flag [FLAG_IS_FLOOR])
3275 strcmp(tmp->name, "battleground")==0 && 3050 {
3276 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 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3056 /* before we assign the exit, check if this is a teambattle */
3278 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))
3279 object *invtmp;
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3060 {
3283 if (x != NULL && y != NULL) 3061 if (x && y)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3063
3285 return 1; 3064 return 1;
3286 }
3287 } 3065 }
3288 } 3066
3289 if (x != NULL && y != NULL) 3067 if (x && y)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3069
3291 return 1; 3070 return 1;
3071 }
3292 } 3072 }
3293 }
3294 } 3073 }
3074
3295 /* If we got here, did not find a battleground */ 3075 /* If we got here, did not find a battleground */
3296 return 0; 3076 return 0;
3297} 3077}
3298 3078
3299/* 3079/*
3303 * attributes: 3083 * attributes:
3304 * object *who the dragon player 3084 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3085 * int atnr the attack-number of the ability focus
3306 * int level ability level 3086 * int level ability level
3307 */ 3087 */
3088void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3089dragon_ability_gain (object *who, int atnr, int level)
3090{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3091 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3092 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3093 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3094 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3095 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3096 int i = 0, j = 0;
3315 3097
3316 /* get the appropriate treasurelist */ 3098 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3099 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3100 trlist = treasurelist::find (shstr_dragon_ability_fire);
3319 else if (atnr == ATNR_COLD) 3101 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3102 trlist = treasurelist::find (shstr_dragon_ability_cold);
3321 else if (atnr == ATNR_ELECTRICITY) 3103 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3104 trlist = treasurelist::find (shstr_dragon_ability_elec);
3323 else if (atnr == ATNR_POISON) 3105 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3106 trlist = treasurelist::find (shstr_dragon_ability_poison);
3325 3107
3326 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))
3327 return; 3125 return;
3328 3126
3329 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);
3330 tr = tr->next, i++); 3128 do_learn_spell (who, item, 0);
3331 3129 return;
3332 if (tr == NULL || tr->item == NULL) { 3130 }
3333 /* 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))
3334 return; 3141 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3142 if (item->invisible)
3143 {
3358 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);
3359 do_learn_spell (who, item->inv, 0); 3145 do_learn_spell (who, item->inv, 0);
3360 return; 3146 return;
3361 } 3147 }
3362 } 3148 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3149 else if (item->type == SKILL_TOOL && item->invisible)
3150 {
3364 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 {
3365 3153
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3154 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * in this way, if the player is missing any of the attacktypes, he gets 3155 * in this way, if the player is missing any of the attacktypes, he gets
3368 * them. As it is now, if the player has any that match the granted skill, 3156 * them. As it is now, if the player has any that match the granted skill,
3369 * but not all of them, he gets nothing. 3157 * but not all of them, he gets nothing.
3370 */ 3158 */
3371 if (!(skop->attacktype & item->attacktype)) { 3159 if (!(skop->attacktype & item->attacktype))
3160 {
3372 /* Give new attacktype */ 3161 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3162 skop->attacktype |= item->attacktype;
3374 3163
3375 /* always add physical if there's none */ 3164 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3165 skop->attacktype |= AT_PHYSICAL;
3377 3166
3378 if (item->msg != NULL) 3167 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3168 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3169
3381 /* Give player new face */ 3170 /* Give player new face */
3382 if (item->animation_id) { 3171 if (item->animation_id)
3172 {
3383 who->face = skop->face; 3173 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3174 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3175 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3176 who->last_anim = 0;
3387 who->state = 0; 3177 who->state = 0;
3388 animate_object(who, who->direction); 3178 animate_object (who, who->direction);
3389 } 3179 }
3390 } 3180 }
3391 } 3181 }
3392 } 3182 }
3393 else if (item->type == FORCE) { 3183 else if (item->type == FORCE)
3184 {
3394 /* forces in the treasurelist can alter the player's stats */ 3185 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3186 object *skin;
3187
3396 /* first get the dragon skin force */ 3188 /* first get the dragon skin force */
3397 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)
3398 skin=skin->below); 3190 ;
3399 if (skin == NULL) return; 3191
3400 3192 if (!skin)
3193 return;
3194
3401 /* adding new spellpath attunements */ 3195 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3196 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3197 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3198 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3199
3405 /* print message */ 3200 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3201 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3202 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3203 {
3408 if(item->path_attuned & (1<<i)) { 3204 if (item->path_attuned & (1 << i))
3205 {
3409 if (j) 3206 if (j)
3410 strcat(buf," and "); 3207 strcat (buf, " and ");
3411 else 3208 else
3412 j = 1; 3209 j = 1;
3413 strcat(buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3414 } 3211 }
3415 } 3212 }
3213
3416 strcat(buf,"."); 3214 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3216 }
3419 3217
3420 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3422 SET_FLAG(skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3424 SET_FLAG(skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3427 3225
3428 /* print message if there is one */ 3226 /* print message if there is one */
3429 if (item->msg != NULL) 3227 if (item->msg != NULL)
3430 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
3431 } 3231 {
3432 else {
3433 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3435 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));
3436 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3437 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp);
3439 } 3236 }
3440} 3237}
3441 3238
3442/** 3239//-GPL
3443 * Unready an object for a player. This function does nothing if the object was
3444 * not readied.
3445 */
3446void player_unready_range_ob(player *pl, object *ob) {
3447 rangetype i;
3448 3240
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3241sint8
3450 if (pl->ranges[i] == ob) { 3242player::darkness_at (maptile *map, int x, int y) const
3451 pl->ranges[i] = NULL; 3243{
3452 if (pl->shoottype == i) { 3244 if (!ns)
3453 pl->shoottype = range_none; 3245 return LOS_BLOCKED;
3454 } 3246
3455 } 3247 int dx, dy;
3456 } 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);
3457} 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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