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Comparing deliantra/server/server/player.C (file contents):
Revision 1.17 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.296 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 1.17 2006/09/07 10:01:58 pippijn 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 ( (size_t) strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 75
208 if (!p) 76 ob->remove ();
209 { 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
210 p = new player; 78 ob->map = 0;
79 party = 0;
211 80
212 /* This adds the player in the linked list. There is extra 81 players.erase (this);
213 * complexity here because we want to add the new player at the 82}
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 83
226 p->next = NULL; 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
227 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
228 116
229 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 * for next and socket. 118 if (tmp->type == FORCE)
231 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
232 p->clear (); 120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
233 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
234 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 211 * we deal with that below this point.
236 */ 212 */
237 p->party = NULL; 213 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 214 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 216
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
248 218
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 219 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 220 bowtype = bow_normal;
266 p->petmode = pet_normal; 221 petmode = pet_normal;
267 p->listening = 10;
268 p->usekeys = containers; 222 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 224 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 225
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 226 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 227 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race;
278
279 CLEAR_FLAG (op, FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i = 0; i < NROFATTACKS; i++)
292 {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 228}
302 229
303/* This loads the first map an puts the player on it. */ 230void
304static void set_first_map(object *op) 231player::do_destroy ()
305{ 232{
306 strcpy(op->contr->maplevel, first_map_path); 233 disconnect ();
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311 234
312/* Tries to add player on the connection passwd in ns. 235 attachable::do_destroy ();
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316 236
317int add_player(NewSocket *ns) { 237 if (ob)
318 player *p; 238 ob->destroy ();
319 239
320 p=get_player(NULL); 240 ob = observe = viewpoint = 0;
321 p->socket = *ns; 241}
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332 242
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 243player::~player ()
334 add_friendly_object(p->ob); 244{
335 send_rules(p->ob); 245 /* Clear item stack */
336 send_news(p->ob); 246 free (stack_items);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340} 247}
341 248
342/* 249/*
343 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
346 */ 253 */
254static archetype *
347archetype *get_player_archetype(archetype* at) 255get_player_archetype (archetype *at)
348{ 256{
349 archetype *start = at; 257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
350 for (;;) { 265 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 266 {
362} 267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
363 271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
275}
364 276
277/* Tries to add player on the connection passed in ns.
278 * All we can really get in this is some settings like host and display
279 * mode.
280 */
281player *
282player::create ()
283{
284 player *pl = new player;
285
286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
293
294 return pl;
295}
296
297object *
365object *get_nearest_player(object *mon) { 298get_nearest_player (object *mon)
299{
366 object *op = NULL; 300 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 301 objectlink *ol;
369 unsigned lastdist; 302 unsigned lastdist;
370 rv_vector rv; 303 rv_vector rv;
371 304
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 306 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 308 continue;
399 309
400 if(lastdist>rv.distance) { 310 if (lastdist > rv.distance)
311 {
401 op=ol->ob; 312 op = ol->ob;
402 lastdist=rv.distance; 313 lastdist = rv.distance;
403 } 314 }
404 } 315 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 316
317 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 318 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 319 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 320 {
413 } 321 op = pl->ob;
322 lastdist = rv.distance;
323 }
324
414#if 0 325#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 326 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 327#endif
417 return op; 328 return op;
418} 329}
419 330
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 331/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 332 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 333 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 348 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 349 * is probably not a good thing.
439 */ 350 */
440#define MAX_SPACES 50 351#define MAX_SPACES 50
441
442 352
443/* 353/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 355 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 356 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 369 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 370 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 371 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 372 * is blocking itself.
463 */ 373 */
374int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 375path_to_player (object *mon, object *pl, unsigned mindiff)
376{
465 rv_vector rv; 377 rv_vector rv;
466 sint16 x,y; 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 char mapname[MAX_BUF]; 735 else
1004 snprintf(mapname, MAX_BUF-1, "%s/%s",
1005 first_map_ext_path, &op->arch->name);
1006 tmp=get_object();
1007 EXIT_PATH(tmp) = mapname;
1008 EXIT_X(tmp) = op->x;
1009 EXIT_Y(tmp) = op->y;
1010 enter_exit(op,tmp); /* we don't really care if it succeeded;
1011 * if the map isn't there, then stay on the
1012 * default initial map */
1013 free_object(tmp);
1014 } else {
1015 LOG(llevDebug,"first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
1016 } 737}
1017 return 0;
1018 }
1019 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{
1020 /* Following actually changes the race - this is the default command 761 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above. 762 * if we don't match with one of the options above.
1022 */ 763 */
1023 764
1024 tmp_loop = 0; 765 do
1025 while(!tmp_loop) { 766 {
1026 shstr name = op->name; 767 shstr name = ob->name;
1027 int x = op->x, y = op->y; 768 int x = ob->x, y = ob->y;
769
1028 remove_statbonus(op); 770 ob->remove_statbonus ();
1029 remove_ob (op); 771 ob->remove ();
1030 op->arch = get_player_archetype(op->arch); 772 ob->arch = get_player_archetype (ob->arch);
1031 copy_object (&op->arch->clone, op); 773 ob->arch->copy_to (ob);
1032 op->instantiate (); 774 ob->instantiate ();
1033 op->stats = op->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
1034 op->name = op->name_pl = name; 776 ob->name = ob->name_pl = name;
1035 op->x = x; 777 ob->x = x;
1036 op->y = y; 778 ob->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 781 assign (ob->contr->title, ob->arch->object::name);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041 add_statbonus(op); 782 ob->add_statbonus ();
1042 tmp_loop=allowed_class(op);
1043 } 783 }
784 while (!allowed_class (ob));
785
1044 update_object(op,UP_OBJ_FACE); 786 update_object (ob, UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op); 787 esrv_update_item (UPD_FACE, ob, ob);
1046 fix_player(op); 788 ob->update_stats ();
1047 op->stats.hp=op->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
1049 op->stats.grace=0; 791 ob->stats.grace = 0;
1050 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg);
1052 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1053 return 0;
1054} 792}
1055 793
1056int key_confirm_quit(object *op, char key) 794static void
1057{
1058 char buf[MAX_BUF];
1059
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1061 op->contr->state=ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1063 return 1;
1064 }
1065
1066 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr);
1068
1069 terminate_all_pets(op);
1070 leave_map(op);
1071 op->direction=0;
1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1073 "%s quits the game.", &op->name);
1074
1075 strcpy(op->contr->killer,"quit");
1076 check_score(op);
1077 op->contr->party=NULL;
1078 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0';
1080
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 mapstruct *mp, *next;
1083
1084 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1089 for (mp=first_map; mp!=NULL; mp=next) {
1090 next = mp->next;
1091 if (!strncmp(mp->path, buf, strlen(buf)))
1092 delete_map(mp);
1093 }
1094
1095 delete_character(op->name, 1);
1096 }
1097 play_again(op);
1098 return 1;
1099}
1100
1101void flee_player(object *op) { 795flee_player (object *op)
796{
1102 int dir,diff; 797 int dir, diff;
1103 rv_vector rv; 798 rv_vector rv;
1104 799
1105 if(op->stats.hp < 0) { 800 if (op->stats.hp < 0)
801 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
1107 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))))
1108 return; 829 return;
1109 } 830 }
1110 831
1111 if(op->enemy==NULL) {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED);
1114 return;
1115 }
1116
1117 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled.
1120 */
1121 if (op->enemy->map == NULL) {
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 op->enemy=NULL;
1124 return;
1125 }
1126
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 op->enemy=NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED);
1130 return;
1131 }
1132 get_rangevector(op, op->enemy, &rv, 0);
1133
1134 dir=absdir(4+rv.direction);
1135 for(diff=0;diff<3;diff++) {
1136 int m=1-(RANDOM()&2);
1137 if(move_ob(op,absdir(dir+diff*m),op)||
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139 return;
1140 }
1141 }
1142 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1144 op->enemy=NULL; 834 op->enemy = NULL;
1145} 835}
1146
1147 836
1148/* 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.
1149 * 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
1150 * stop. 839 * stop.
1151 */ 840 */
841int
1152int check_pick(object *op) { 842check_pick (object *op)
843{
1153 object *tmp, *next; 844 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 845 int stop = 0;
1156 int j, k, wvratio; 846 int wvratio;
1157 char putstring[128], tmpstr[16];
1158 847
1159
1160 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1162 return 1; 850 return 1;
1163 851
1164 op_tag = op->count;
1165
1166 next = op->below; 852 next = op->below;
1167 if (next) 853
1168 next_tag = next->count; 854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1169 856
1170 /* 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
1171 * destroyed */ 858 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 859 while (next && !next->destroyed ())
1173 { 860 {
1174 tmp = next; 861 tmp = next;
1175 next = tmp->below; 862 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 863
1179 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 ())
1180 return 0; 871 return 0;
1181 872
1182 if ( ! can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1183 continue; 874 continue;
1184 875
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 877 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1189 continue; 881 continue;
1190 }
1191
1192 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) {
1194 switch (op->contr->mode) {
1195 case 0: return 1; /* don't pick up */
1196 case 1: pick_up (op, tmp);
1197 return 1;
1198 case 2: pick_up (op, tmp);
1199 return 0;
1200 case 3: return 0; /* stop before pickup */
1201 case 4: pick_up (op, tmp);
1202 break;
1203 case 5: pick_up (op, tmp);
1204 stop = 1;
1205 break;
1206 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1209 pick_up(op, tmp);
1210 break;
1211
1212 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp);
1215 break;
1216
1217 default:
1218 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100
1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1222 >= op->contr->mode)
1223 pick_up(op,tmp);
1224 } 882 }
1225 } 883
1226 else { /* old model */
1227 /* NEW pickup handling */ 884 /* pickup handling */
1228 if(op->contr->mode & PU_DEBUG) 885 if (op->contr->mode & PU_DEBUG)
1229 { 886 {
1230 /* some debugging code to figure out item information */ 887 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL) 888 const char *str = tmp->name
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 889 ? format ("item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1235 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 891 : format ("item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring); 894 new_draw_info (NDI_UNIQUE, 0, op, str);
1240
1241 sprintf(putstring,"...flags: ");
1242 for(k=0;k<4;k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 {
1248 sprintf(tmpstr,"%d ",k*32+j);
1249 strcat(putstring, tmpstr);
1250 }
1251 } 895 }
1252 }
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1254 896
1255#if 0 897 if (op->contr->mode & PU_INHIBIT)
1256 /* print the flags too */ 898 return 1;
1257 for(k=0;k<4;k++) 899
1258 { 900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 901 return 1;
1260 for(j=0;j<32;j++) 902
1261 {
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1263 if(!((j+1)%4))fprintf(stderr," ");
1264 }
1265 fprintf(stderr," [%d]\n", k*32);
1266 }
1267#endif
1268 }
1269 /* philosophy: 903 /* philosophy:
1270 * 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
1271 * generic. This takes no game-time. For more detailed pickups 905 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a 906 * and selections, select-items should be used. This is a
1273 * 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
1274 * example. 908 * example.
1275 * 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
1276 * 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
1277 * convert to decimal and then 'pickup <#> 911 * convert to decimal and then 'pickup <#>
1280 /* the first two modes are exclusive: if NOTHING we return, if 914 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially, 915 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */ 916 * meaning if any test passes, the item gets picked up. */
1283 917
1284 /* if mode is set to pick nothing up, return */ 918 /* if mode is set to pick nothing up, return */
1285
1286 if(op->contr->mode & PU_NOTHING) return 1; 919 if (op->contr->mode == PU_NOTHING)
920 return 1;
1287 921
1288 /* if mode is set to stop when encountering objects, return */ 922 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick 923 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */ 924 * anything up */
1291
1292 if(op->contr->mode & PU_STOP) return 0; 925 if (op->contr->mode & PU_STOP)
926 return 0;
1293 927
1294 /* useful for going into stores and not losing your settings... */ 928 /* useful for going into stores and not losing your settings... */
1295 /* 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
1296 * fighting */ 930 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1; 931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
1298 933
1299 /* prevent us from turning into auto-thieves :) */ 934 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 935 if (tmp->flag [FLAG_UNPAID])
936 continue;
1301 937
1302 /* ignore known cursed objects */ 938 /* ignore known cursed objects */
1303 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;
1304 941
1305 /* all food and drink if desired */ 942 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */ 943 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD) 944 if (op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD) 945 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 946 {
947 CHK_PICK_PICKUP;
948 continue;
949 }
950
1310 if(op->contr->mode & PU_DRINK) 951 if (op->contr->mode & PU_DRINK)
1311 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]))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
1313 957
1314 if(op->contr->mode & PU_POTION) 958 if (op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION) 959 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
1317 964
1318 /* spellbooks, skillscrolls and normal books/scrolls */ 965 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK) 966 if (op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK) 967 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
1322 if(op->contr->mode & PU_SKILLSCROLL) 973 if (op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL) 974 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
1325 if(op->contr->mode & PU_READABLES) 980 if (op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL) 981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
1328 986
1329 /* wands/staves/rods/horns */ 987 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE) 988 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 989 if (tmp->type == WAND
1332 { 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 }
1333 997
1334 /* pick up all magical items */ 998 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1337 { 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 }
1338 1006
1339 if(op->contr->mode & PU_VALUABLES) 1007 if (op->contr->mode & PU_VALUABLES)
1340 { 1008 {
1341 if (tmp->type == MONEY || tmp->type == GEM) 1009 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1343 } 1014 }
1344 1015
1345 /* rings & amulets - talismans seems to be typed AMULET */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS) 1017 if (op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET) 1018 if (tmp->type == RING
1348 { 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 }
1349 1034
1350 /* bows and arrows. Bows are good for selling! */ 1035 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW) 1036 if (op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW) 1037 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1354 if(op->contr->mode & PU_ARROW) 1043 if (op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW) 1044 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1357 1049
1358 /* all kinds of armor etc. */ 1050 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR) 1051 if (op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR) 1052 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1362 if(op->contr->mode & PU_HELMET) 1058 if (op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET) 1059 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1365 if(op->contr->mode & PU_SHIELD) 1065 if (op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD) 1066 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1368 if(op->contr->mode & PU_BOOTS) 1072 if (op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS) 1073 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1371 if(op->contr->mode & PU_GLOVES) 1079 if (op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES) 1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1374 if(op->contr->mode & PU_CLOAK) 1086 if (op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK) 1087 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1377 1092
1378 /* hoping to catch throwing daggers here */ 1093 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON) 1094 if (op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1382 1100
1383 /* careful: chairs and tables are weapons! */ 1101 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON) 1102 if (op->contr->mode & PU_ALLWEAPON)
1385 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1387 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391 } 1103 {
1392 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 }
1393 { 1110 }
1394 if(strstr(tmp->arch->name,"table")==NULL &&
1395 strstr(tmp->arch->name,"chair")==NULL)
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397 }
1398 }
1399 1111
1400 /* misc stuff that's useful */ 1112 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY) 1113 if (op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1115 {
1116 CHK_PICK_PICKUP;
1117 continue;
1118 }
1404 1119
1405 /* 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
1406 * pickups */ 1121 * pickups */
1407 if(op->contr->mode & PU_RATIO) 1122 if (op->contr->mode & PU_RATIO)
1408 { 1123 {
1409 /* use value density to decide what else to grab */ 1124 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */ 1125 /* >=7 was >= op->contr->mode */
1411 /* >=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
1412 * and multiply them by 5, giving 0..15*5== 5..75 */ 1127 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5; 1128 wvratio = op->contr->mode & PU_RATIO;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio) 1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1415 { 1130 {
1416 pick_up(op, tmp);
1417#if 0 1131#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) { 1133 if (tmp->name != NULL)
1134 {
1420 fprintf(stderr,"%s", tmp->name); 1135 fprintf (stderr, "%s", tmp->name);
1421 } 1136 }
1137 else
1422 else fprintf(stderr,"%s",tmp->arch->name); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1423 fprintf(stderr,",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1424 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))));
1425#endif 1141#endif
1142 CHK_PICK_PICKUP;
1426 continue; 1143 continue;
1427 } 1144 }
1145 } /* the new pickup model */
1428 } 1146 }
1429 } /* the new pickup model */ 1147
1430 }
1431 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;
1432} 1184}
1433 1185
1434/* 1186/*
1435 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1189 * found object is returned.
1438 */ 1190 */
1191static object *
1439object *find_arrow(object *op, const char *type) 1192find_arrow (object *op, const char *type)
1440{ 1193{
1441 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);
1442 1197
1443 for(op=op->inv; op; op=op->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1445 QUERY_FLAG(op,FLAG_APPLIED)) 1200 if (object *arrow = find_arrow (tmp, type))
1446 tmp = find_arrow (op, type); 1201 {
1447 else if (op->type==ARROW && op->race==type) 1202 splay (tmp);
1448 return op; 1203 return arrow;
1204 }
1205
1449 return tmp; 1206 return 0;
1450} 1207}
1451 1208
1452/* 1209/*
1453 * 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
1454 * 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
1455 * 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
1456 * 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.
1457 */ 1214 */
1458 1215static object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1460{ 1217{
1461 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1463 1220
1464 if (!type) 1221 if (!type)
1465 return NULL; 1222 return NULL;
1466 1223
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1225 {
1468 if (arrow->type==CONTAINER && arrow->race==type && 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1227 {
1470 i = 0; 1228 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1472 if (i > betterby) { 1231 if (i > betterby)
1232 {
1473 tmp = ntmp; 1233 tmp = ntmp;
1474 betterby = i; 1234 betterby = i;
1475 } 1235 }
1236 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1237 else if (arrow->type == ARROW && arrow->race == type)
1238 {
1477 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1240 if (target->race && arrow->slaying.contains (target->race))
1479 strstr(arrow->slaying, target->race)) { 1241 {
1480 if (arrow->attacktype & AT_DEATH) { 1242 if (arrow->attacktype & AT_DEATH)
1243 {
1481 *better = 100; 1244 *better = 100;
1482 return arrow; 1245 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1246 }
1487 } else { 1247 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494 }
1495 } 1248 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1249 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1503 } 1251 }
1504 } 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 }
1505 } 1277 }
1278 }
1506 } 1279 }
1280
1507 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1282 return find_arrow (op, type);
1509 1283
1510 *better = betterby; 1284 *better = betterby;
1511 return tmp; 1285 return tmp;
1512} 1286}
1513 1287
1514/* 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
1515 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1290 * op = the shooter
1517 * type = bow->race 1291 * type = bow->race
1518 * dir = fire direction 1292 * dir = fire direction
1519 */ 1293 */
1520 1294static object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1522{ 1296{
1523 object *tmp = NULL; 1297 object *tmp = NULL;
1524 mapstruct *m; 1298 maptile *m;
1525 int i, mflags, found, number; 1299 int i, mflags, found, number;
1526 sint16 x, y; 1300 sint16 x, y;
1527 1301
1528 if (op->map == NULL) 1302 if (op->map == NULL)
1529 return find_arrow(op, type); 1303 return find_arrow (op, type);
1530 1304
1531 /* do a dex check */ 1305 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1306 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1307 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1534 return find_arrow(op, type); 1308 return find_arrow (op, type);
1535 1309
1536 m = op->map; 1310 m = op->map;
1537 x = op->x; 1311 x = op->x;
1538 y = op->y; 1312 y = op->y;
1539 1313
1540 /* find the first target */ 1314 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1315 for (i = 0, found = 0; i < 20; i++)
1316 {
1542 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1322 {
1546 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])
1547 break; 1338 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1339 }
1565 if (tmp == NULL) 1340
1341 if (!tmp)
1566 return find_arrow(op, type); 1342 return find_arrow (op, type);
1567 1343
1568 if (tmp->head) 1344 if (tmp->head)
1569 tmp = tmp->head; 1345 tmp = tmp->head;
1570 1346
1571 return find_better_arrow(op, tmp, type, &i); 1347 return find_better_arrow (op, tmp, type, &i);
1572} 1348}
1573 1349
1574/* 1350/*
1575 * Creature fires a bow - op can be monster or player. Returns 1351 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1352 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1355 * dir is the direction of fire.
1580 * 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)
1581 * 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
1582 * player fire modes. 1358 * player fire modes.
1583 */ 1359 */
1360int
1584int 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)
1585 sint16 sx, sint16 sy)
1586{ 1362{
1587 object *left, *bow; 1363 object *left, *bow;
1588 tag_t left_tag, tag; 1364 int mflags;
1589 int bowspeed, mflags; 1365 maptile *m;
1590 mapstruct *m;
1591 1366
1592 if (!dir) { 1367 if (!dir)
1368 {
1593 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!");
1594 return 0; 1370 return 0;
1371 }
1372
1373 if (op->contr)
1374 bow = op->current_weapon;
1375 else
1595 } 1376 {
1596 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow];
1598 else {
1599 for(bow=op->inv; bow; bow=bow->below) 1377 for (bow = op->inv; bow; bow = bow->below)
1600 /* 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
1601 * 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.
1602 */ 1380 */
1603 if(bow->type==BOW) 1381 if (bow->type == BOW)
1604 break; 1382 break;
1605 1383
1606 if (!bow) { 1384 if (!bow)
1385 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1387 return 0;
1609 } 1388 }
1389
1390 // optimisation: move object to top so we will find it quickly again
1391 splay (bow);
1610 } 1392 }
1393
1611 if( !bow->race || !bow->skill) { 1394 if (!bow->race || !bow->skill)
1395 {
1612 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);
1613 return 0; 1397 return 0;
1614 } 1398 }
1615 1399
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617
1618 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1621 if (bowspeed < 1)
1622 bowspeed = 1;
1623
1624 if (arrow == NULL) { 1400 if (arrow == NULL)
1401 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1403 {
1626 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1630 else 1407 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1409
1632 return 0; 1410 return 0;
1633 } 1411 }
1634 } 1412 }
1413
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1414 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1415 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1416 return 0;
1638 } 1417
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1418 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1419 {
1640 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.");
1641 return 0; 1421 return 0;
1642 } 1422 }
1643 1423
1644 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1425 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1426 {
1647 free_object(arrow); 1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1428 arrow->destroy ();
1648 return 0; 1429 return 0;
1649 } 1430 }
1650 1431
1651 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count; 1433 arrow = arrow->split ();
1653 arrow = get_split_ob(arrow, 1); 1434 if (!arrow)
1654 if (arrow == NULL) { 1435 {
1655 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);
1656 return 0; 1437 return 0;
1657 } 1438 }
1658 set_owner(arrow, op); 1439
1440 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1441 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1442 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1443
1665 if (op->type == PLAYER) {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1667 fix_player(op);
1668 }
1669
1670 SET_ANIMATION(arrow, arrow->direction);
1671 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1672 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1674 if (arrow->slaying != NULL) 1447 arrow->custom_name = arrow->slaying;
1675 arrow->spellarg = strdup_local(arrow->slaying);
1676 1448
1677 /* Note that this was different for monsters - they got their level 1449#if 0
1678 * added to the damage. I think the strength bonus is more proper. 1450 if (player *pl = op->contr)
1679 */
1680 1451 {
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1452 float speed = pl->weapon_sp;
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 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
1685 /* update the speed */ 1466 /* update the speed */
1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1687 0 : dam_bonus[op->stats.Str]) +
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0;
1690 1467
1691 if (arrow->speed < 1.0)
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 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 ));
1695 1473
1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1475
1696 if (op->type == PLAYER) { 1476 if (op->type == PLAYER)
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1477 {
1698 (op->chosen_skill?op->chosen_skill->level:op->level) -
1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1478 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1479 wc -= dex_bonus[op->stats.Dex];
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1705 arrow->stats.wc + wc_mod;
1706 1480
1481 if (!arrow->slaying)
1482 arrow->slaying = op->slaying;
1483
1484 arrow->attacktype |= op->attacktype;
1485 }
1486 else
1487 {
1707 arrow->level = op->level; 1488 arrow->level = op->level;
1708 } 1489 arrow->stats.wc -= bow->magic;
1709 if (arrow->attacktype == AT_PHYSICAL) 1490
1710 arrow->attacktype |= bow->attacktype; 1491 if (!arrow->slaying)
1711 if (bow->slaying != NULL)
1712 arrow->slaying = bow->slaying; 1492 arrow->slaying = bow->slaying;
1713 1493
1714 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);
1715 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1717 1504
1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1505 op->play_sound (sound_find ("fire_arrow"));
1719 tag = arrow->count; 1506 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1507
1722 if (!was_destroyed(arrow, tag)) 1508 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1509 move_arrow (arrow);
1724 1510
1725 if (op->type == PLAYER) {
1726 if (was_destroyed (left, left_tag))
1727 esrv_del_item(op->contr, left_tag);
1728 else
1729 esrv_send_item(op, left);
1730 }
1731 return 1; 1511 return 1;
1732} 1512}
1733 1513
1734/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1515 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1519 * hence the function name.
1740 */ 1520 */
1521static int
1741int player_fire_bow(object *op, int dir) 1522player_fire_bow (object *op, int dir)
1742{ 1523{
1743 int ret=0, wcmod=0; 1524 int ret;
1744 1525
1745 if (op->contr->bowtype == bow_bestarrow) { 1526 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1527 {
1747 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);
1748 dir, 0, op->x, op->y); 1529 }
1749 } 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 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1751 wcmod =-1;
1752 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1533 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1753 op->x, op->y); 1534 }
1754 } 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 */
1755 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);
1756 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1758 } else if (op->contr->bowtype == bow_spreadshot) {
1759 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1760 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1762
1763 } else {
1764 /* Simple case */
1765 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1766 } 1551 }
1552
1767 return ret; 1553 return ret;
1768} 1554}
1769
1770 1555
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1773 */ 1558 */
1559static void
1774void fire_misc_object(object *op, int dir) 1560fire_misc_object (object *op, int dir)
1775{ 1561{
1776 object *item; 1562 object *item = op->contr->ranged_ob;
1777 1563
1778 if (!op->contr->ranges[range_misc]) { 1564 if (!item)
1565 {
1779 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.");
1780 return; 1567 return;
1781 } 1568 }
1782 1569
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1570 if (!item->inv)
1571 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1573 return;
1787 } 1574 }
1575
1576 if (!op->apply (item))
1577 return;
1578
1788 if (item->type == WAND) { 1579 if (item->type == WAND)
1580 {
1789 if(item->stats.food<=0) { 1581 if (item->stats.food <= 0)
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1582 {
1583 op->contr->play_sound (sound_find ("wand_poof"));
1791 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1585
1792 return; 1586 return;
1793 } 1587 }
1588 }
1794 } else if (item->type == ROD || item->type==HORN) { 1589 else if (item->type == ROD || item->type == HORN)
1795 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1590 {
1796 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
1797 if (item->type== ROD) 1599 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1601 else
1801 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));
1802 "The %s needs more time to charge.", query_base_name(item,0)); 1603
1803 return; 1604 return;
1804 } 1605 }
1805 } 1606 }
1806 1607
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1609 {
1808 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
1809 if (item->type == WAND) { 1612 if (item->type == WAND)
1613 {
1810 if (!(--item->stats.food)) { 1614 if (!(--item->stats.food))
1811 object *tmp; 1615 {
1812 if (item->arch) { 1616 if (item->arch)
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1617 {
1618 item->clr_flag (FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1619 item->face = item->arch->face;
1815 item->speed = 0; 1620 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1621 }
1818 if ((tmp=is_player_inv(item))) 1622
1623 if (object *pl = item->visible_to ())
1819 esrv_update_item(UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
1820 } 1625 }
1821 } 1626 }
1822 else if (item->type == ROD || item->type==HORN) { 1627 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1628 drain_rod_charge (item);
1824 }
1825 } 1629 }
1826} 1630}
1827 1631
1828/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1829 */ 1633 */
1634bool
1830void fire(object *op,int dir) { 1635fire (object *who, int dir)
1636{
1831 int spellcost=0; 1637 int spellcost = 0;
1832 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
1833 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1661 if (action_makes_visible (who))
1662 make_visible (who);
1835 1663
1836 switch(op->contr->shoottype) { 1664 switch (ob->type)
1837 case range_none: 1665 {
1838 return; 1666 case BOW:
1839
1840 case range_bow:
1841 player_fire_bow(op, dir); 1667 player_fire_bow (who, dir);
1842 return; 1668 break;
1843 1669
1844 case range_magic: /* Casting spells */ 1670 case SPELL:
1845 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);
1846 return; 1672 break;
1847 1673
1848 case range_misc: 1674 case BUILDER:
1849 fire_misc_object(op, dir);
1850 return;
1851
1852 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL ||
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none;
1857 op->contr->golem_count = 0;
1858 }
1859 else
1860 control_golem(op->contr->ranges[range_golem], dir);
1861 return;
1862
1863 case range_skill:
1864 if(!op->chosen_skill) {
1865 if(op->type==PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867 return;
1868 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder( op, dir ); 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)
1873 return; 1730 return 0;
1874 default: 1731 }
1875 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)
1876 return; 1740 return 0;
1877 }
1878}
1879 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 }
1880 1764
1765 return tmp;
1766}
1881 1767
1882/* find_key 1768/* find_key
1883 * 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
1884 * and successfully use it, we return the key, otherwise NULL 1770 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1771 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1773 * pl is the player,
1888 * inv is the objects inventory to searched 1774 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1775 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1776 * This function can be called recursively to search containers.
1891 */ 1777 */
1892 1778object *
1893object * find_key(object *pl, object *container, object *door) 1779find_key (object *pl, object *container, object *door)
1894{ 1780{
1895 object *tmp,*key; 1781 if (door->slaying && is_match_expr (door->slaying))
1896
1897 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL;
1899
1900 /* First, lets try to find a key in the top level inventory */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1902 if (door->type==DOOR && tmp->type==KEY) break;
1903 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys
1905 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1907 tmp->slaying==door->slaying) break;
1908 } 1782 {
1909 /* No key found - lets search inventories now */ 1783 // for match expressions, we try to find the key by applying the match
1910 /* If we find and use a key in an inventory, return at that time. 1784 // to the op itself, which is supposed to find the "key", instead
1911 * otherwise, if we search all the inventories and still don't find 1785 // of searching through containers ourselves.
1912 * a key, return 1786
1913 */ 1787 return match_one (door->slaying, container, door, pl, pl);
1914 if (!tmp) {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1919 }
1920 }
1921 if (!tmp) return NULL;
1922 } 1788 }
1923 /* We get down here if we have found a key. Now if its in a container, 1789 else
1924 * see if we actually want to use it 1790 return find_key_ (pl, container, door);
1925 */
1926 if (pl!=container) {
1927 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL;
1929 /* cases where this fails:
1930 * If we only search the player inventory, return now since we
1931 * are not in the players inventory.
1932 * If the container is not active, return now since only active
1933 * containers can be used.
1934 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active.
1938 *
1939 * Change the color so that the message doesn't disappear with
1940 * all the others.
1941 */
1942 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys")))
1946 ) {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door",
1949 query_name(tmp), query_name(container));
1950 return NULL;
1951 }
1952 }
1953 return tmp;
1954} 1791}
1955 1792
1956/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1959 * 0 otherwise 1796 * 0 otherwise
1960 */ 1797 */
1798static int
1961static int player_attack_door(object *op, object *door) 1799player_attack_door (object *op, object *door)
1962{ 1800{
1963
1964 /* 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,
1965 * 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 -
1966 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
1967 */ 1804 */
1968 object *key=find_key(op, op, door); 1805 object *key = find_key (op, op, door);
1969 1806
1970 /* IF we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
1971 if (key) { 1808 if (key)
1809 {
1972 object *container=key->env; 1810 object *container = key->env;
1973 1811
1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if(action_makes_visible(op)) make_visible(op); 1812 if (action_makes_visible (op))
1813 make_visible (op);
1814
1976 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
1977 if (door->type == DOOR) { 1818 if (door->type == DOOR)
1978 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 */
1979 }
1980 else if(door->type==LOCKED_DOOR) { 1820 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1821 {
1982 "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);
1983 remove_door2(door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1824 }
1825
1985 /* Do this after we print the message */ 1826 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 1828
1988 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container);
1990 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
1830 }
1991 } else if (door->type==LOCKED_DOOR) { 1831 else if (door->type == LOCKED_DOOR)
1832 {
1992 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
1993 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...");
1994 return 1; 1835 return 1;
1995 } 1836 }
1837
1996 return 0; 1838 return 0;
1997} 1839}
1998 1840
1999/* This function is just part of a breakup from move_player. 1841/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 1842 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 1843 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 1844 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2004 */ 1846 */
2005 1847bool
2006void move_player_attack(object *op, int dir) 1848move_player_attack (object *op, int dir)
2007{ 1849{
2008 object *tmp, *mon; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2009 sint16 nx, ny; 1851 {
2010 int on_battleground; 1852 --op->speed_left;
2011 mapstruct *m; 1853 return true;
1854 }
2012 1855
2013 nx=freearr_x[dir]+op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2015 1858
2016 on_battleground = op_on_battleground(op, NULL, NULL); 1859 if (out_of_map (op->map, nx, ny))
1860 return false;
2017 1861
2018 /* 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
2019 * 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
2020 * 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
2021 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2022 * move to some space, it then means that if we are braced, we should 1866 * move to some space, it then means that if we are braced, we should
2023 * do nothing at all. As it is, if we are braced, we go through 1867 * do nothing at all. As it is, if we are braced, we go through
2024 * quite a bit of processing. However, it probably is less than what 1868 * quite a bit of processing. However, it probably is less than what
2025 * move_ob uses. 1869 * move_ob uses.
2026 */ 1870 */
2027 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);
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2029 m = get_map_from_coord(op->map, &nx, &ny);
2030 if (!m) return; /* Don't think this should happen */
2031 }
2032 else m =op->map;
2033
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2035 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2036 return;
2037 }
2038 1872
2039 mon = NULL;
2040 /* 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
2041 * 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.
2042 * 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
2043 * 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)
2044 */ 1893 {
2045 while (tmp!=NULL) { 1894 if (ob->move_block == MOVE_ALL)
2046 if (tmp == op) { 1895 move_into_wall (op, ob);
2047 tmp=tmp->above; 1896 else
2048 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);
2049 } 1984 }
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1985 else
2051 mon = tmp; 1986 op->statusmsg ("You withhold your attack");
2052 break;
2053 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061 1987
2062 if(mon->head != NULL) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2063 mon = mon->head; 1989 make_visible (op);
2064 1990
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1991 return true;
2066 if (player_attack_door(op, mon)) return;
2067
2068 /* The following deals with possibly attacking peaceful
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */
2075
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else
2089 && get_owner(mon)==op
2090#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 { 1992 }
2093 /* If we're braced, we don't want to switch places with it */ 1993 }
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 }
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) {
2116 if (!op->contr->braced) {
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2118 (void) push_ob(mon,dir,op);
2119 } else {
2120 new_draw_info(0, 0,op,"You withhold your attack");
2121 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2123 }
2124
2125 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2126 * roll it if not braced. You can't roll it if you are braced. 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)
2127 */ 2000 {
2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2001 --op->speed_left;
2002
2129 recursive_roll(mon,dir,op); 2003 recursive_roll (mon, dir, op);
2130 if(action_makes_visible(op)) make_visible(op); 2004 if (action_makes_visible (op))
2131 } 2005 make_visible (op);
2132 2006
2007 return true;
2008 }
2009 }
2133 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2134 * 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
2135 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2136 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2137 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2138 */ 2015 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL || 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2142 op->contr->party!=mon->contr->party))) { 2018 {
2143 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2144 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset.
2148 */
2149 if (!op->contr->has_hit) {
2150 op->speed_left += op->speed / op->contr->weapon_sp;
2151
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 }
2154
2155 skill_attack(mon, op, 0, NULL, NULL);
2156
2157 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is
2160 * the wiz.
2161 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164 short luck = mon->stats.luck;
2165 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 } 2020 {
2171 } /* if player should attack something */ 2021 --op->contr->weapon_sp_left;
2172}
2173 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
2174int move_player(object *op,int dir) { 2036move_player (object *op, int dir)
2175 int pick; 2037{
2176 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 return 0; 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;
2218} 2085}
2219 2086
2220/* 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
2221 * new client/server stuff. 2088 * new client/server stuff.
2222 * 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
2223 * the new speed values for commands. 2090 * the new speed values for commands.
2224 * 2091 *
2225 * 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.
2226 */ 2095 */
2096bool
2227int handle_newcs_player(object *op) 2097handle_newcs_player (object *op)
2228{ 2098{
2229 if (op->contr->hidden) { 2099 if (op->flag [FLAG_SCARED])
2230 op->invisible = 1000; 2100 {
2231 /* the socket code flashes the player visible/invisible 2101 if (op->speed_left > 0.f)
2232 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly.
2234 */
2235 if (pticks & 2) op->invisible--;
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--;
2239 if(!op->invisible) {
2240 make_visible(op);
2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2242 } 2102 {
2243 } 2103 --op->speed_left;
2244
2245 if (QUERY_FLAG(op, FLAG_SCARED)) {
2246 flee_player(op); 2104 flee_player (op);
2247 /* If player is still scared, that is his action for this tick */ 2105
2248 if (QUERY_FLAG(op, FLAG_SCARED)) {
2249 op->speed_left--;
2250 return 0; 2106 return true;
2251 } 2107 }
2108 else
2109 return false;
2252 } 2110 }
2253 2111
2254 /* I've been seeing crashes where the golem has been destroyed, but
2255 * the player object still points to the defunct golem. The code that
2256 * destroys the golem looks correct, and it doesn't always happen, so
2257 * put this in a a workaround to clean up the golem pointer.
2258 */
2259 if (op->contr->ranges[range_golem] &&
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262 op->contr->ranges[range_golem] = NULL;
2263 op->contr->golem_count = 0;
2264 }
2265
2266 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2267 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2114 * called, so we recheck it here.
2269 */ 2115 */
2270 HandleClient(&op->contr->socket, op->contr); 2116 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2117 return true;
2272 2118
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player(op, op->direction); 2120 return move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2121
2283 else return 0; 2122 return false;
2284 } 2123}
2124
2125static int
2126save_life (object *op)
2127{
2128 if (!op->flag [FLAG_LIFESAVE])
2285 return 0; 2129 return 0;
2286}
2287 2130
2288int save_life(object *op) { 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 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));
2290 2136
2291 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 ();
2292 return 0; 2147 return 1;
2293
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2297 new_draw_info_format(NDI_UNIQUE, 0,op,
2298 "Your %s vibrates violently, then evaporates.",
2299 query_name(tmp));
2300 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count);
2302 remove_ob(tmp);
2303 free_object(tmp);
2304 CLEAR_FLAG(op, FLAG_LIFESAVE);
2305 if(op->stats.hp<0)
2306 op->stats.hp = op->stats.maxhp;
2307 if(op->stats.food<0)
2308 op->stats.food = 999;
2309 fix_player(op);
2310 return 1;
2311 } 2148 }
2149
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2153 return 0;
2316} 2154}
2317 2155
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2159 * from.
2322 */ 2160 */
2161static void
2323void remove_unpaid_objects(object *op, object *env) 2162drop_unpaid_items (object *op, object *env)
2324{ 2163{
2325 object *next;
2326
2327 while (op) { 2164 while (op)
2165 {
2328 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' */
2329 * we remove object 'op' 2167
2330 */ 2168 if (op->flag [FLAG_UNPAID])
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2169 op->insert_at (env);
2332 remove_ob(op); 2170 else if (op->inv)
2333 op->x = env->x; 2171 drop_unpaid_items (op->inv, env);
2334 op->y = env->y; 2172
2335 if (env->type == PLAYER)
2336 esrv_del_item(env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0);
2338 }
2339 else if (op->inv) remove_unpaid_objects(op->inv, env);
2340 op=next; 2173 op = next;
2341 } 2174 }
2342} 2175}
2343 2176
2344 2177void
2345/* 2178object::drop_unpaid_items ()
2346 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory.
2351 */
2352char *gravestone_text (object *op)
2353{ 2179{
2354 static char buf2[MAX_BUF]; 2180 if (!flag [FLAG_REMOVED])
2355 char buf[MAX_BUF]; 2181 ::drop_unpaid_items (inv, this);
2356 time_t now = time (NULL);
2357
2358 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else
2362 sprintf (buf, "%s\n", &op->name);
2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf);
2371 if (op->type == PLAYER) {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf);
2375 }
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf);
2379 return buf2;
2380} 2182}
2381 2183
2382 2184void
2383
2384void do_some_living(object *op) { 2185do_some_living (object *op)
2186{
2385 int last_food=op->stats.food; 2187 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace;
2388 int i;
2389 int rate_hp = 1200; 2189 int rate_hp = 1200;
2390 int rate_sp = 2500; 2190 int rate_sp = 2500;
2391 int rate_grace = 2000; 2191 int rate_grace = 2000;
2392 const int max_hp = 1; 2192 const int max_hp = 1;
2393 const int max_sp = 1; 2193 const int max_sp = 1;
2394 const int max_grace = 1; 2194 const int max_grace = 1;
2395 2195
2396 if (op->contr->outputs_sync) 2196#if 0
2197 if (op->contr->hidden)
2397 { 2198 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2199 op->invisible = 1000;
2399 if (op->contr->outputs[i].buf!=NULL && 2200 /* the socket code flashes the player visible/invisible
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2201 * depending on the value of invisible, so we need to
2401 flush_output_element(op, &op->contr->outputs[i]); 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; 2436 int x, y;
2570 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2572 /* int z;
2573 int num_stats_lose;
2574 int lost_a_stat;
2575 int lose_this_stat;
2576 int this_stat; */
2577 int will_kill_again; 2438 int will_kill_again;
2578 archetype *at; 2439 archetype *at;
2579 object *tmp; 2440 object *tmp;
2580 2441
2581 if(save_life(op)) 2442 if (save_life (op))
2582 return; 2443 return;
2583 2444
2445 dynbuf_text deathtab;
2584 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
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2484 */
2589 if (op_on_battleground(op, &x, &y)) { 2485 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2486 {
2591 "You have been defeated in combat!"); 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2593 "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = find_archetype("poisoning");
2597 tmp=present_arch_in_ob(at,op);
2598 if (tmp) {
2599 remove_ob(tmp);
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2602 }
2603 2488
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2610 }
2611
2612 cure_disease(op,0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999;
2615
2616 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2618 if (tmp != NULL) 2491
2619 { 2492 tmp->name = format ("%s's finger" , &op->name);
2620 sprintf(buf,"%s's finger", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2621 tmp->name = buf; 2494 tmp->msg = format (
2622 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",
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2496 &op->name, op->contr->title,
2624 &op->name, op->contr->title, (int)(op->level), 2497 (int)op->level,
2625 op->contr->killer); 2498 op->contr->killer_name ()
2626 tmp->msg=buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0;
2628 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2499 );
2500 tmp->value = 0, tmp->type = 0;
2501 tmp->material = name_to_material (shstr_organic);
2502 tmp->insert_at (op, tmp);
2503
2633 /* teleport defeated player to new destination*/ 2504 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2636 return; 2509 return;
2637 } 2510 }
2638 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2639 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2640 2516
2641 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2642 2518
2643 if(op->stats.food<0) { 2519 op->contr->play_sound (sound_find ("player_dies"));
2644 if (op->contr->explore) {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name);
2651 strcpy(op->contr->killer,"starvation");
2652 }
2653 else {
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2520
2664 /* save the map location for corpse, gravestone*/ 2521 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2522 x = op->x;
2523 y = op->y;
2524 map = op->map;
2666 2525
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2526 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2529 */
2673 2530
2674 /* Basically two ways to go - remove a stat permanently, or just 2531 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2532 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2533 * of death.
2677 */ 2534 */
2678#ifndef COZY_SERVER 2535#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2536 if (settings.balanced_stat_loss)
2537 {
2680 /* If stat loss is permanent, lose one stat only. */ 2538 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2540 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2541 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2542 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2543 little bit harder. */
2686 /* GD */ 2544 /* GD */
2687 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2546 num_stats_lose = 1;
2693 } 2547 else
2548 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2549 }
2550 else
2551 num_stats_lose = 1;
2552
2694 lost_a_stat = 0; 2553 lost_a_stat = 0;
2695 2554
2696 for (z=0; z<num_stats_lose; z++) { 2555 for (z = 0; z < num_stats_lose; z++)
2697 i = RANDOM() % NUM_STATS; 2556 {
2557 i = rndm (NUM_STATS);
2698 2558
2699 if (settings.stat_loss_on_death) { 2559 if (settings.stat_loss_on_death)
2560 {
2700 /* 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
2701 * what he lost. 2562 * what he lost.
2702 */ 2563 */
2703 change_attr_value(&(op->stats), i,-1); 2564 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2565 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2566 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2567 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2568 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2569 lost_a_stat = 1;
2709 } else { 2570 }
2571 else
2572 {
2710 /* deplete a stat */ 2573 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2712 object *dep; 2575 object *dep;
2576
2577 dep = present_arch_in_ob (deparch, op);
2578 if (!dep)
2713 2579 {
2714 dep = present_arch_in_ob(deparch,op); 2580 dep = deparch->instance ();
2715 if(!dep) {
2716 dep = arch_to_object(deparch);
2717 insert_ob_in_ob(dep, op); 2581 insert_ob_in_ob (dep, op);
2718 } 2582 }
2719 lose_this_stat = 1; 2583 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2584 if (settings.balanced_stat_loss)
2585 {
2721 /* GD */ 2586 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2587 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2588 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2589 if (this_stat < 0)
2590 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2591 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2592 int keep_chance = this_stat * this_stat;
2593
2727 /* Yes, I am paranoid. Sue me. */ 2594 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2595 if (keep_chance < 1)
2729 keep_chance = 1; 2596 keep_chance = 1;
2730 2597
2731 /* There is a maximum depletion total per level. */ 2598 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2599 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2600 {
2733 lose_this_stat = 0; 2601 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2602 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2603 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2604 }
2745 } 2605 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2606 {
2755 if (this_stat>=-50) { 2607 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 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"); */
2761 } 2612 }
2762 } 2613 }
2763 } 2614 }
2764 } 2615
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2616 if (lose_this_stat)
2767 { 2617 {
2768 /* determine_god() seems to not work sometimes... why is this? 2618 this_stat = get_attr_value (&dep->stats, i);
2769 Should I be using something else? GD */ 2619 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2620 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2621 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2622 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2623 * difference.
2774 " you.", god); 2624 */
2625 if (this_stat >= -50)
2775 else 2626 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2627 change_attr_value (&(dep->stats), i, -1);
2777 " 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 }
2778 } 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.";
2779#endif 2651#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2652
2783 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2654 * exp loss on the stone.
2785 */ 2655 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2657 tmp->name = format ("%s's gravestone", &op->name);
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2789 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",
2790 "who was killed\n" 2660 &op->name, op->contr->title, op->contr->killer_name ());
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2663
2798 /**************************************/ 2664 /**************************************/
2799 /* */ 2665 /* */
2800 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2667 /* */
2804 /**************************************/ 2668 /**************************************/
2805 2669
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2671 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 2672
2832 /* 2673 /*
2833 * 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
2834 * the player has any unpaid items. If so, remove them and put them back 2675 * and put them back in the map.
2835 * in the map. 2676 */
2836 */ 2677 op->drop_unpaid_items ();
2837 2678
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2679 /****************************************/
2842 /* */ 2680 /* */
2843 /* Move player to his current respawn- */ 2681 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2682 /* position (usually last savebed) */
2845 /* */ 2683 /* */
2846 /****************************************/ 2684 /****************************************/
2847 2685
2848 enter_player_savebed(op); 2686 enter_player_savebed (op);
2849 2687
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2688 op->contr->braced = 0;
2854 save_player(op,1);
2855 2689
2856 /* it is possible that the player has blown something up 2690 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2691 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2692 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2693 * on the space that might harm the player.
2860 */ 2694 */
2861 will_kill_again=0; 2695 will_kill_again = 0;
2862 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)
2863 if (tmp->type ==SPELL_EFFECT) 2697 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2698 will_kill_again |= tmp->attacktype;
2865 } 2699
2866 if (will_kill_again) { 2700 if (will_kill_again)
2701 {
2867 object *force; 2702 object *force;
2868 int at; 2703 int at;
2869 2704
2870 force=get_archetype(FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1;
2873 force->speed_left=-5.0; 2707 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2875 for (at=0; at<NROFATTACKS; at++) { 2711 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2877 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);
2878 } 2748 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2749 else
2937 delete_character(op->name,1); 2750 tmp->destroy ();
2938 } 2751 }
2939 } 2752 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2754 }
2981} 2755}
2982 2756
2983/* 2757/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2760 * was changed.
2987 */ 2761 */
2762void
2763fix_weight ()
2764{
2765 for_all_players (pl)
2766 {
2767 weight_t old = pl->ob->carrying;
2988 2768
2989void fix_weight(void) { 2769 pl->ob->update_weight ();
2990 player *pl; 2770
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2771 if (old != pl->ob->carrying)
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2772 {
2993 if(old == sum) 2773 pl->ob->update_stats ();
2994 continue; 2774 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2995 fix_player(pl->ob); 2775 }
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2997 &pl->ob->name, old, sum);
2998 } 2776 }
2999} 2777}
3000 2778
3001void fix_luck(void) { 2779void
3002 player *pl; 2780fix_luck ()
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2781{
2782 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2783 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2784 pl->ob->change_luck (0);
3006} 2785}
3007
3008 2786
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2787/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2788 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2789 * just treat this as any other spell casting object.
3012 */ 2790 */
3013
3014void 2791void
3015cast_dust (object * op, object * throw_ob, int dir) 2792cast_dust (object *op, object *throw_ob, int dir)
3016{ 2793{
3017 object *skop, *spob; 2794 object *skop, *spob;
3018 2795
3019 skop = find_skill_by_name (op, throw_ob->skill); 2796 skop = find_skill_by_name (op, throw_ob->skill);
3020 2797
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2798 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2799 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2800 {
3024 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);
3025 &op->name);
3026 return; 2802 return;
3027 } 2803 }
3028 2804
3029 spob = throw_ob->inv; 2805 spob = throw_ob->inv;
3030 2806
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 2809 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2810 if (!spob)
3035 { 2811 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 2813 return;
3039 } 2814 }
3040 2815
3041 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3042 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);
3043 2818
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2819 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2820
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2821 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 2822}
3050 2823
2824void
3051void make_visible (object *op) { 2825make_visible (object *op)
3052 op->hide = 0; 2826{
2827 op->flag [FLAG_HIDDEN] = 0;
3053 op->invisible = 0; 2828 op->invisible = 0;
2829
3054 if(op->type==PLAYER) { 2830 if (op->type == PLAYER)
2831 {
3055 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 2833 op->contr->invis_race = 0;
3057 } 2834 }
2835
3058 update_object(op,UP_OBJ_FACE); 2836 update_object (op, UP_OBJ_CHANGE);
3059} 2837}
3060 2838
2839int
3061int is_true_undead(object *op) { 2840is_true_undead (object *op)
3062 object *tmp=NULL; 2841{
3063 2842 if (op->arch->flag [FLAG_UNDEAD])
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2843 return 1;
3065 2844
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 2845 return 0;
3071} 2846}
3072 2847
3073/* look at the surrounding terrain to determine 2848/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 2849 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 2850 * indicate greater hideability.
3076 */ 2851 */
3077 2852int
3078int hideability(object *ob) { 2853hideability (object *ob)
2854{
3079 int i,level=0, mflag; 2855 int i, level = 0, mflag;
3080 sint16 x,y; 2856 sint16 x, y;
3081 2857
3082 if(!ob||!ob->map) return 0; 2858 if (!ob || !ob->map)
2859 return 0;
3083 2860
3084 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3086 2863
3087 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2867 if (ob->has_carried_lights ())
2868 level = -(10 + (2 * ob->map->darklevel ()));
3091 2869
3092 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 2876 if (mflag & P_OUT_OF_MAP)
2877 continue;
2878
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 2880 level += 2;
3098 else /* open terrain! */ 2881 else /* open terrain! */
3099 level -= 1; 2882 level -= 1;
3100 } 2883 }
3101 2884
3102#if 0 2885#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2886 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 2887#endif
3105 return level; 2888 return level;
3106} 2889}
3107 2890
3108/* For Hidden creatures - a chance of becoming 'unhidden' 2891/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 2892 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 2893 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 2895 */
3113 2896void
3114void do_hidden_move (object *op) { 2897do_hidden_move (object *op)
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2898{
3116 object *skop; 2899 int hide = 0;
3117 2900
3118 if(!op || !op->map) return; 2901 if (!op || !op->map)
2902 return;
3119 2903
3120 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);
3121 2906
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 2908 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 2909 if (!skop || num >= skop->level)
2910 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 2912 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2913 return;
3136 "You moved out of hiding! You are visible!");
3137 } 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 }
3138 else if (op->type == PLAYER && skop) { 2929 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 2931}
3142 2932
3143/* determine if who is standing near a hostile creature. */ 2933/* determine if who is standing near a hostile creature. */
3144 2934
2935int
3145int stand_near_hostile( object *who ) { 2936stand_near_hostile (object *who)
2937{
3146 object *tmp=NULL; 2938 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 2939 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 2940 maptile *m;
3149 sint16 x,y; 2941 sint16 x, y;
3150 2942
3151 if(!who) return 0; 2943 if (!who)
3152
3153 if(who->type==PLAYER) player=1;
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3155
3156 /* search adjacent squares */
3157 for(i=1;i<9;i++) {
3158 x = who->x+freearr_x[i];
3159 y = who->y+freearr_y[i];
3160 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space.
3164 */
3165 if (mflags & P_OUT_OF_MAP) continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3167
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3169 if((player||friendly)
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3171 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 }
3178 }
3179 }
3180 return 0; 2944 return 0;
3181}
3182 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
3183/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3185 * 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
3186 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2986 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2988 * -b.t.
3194 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3195 */ 2990 */
3196 2991int
3197int player_can_view (object *pl,object *op) { 2992player_can_view (object *pl, object *op)
2993{
3198 rv_vector rv; 2994 rv_vector rv;
3199 int dx,dy; 2995 int dx, dy;
3200 2996
3201 if(pl->type!=PLAYER) { 2997 if (pl->type != PLAYER)
2998 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 2999 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3000 return -1;
3204 } 3001 }
3205 if (!pl || !op) return 0;
3206 3002
3207 if(op->head) { op = op->head; } 3003 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 3004 return 0;
3231}
3232 3005
3233/* routine for both players and monsters. We call this when 3006 op = op->head_ ();
3234 * there is a possibility for our action distrubing our hiding 3007
3235 * place or invisiblity spell. Artefact invisiblity is not 3008 get_rangevector (pl, op, &rv, 0x1);
3236 * effected by this. If we arent invisible to begin with, we 3009
3237 * 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.
3238 */ 3015 */
3239int 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;
3240 3020
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3243 return 0;
3244
3245 if (op->contr && op->contr->tmp_invis == 0) return 0;
3246
3247 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3250 return 1; 3022 return 1;
3251 } 3023
3024 op = op->more;
3252 } 3025 }
3026
3253 return 0; 3027 return 0;
3254} 3028}
3255 3029
3256/* op_on_battleground - checks if the given object op (usually 3030/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3031 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3032 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3033 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3034 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3035 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3036 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3037 */
3038int
3264int op_on_battleground (object *op, int *x, int *y) { 3039op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3040{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3041 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3042 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3043 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3048 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3049 if (tmp->flag [FLAG_IS_FLOOR])
3276 strcmp(tmp->name, "battleground")==0 && 3050 {
3277 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 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3056 /* before we assign the exit, check if this is a teambattle */
3279 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))
3280 object *invtmp;
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3060 {
3284 if (x != NULL && y != NULL) 3061 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3063
3286 return 1; 3064 return 1;
3287 }
3288 } 3065 }
3289 } 3066
3290 if (x != NULL && y != NULL) 3067 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3069
3292 return 1; 3070 return 1;
3071 }
3293 } 3072 }
3294 }
3295 } 3073 }
3074
3296 /* If we got here, did not find a battleground */ 3075 /* If we got here, did not find a battleground */
3297 return 0; 3076 return 0;
3298} 3077}
3299 3078
3300/* 3079/*
3304 * attributes: 3083 * attributes:
3305 * object *who the dragon player 3084 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3085 * int atnr the attack-number of the ability focus
3307 * int level ability level 3086 * int level ability level
3308 */ 3087 */
3088void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3089dragon_ability_gain (object *who, int atnr, int level)
3090{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3091 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3092 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3093 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3094 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3095 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3096 int i = 0, j = 0;
3316 3097
3317 /* get the appropriate treasurelist */ 3098 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3099 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3100 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3101 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3102 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3103 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3104 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3105 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3106 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3107
3327 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))
3328 return; 3125 return;
3329 3126
3330 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);
3331 tr = tr->next, i++); 3128 do_learn_spell (who, item, 0);
3332 3129 return;
3333 if (tr == NULL || tr->item == NULL) { 3130 }
3334 /* 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))
3335 return; 3141 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3142 if (item->invisible)
3143 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3145 do_learn_spell (who, item->inv, 0);
3361 return; 3146 return;
3362 } 3147 }
3363 } 3148 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3149 else if (item->type == SKILL_TOOL && item->invisible)
3150 {
3365 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 {
3366 3153
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3154 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3155 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3156 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3157 * but not all of them, he gets nothing.
3371 */ 3158 */
3372 if (!(skop->attacktype & item->attacktype)) { 3159 if (!(skop->attacktype & item->attacktype))
3160 {
3373 /* Give new attacktype */ 3161 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3162 skop->attacktype |= item->attacktype;
3375 3163
3376 /* always add physical if there's none */ 3164 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3165 skop->attacktype |= AT_PHYSICAL;
3378 3166
3379 if (item->msg != NULL) 3167 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3168 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3169
3382 /* Give player new face */ 3170 /* Give player new face */
3383 if (item->animation_id) { 3171 if (item->animation_id)
3172 {
3384 who->face = skop->face; 3173 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3174 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3175 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3176 who->last_anim = 0;
3388 who->state = 0; 3177 who->state = 0;
3389 animate_object(who, who->direction); 3178 animate_object (who, who->direction);
3390 } 3179 }
3391 } 3180 }
3392 } 3181 }
3393 } 3182 }
3394 else if (item->type == FORCE) { 3183 else if (item->type == FORCE)
3184 {
3395 /* forces in the treasurelist can alter the player's stats */ 3185 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3186 object *skin;
3187
3397 /* first get the dragon skin force */ 3188 /* first get the dragon skin force */
3398 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)
3399 skin=skin->below); 3190 ;
3400 if (skin == NULL) return; 3191
3401 3192 if (!skin)
3193 return;
3194
3402 /* adding new spellpath attunements */ 3195 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3196 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3197 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3198 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3199
3406 /* print message */ 3200 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3201 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3202 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3203 {
3409 if(item->path_attuned & (1<<i)) { 3204 if (item->path_attuned & (1 << i))
3205 {
3410 if (j) 3206 if (j)
3411 strcat(buf," and "); 3207 strcat (buf, " and ");
3412 else 3208 else
3413 j = 1; 3209 j = 1;
3414 strcat(buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3415 } 3211 }
3416 } 3212 }
3213
3417 strcat(buf,"."); 3214 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3216 }
3420 3217
3421 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3423 SET_FLAG(skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3425 SET_FLAG(skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3428 3225
3429 /* print message if there is one */ 3226 /* print message if there is one */
3430 if (item->msg != NULL) 3227 if (item->msg != NULL)
3431 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
3432 } 3231 {
3433 else {
3434 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3438 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp);
3440 } 3236 }
3441} 3237}
3442 3238
3443/** 3239//-GPL
3444 * Unready an object for a player. This function does nothing if the object was
3445 * not readied.
3446 */
3447void player_unready_range_ob(player *pl, object *ob) {
3448 rangetype i;
3449 3240
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3241sint8
3451 if (pl->ranges[i] == ob) { 3242player::darkness_at (maptile *map, int x, int y) const
3452 pl->ranges[i] = NULL; 3243{
3453 if (pl->shoottype == i) { 3244 if (!ns)
3454 pl->shoottype = range_none; 3245 return LOS_BLOCKED;
3455 } 3246
3456 } 3247 int dx, dy;
3457 } 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);
3458} 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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