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Comparing deliantra/server/server/player.C (file contents):
Revision 1.13 by pippijn, Fri Sep 1 14:12:04 2006 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 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 1.13 2006/09/01 14:12:04 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 ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 p = (player *) malloc(sizeof(player)); 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
208 if(p==NULL) 78 ob->map = 0;
209 fatal(OUT_OF_MEMORY); 79 party = 0;
210 80
211 /* This adds the player in the linked list. There is extra 81 players.erase (this);
212 * complexity here because we want to add the new player at the 82}
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 83
225 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 ())
226 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
227 116
228 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
229 * for next and socket. 118 if (tmp->type == FORCE)
230 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 120 abil = tmp;
232 p->attachable_init (); //HACK 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=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 216
243#ifdef AUTOSAVE 217 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 218
245#endif 219 gen_sp_armour = 10;
220 bowtype = bow_normal;
221 petmode = pet_normal;
222 usekeys = containers;
223 peaceful = 1; /* default peaceful */
224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
228}
229
230void
231player::do_destroy ()
232{
233 disconnect ();
234
235 attachable::do_destroy ();
236
237 if (ob)
246 238 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 239 ob->contr = 0;
240 ob->destroy ();
248 241 }
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 */
257 242
258 roll_stats(op); 243 ob = observe = viewpoint = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (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 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 244}
300 245
301 246player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 247{
305 strcpy(op->contr->maplevel, first_map_path); 248 /* Clear item stack */
306 op->x = -1; 249 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310
311/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display
313 * mode.
314 */
315
316int add_player(NewSocket *ns) {
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob);
331
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0;
339} 250}
340 251
341/* 252/*
342 * get_player_archetype() return next player archetype from archetype 253 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 254 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 255 * Note: there MUST be at least one player archetype!
345 */ 256 */
257static archetype *
346archetype *get_player_archetype(archetype* at) 258get_player_archetype (archetype *at)
347{ 259{
348 archetype *start = at; 260 // archetypes could have been reloaded
261 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
262
263 if (!nat)
264 return at;
265
266 archvec::iterator i = archetypes.find (nat);
267
349 for (;;) { 268 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 269 {
361} 270 if (++i == archetypes.end ())
271 i = archetypes.begin ();
272 else if (*i == at)
273 cleanup ("not a single player archetype found");
362 274
275 if ((*i)->type == PLAYER)
276 return *i;
277 }
278}
363 279
280/* Tries to add player on the connection passed in ns.
281 * All we can really get in this is some settings like host and display
282 * mode.
283 */
284player *
285player::create ()
286{
287 player *pl = new player;
288
289 pl->set_object (get_player_archetype (0)->instance ());
290
291 pl->ob->roll_stats ();
292 pl->ob->stats.wc = 2;
293 pl->ob->run_away = 25; /* Then we panick... */
294
295 set_first_map (pl->ob);
296
297 return pl;
298}
299
300object *
364object *get_nearest_player(object *mon) { 301get_nearest_player (object *mon)
302{
365 object *op = NULL; 303 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 304 objectlink *ol;
368 unsigned lastdist; 305 unsigned lastdist;
369 rv_vector rv; 306 rv_vector rv;
370 307
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 308 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 309 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 310 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 311 continue;
398 312
399 if(lastdist>rv.distance) { 313 if (lastdist > rv.distance)
314 {
400 op=ol->ob; 315 op = ol->ob;
401 lastdist=rv.distance; 316 lastdist = rv.distance;
402 } 317 }
403 } 318 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 319
320 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 321 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 322 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 323 {
412 } 324 op = pl->ob;
325 lastdist = rv.distance;
326 }
327
413#if 0 328#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 329 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 330#endif
416 return op; 331 return op;
417} 332}
418 333
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 335 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
422 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
423 * the deviation is 338 * the deviation is
424 */ 339 */
425#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
435 * circling behaviour. Unfortunately, this function is also used to determined 350 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 351 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 352 * is probably not a good thing.
438 */ 353 */
439#define MAX_SPACES 50 354#define MAX_SPACES 50
440
441 355
442/* 356/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 357 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 358 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 359 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 372 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 373 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 374 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 375 * is blocking itself.
462 */ 376 */
377int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 378path_to_player (object *mon, object *pl, unsigned mindiff)
379{
464 rv_vector rv; 380 rv_vector rv;
465 sint16 x,y; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap;
468 382
469 get_rangevector(mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
470 384
471 if (rv.distance<mindiff) return 0; 385 if (rv.distance < mindiff)
386 return 0;
472 387
473 x=mon->x; 388 mapxy pos (mon);
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction; 389 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
392
479 /* If we can't solve it within the search distance, return now. */ 393 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 394 if (diff > max)
395 return 0;
396
481 while (diff >1 && max>0) { 397 while (diff > 1 && max > 0)
482 lastx = x; 398 {
483 lasty = y; 399 mapxy lastpos = pos;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490 400
401 pos.move (dir);
402
491 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 404 if (!pos.normalise ()
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
407 {
494 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
496 */ 410 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
498 if (rv.direction != dir) { 412 if (rv.direction != dir)
413 {
499 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 415 * the values so it will try again.
501 */ 416 */
502 x = lastx;
503 y = lasty;
504 m = lastmap; 417 pos = lastpos;
505 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
419 }
506 } else { 420 else
421 {
507 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
508 * either the left or right. 423 * either the left or right.
509 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 428 * stepping back and forth
514 */ 429 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
431 {
432 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
517 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 436 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 440 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 441 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 443 * the last direction the creature has successfully
526 * moved. 444 * moved.
527 */ 445 */
446 pos = lastpos;
447 pos.move (absdir (lastdir + i));
448
449 if (!pos.normalise ())
450 continue;
451
452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
455 continue;
456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
458 continue;
459
460 if (blocked_link (mon, pos.m, pos.x, pos.y))
528 461 break;
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 } 462 }
463
540 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
542 */ 466 */
543 if (i==(DETOUR_AMOUNT+1)) 467 if (i == DETOUR_AMOUNT + 1)
544 return 0; 468 return 0;
469
545 diff--; 470 diff--;
546 lastdir=dir; 471 lastdir = dir;
547 max--; 472 max--;
548 if (!firstdir) firstdir = dir+i; 473 if (!firstdir)
474 firstdir = dir + i;
549 } /* else check alternate directions */ 475 } /* else check alternate directions */
550 } /* if blocked */ 476 } /* if blocked */
551 else { 477 else
478 {
552 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
553 diff--; 480 diff--;
554 max--; 481 max--;
555 lastdir=dir; 482 lastdir = dir;
483
484 if (!firstdir)
556 if (!firstdir) firstdir = dir; 485 firstdir = dir;
486 }
487
488 if (diff <= 1)
557 } 489 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 491 * headed toward player for entire distance.
561 */ 492 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 495 }
565 if (diff>max) return 0; 496
497 if (diff > max)
498 return 0;
566 } 499 }
500
567 /* If we reached the max, didn't find a direction in time */ 501 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 502 if (!max)
503 return 0;
569 504
570 return firstdir; 505 return firstdir;
571} 506}
572 507
508void
573void give_initial_items(object *pl,treasurelist *items) { 509give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 510{
575
576 if(pl->randomitems!=NULL) 511 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 512 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 513
579 for (op=pl->inv; op; op=next) { 514 for (object *next, *op = pl->inv; op; op = next)
515 {
580 next = op->below; 516 next = op->below;
581 517
582 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 520 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
586 SET_FLAG(op,FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
587 523
588 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 525 * by this player due to race restrictions
590 */ 526 */
591 if (pl->type == PLAYER) { 527 if (pl->type == PLAYER)
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 528 {
529 if ((!pl->flag [FLAG_USE_ARMOUR]
530 &&
593 (op->type == ARMOUR || op->type == BOOTS || 531 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 532 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 533 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 534 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 536 {
602 } 537 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 538 continue;
622 } 539 }
623 if (op->nrof > 1) op->nrof = 1; 540 }
541
542 /* Here we remove duplicated skills (as duplicated spell objects have
543 * _very_ confusing effects for players), which could for instance be
544 * generated by multiple treasurelists specifying the same skills.
545 */
546 if (op->type == SKILL)
624 } 547 {
548 for (object *tmp = op->below; tmp; tmp = tmp->below)
549 if (tmp->type == op->type && tmp->name == op->name)
550 {
551 op->destroy ();
552 break;
553 }
625 554
555 if (op->nrof > 1)
556 op->nrof = 1;
557 }
558
626 if (op->type == SPELLBOOK && op->inv) { 559 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
628 }
629 561
630 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 564 * merged properly.
633 */ 565 */
634 if (need_identify(op)) { 566 if (op->need_identify ())
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
639 if(op->type==SPELL) { 573 if (op->type == SPELL)
640 remove_ob(op); 574 {
641 free_object(op); 575 op->destroy ();
642 continue; 576 continue;
577 }
578 else if (op->type == SKILL)
643 } 579 {
644 else if(op->type==SKILL) { 580 op->set_flag (FLAG_CAN_USE_SKILL);
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 581 op->stats.exp = 0;
647 op->level = 1; 582 op->level = 1;
648 } 583 }
649 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
652 587
653 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
654 link_player_skills(pl); 589 pl->contr->link_skills ();
655} 590}
656 591
657void get_name(object *op) { 592void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
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 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 593get_party_password (object *op, partylist *party)
594{
734 if (party == NULL) { 595 if (party == NULL)
596 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 597 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 598 return;
737 } 599 }
600
738 op->contr->write_buf[0]='\0'; 601 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 602 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 603 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 605}
743
744 606
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 608static int
609roll_stat ()
610{
747 int a[4],i,j,k; 611 int a[4], i, j, k;
748 612
749 for(i=0;i<4;i++) 613 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 614 a[i] = rndm (1, 6);
751 615
752 for(i=0,j=0,k=7;i<4;i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 617 if (a[i] < k)
754 k=a[i],j=i; 618 k = a[i], j = i;
755 619
756 for(i=0,k=0;i<4;i++) { 620 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 621 if (i != j)
758 k+=a[i]; 622 k += a[i];
759 } 623
760 return k; 624 return k;
761} 625}
762 626
763void roll_stats(object *op) { 627void
628object::roll_stats ()
629{
630 int statsort [NUM_STATS];
631
632 for (;;)
633 {
764 int sum=0; 634 int sum = 0;
765 int i = 0, j = 0; 635 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 636 sum += statsort [i] = roll_stat ();
767 637
768 do { 638 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 639 break;
770 op->stats.Dex=roll_stat(); 640 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 641
781 /* Sort the stats so that rerolling is easier... */ 642 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 644
790 /* a quick and dirty bubblesort? */ 645 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 646 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 647
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 648 stats.exp = 0;
821 op->stats.ac=0; 649 stats.ac = 0;
822 650
651 stats.hp = stats.maxhp;
652 stats.sp = stats.maxsp;
653 stats.grace = stats.maxgrace;
654
655 if (contr)
656 {
823 op->contr->levhp[1] = 9; 657 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 658 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 659 contr->levgrace[1] = 3;
826 660
827 fix_player(op); 661 contr->orig_stats = stats;
662 }
663}
664
665void
666object::swap_stats (int a, int b)
667{
668 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
669
670 for (int i = 0; i < NUM_STATS; ++i)
671 stats.stat (i) = contr->orig_stats.stat (i);
672
673 //TODO: the following code looks so borked and should, at the very least,
674 // be merged with the similar code in roll_stats
675 stats.ac = 0;
676
677 level = 1;
678 stats.exp = 0;
679 stats.ac = 0;
680
828 op->stats.hp = op->stats.maxhp; 681 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 682 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
687 contr->levhp[1] = 9;
688 contr->levsp[1] = 6;
689 contr->levgrace[1] = 3;
690
831 op->contr->orig_stats=op->stats; 691 contr->orig_stats = stats;
692 }
832} 693}
833 694
834void Roll_Again(object *op) 695static void
696start_info (object *op)
835{ 697{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
844 699
845 if ( op->contr->Swap_First == -1 ) { 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 702}
953 703
954/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
958 * not the class. 708 * not the class.
959 */ 709 */
960 710void
961int key_change_class(object *op, char key) 711player::chargen_race_done ()
962{ 712{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 714 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 715
716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
717 if (tl)
718 create_treasure (tl, ob, 0, 0, 0);
719
977 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr);
979 721
980 op->contr->state=ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
981 723
982 if (op->msg) { 724 if (ob->msg)
983 free_string(op->msg); 725 ob->msg = 0;
984 op->msg=NULL;
985 }
986 726
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 727 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 729 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 730 esrv_send_inventory (ob, ob);
1001 fix_player(op); 731 ob->update_stats ();
1002 732
1003 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
1004 * is one for this race 734 * is one for this race
1005 */ 735 */
1006 if(*first_map_ext_path) { 736 if (*first_map_ext_path)
1007 object *tmp; 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 738 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 740}
1023 return 0;
1024 }
1025 741
742/*
743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
759}
760
761void
762player::chargen_race_next ()
763{
1026 /* Following actually changes the race - this is the default command 764 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 765 * if we don't match with one of the options above.
1028 */ 766 */
1029 767
1030 tmp_loop = 0; 768 do
1031 while(!tmp_loop) { 769 {
1032 const char *name = add_string (op->name); 770 shstr name = ob->name;
1033 int x = op->x, y = op->y; 771 int x = ob->x, y = ob->y;
772
1034 remove_statbonus(op); 773 ob->remove_statbonus ();
1035 remove_ob (op); 774 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 775 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 776 ob->arch->copy_to (ob);
1038 op->instantiate (); 777 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 778 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 779 ob->name = ob->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 780 ob->x = x;
1045 op->y = y; 781 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 782 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 783 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 784 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 785 ob->add_statbonus ();
1051 tmp_loop=allowed_class(op);
1052 } 786 }
787 while (!allowed_class (ob));
788
1053 update_object(op,UP_OBJ_FACE); 789 update_object (ob, UP_OBJ_FACE);
1054 esrv_update_item(UPD_FACE,op,op); 790 esrv_update_item (UPD_FACE, ob, ob);
1055 fix_player(op); 791 ob->update_stats ();
1056 op->stats.hp=op->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
1057 op->stats.sp=op->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
1058 op->stats.grace=0; 794 ob->stats.grace = 0;
1059 if (op->msg)
1060 new_draw_info(NDI_BLUE, 0, op, op->msg);
1061 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1062 return 0;
1063} 795}
1064 796
1065int key_confirm_quit(object *op, char key) 797static void
1066{
1067 char buf[MAX_BUF];
1068
1069 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1070 op->contr->state=ST_PLAYING;
1071 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1072 return 1;
1073 }
1074
1075 INVOKE_PLAYER (LOGOUT, op->contr);
1076 INVOKE_PLAYER (QUIT , op->contr);
1077
1078 terminate_all_pets(op);
1079 leave_map(op);
1080 op->direction=0;
1081 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1082 "%s quits the game.",op->name);
1083
1084 strcpy(op->contr->killer,"quit");
1085 check_score(op);
1086 op->contr->party=NULL;
1087 if (settings.set_title == TRUE)
1088 op->contr->own_title[0]='\0';
1089
1090 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1091 mapstruct *mp, *next;
1092
1093 /* We need to hunt for any per player unique maps in memory and
1094 * get rid of them. The trailing slash in the path is intentional,
1095 * so that players named 'Ab' won't match against players 'Abe' pathname
1096 */
1097 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1098 for (mp=first_map; mp!=NULL; mp=next) {
1099 next = mp->next;
1100 if (!strncmp(mp->path, buf, strlen(buf)))
1101 delete_map(mp);
1102 }
1103
1104 delete_character(op->name, 1);
1105 }
1106 play_again(op);
1107 return 1;
1108}
1109
1110void flee_player(object *op) { 798flee_player (object *op)
799{
1111 int dir,diff; 800 int dir, diff;
1112 rv_vector rv; 801 rv_vector rv;
1113 802
1114 if(op->stats.hp < 0) { 803 if (op->stats.hp < 0)
804 {
1115 LOG(llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
1116 CLEAR_FLAG(op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
807 return;
808 }
809
810 if (!op->enemy)
811 {
812 LOG (llevDebug, "Fleeing player had no enemy.\n");
813 op->clr_flag (FLAG_SCARED);
814 return;
815 }
816
817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
818 {
819 op->enemy = NULL;
820 op->clr_flag (FLAG_SCARED);
821 return;
822 }
823
824 get_rangevector (op, op->enemy, &rv, 0);
825
826 dir = absdir (4 + rv.direction);
827 for (diff = 0; diff < 3; diff++)
828 {
829 int m = 1 - rndm (2) * 2;
830
831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1117 return; 832 return;
1118 } 833 }
1119 834
1120 if(op->enemy==NULL) {
1121 LOG(llevDebug,"Fleeing player had no enemy.\n");
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 return;
1124 }
1125
1126 /* Seen some crashes here. Since we don't store an
1127 * op->enemy_count, it is possible that something destroys the
1128 * actual enemy, and the object is recycled.
1129 */
1130 if (op->enemy->map == NULL) {
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 op->enemy=NULL;
1133 return;
1134 }
1135
1136 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1137 op->enemy=NULL;
1138 CLEAR_FLAG(op, FLAG_SCARED);
1139 return;
1140 }
1141 get_rangevector(op, op->enemy, &rv, 0);
1142
1143 dir=absdir(4+rv.direction);
1144 for(diff=0;diff<3;diff++) {
1145 int m=1-(RANDOM()&2);
1146 if(move_ob(op,absdir(dir+diff*m),op)||
1147 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1148 return;
1149 }
1150 }
1151 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
1153 op->enemy=NULL; 837 op->enemy = NULL;
1154} 838}
1155
1156 839
1157/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
1158 * IT returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
1159 * stop. 842 * stop.
1160 */ 843 */
844int
1161int check_pick(object *op) { 845check_pick (object *op)
846{
1162 object *tmp, *next; 847 object *tmp, *next;
1163 tag_t next_tag=0, op_tag;
1164 int stop = 0; 848 int stop = 0;
1165 int j, k, wvratio; 849 int wvratio;
1166 char putstring[128], tmpstr[16];
1167 850
1168
1169 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
1170 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1171 return 1; 853 return 1;
1172 854
1173 op_tag = op->count;
1174
1175 next = op->below; 855 next = op->below;
1176 if (next) 856
1177 next_tag = next->count; 857 int cnt = MAX_ITEM_PER_ACTION;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1178 859
1179 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1180 * destroyed */ 861 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag)) 862 while (next && !next->destroyed ())
1182 { 863 {
1183 tmp = next; 864 tmp = next;
1184 next = tmp->below; 865 next = tmp->below;
1185 if (next)
1186 next_tag = next->count;
1187 866
1188 if (was_destroyed (op, op_tag)) 867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
873 if (op->destroyed ())
1189 return 0; 874 return 0;
1190 875
1191 if ( ! can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1192 continue; 877 continue;
1193 878
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1195 { 880 {
1196 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1198 continue; 884 continue;
1199 }
1200
1201 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) {
1203 switch (op->contr->mode) {
1204 case 0: return 1; /* don't pick up */
1205 case 1: pick_up (op, tmp);
1206 return 1;
1207 case 2: pick_up (op, tmp);
1208 return 0;
1209 case 3: return 0; /* stop before pickup */
1210 case 4: pick_up (op, tmp);
1211 break;
1212 case 5: pick_up (op, tmp);
1213 stop = 1;
1214 break;
1215 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1217 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1218 pick_up(op, tmp);
1219 break;
1220
1221 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp);
1224 break;
1225
1226 default:
1227 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100
1230 / (tmp->weight * MAX (tmp->nrof, 1)))
1231 >= op->contr->mode)
1232 pick_up(op,tmp);
1233 } 885 }
1234 } 886
1235 else { /* old model */
1236 /* NEW pickup handling */ 887 /* pickup handling */
1237 if(op->contr->mode & PU_DEBUG) 888 if (op->contr->mode & PU_DEBUG)
1238 { 889 {
1239 /* some debugging code to figure out item information */ 890 /* some debugging code to figure out item information */
1240 if(tmp->name!=NULL) 891 const char *str = tmp->name
1241 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 892 ? format ("item name: %s item type: %d weight/value: %d",
1242 tmp->name, tmp->type,
1243 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1244 else
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 894 : format ("item name: %s item type: %d weight/value: %d",
1246 tmp->arch->name, tmp->type,
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
896
1248 new_draw_info(NDI_UNIQUE, 0,op,putstring); 897 new_draw_info (NDI_UNIQUE, 0, op, str);
1249
1250 sprintf(putstring,"...flags: ");
1251 for(k=0;k<4;k++)
1252 {
1253 for(j=0;j<32;j++)
1254 {
1255 if((tmp->flags[k]>>j)&0x01)
1256 {
1257 sprintf(tmpstr,"%d ",k*32+j);
1258 strcat(putstring, tmpstr);
1259 }
1260 } 898 }
1261 }
1262 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1263 899
1264#if 0 900 if (op->contr->mode & PU_INHIBIT)
1265 /* print the flags too */ 901 return 1;
1266 for(k=0;k<4;k++) 902
1267 { 903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1268 fprintf(stderr,"%d [%d] ", k, k*32+31); 904 return 1;
1269 for(j=0;j<32;j++) 905
1270 {
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1272 if(!((j+1)%4))fprintf(stderr," ");
1273 }
1274 fprintf(stderr," [%d]\n", k*32);
1275 }
1276#endif
1277 }
1278 /* philosophy: 906 /* philosophy:
1279 * It's easy to grab an item type from a pile, as long as it's 907 * It's easy to grab an item type from a pile, as long as it's
1280 * generic. This takes no game-time. For more detailed pickups 908 * generic. This takes no game-time. For more detailed pickups
1281 * and selections, select-items shoul dbe used. This is a 909 * and selections, select-items should be used. This is a
1282 * grab-as-you-run type mode that's really useful for arrows for 910 * grab-as-you-run type mode that's really useful for arrows for
1283 * example. 911 * example.
1284 * The drawback: right now it has no frontend, so you need to 912 * The drawback: right now it has no frontend, so you need to
1285 * stick the bits you want into a calculator in hex mode and then 913 * stick the bits you want into a calculator in hex mode and then
1286 * convert to decimal and then 'pickup <#> 914 * convert to decimal and then 'pickup <#>
1289 /* the first two modes are exclusive: if NOTHING we return, if 917 /* the first two modes are exclusive: if NOTHING we return, if
1290 * STOP then we stop. All the rest are applied sequentially, 918 * STOP then we stop. All the rest are applied sequentially,
1291 * meaning if any test passes, the item gets picked up. */ 919 * meaning if any test passes, the item gets picked up. */
1292 920
1293 /* if mode is set to pick nothing up, return */ 921 /* if mode is set to pick nothing up, return */
1294
1295 if(op->contr->mode & PU_NOTHING) return 1; 922 if (op->contr->mode == PU_NOTHING)
923 return 1;
1296 924
1297 /* if mode is set to stop when encountering objects, return */ 925 /* if mode is set to stop when encountering objects, return */
1298 /* take STOP before INHIBIT since it doesn't actually pick 926 /* take STOP before INHIBIT since it doesn't actually pick
1299 * anything up */ 927 * anything up */
1300
1301 if(op->contr->mode & PU_STOP) return 0; 928 if (op->contr->mode & PU_STOP)
929 return 0;
1302 930
1303 /* useful for going into stores and not losing your settings... */ 931 /* useful for going into stores and not losing your settings... */
1304 /* and for battles wher you don't want to get loaded down while 932 /* and for battles wher you don't want to get loaded down while
1305 * fighting */ 933 * fighting */
1306 if(op->contr->mode & PU_INHIBIT) return 1; 934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
1307 936
1308 /* prevent us from turning into auto-thieves :) */ 937 /* prevent us from turning into auto-thieves :) */
1309 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 938 if (tmp->flag [FLAG_UNPAID])
939 continue;
1310 940
1311 /* ignore known cursed objects */ 941 /* ignore known cursed objects */
1312 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
943 continue;
1313 944
1314 /* all food and drink if desired */ 945 /* all food and drink if desired */
1315 /* question: don't pick up known-poisonous stuff? */ 946 /* question: don't pick up known-poisonous stuff? */
1316 if(op->contr->mode & PU_FOOD) 947 if (op->contr->mode & PU_FOOD)
1317 if (tmp->type == FOOD) 948 if (tmp->type == FOOD)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
1319 if(op->contr->mode & PU_DRINK) 954 if (op->contr->mode & PU_DRINK)
1320 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
1322 960
1323 if(op->contr->mode & PU_POTION) 961 if (op->contr->mode & PU_POTION)
1324 if (tmp->type == POTION) 962 if (tmp->type == POTION)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
1326 967
1327 /* spellbooks, skillscrolls and normal books/scrolls */ 968 /* spellbooks, skillscrolls and normal books/scrolls */
1328 if(op->contr->mode & PU_SPELLBOOK) 969 if (op->contr->mode & PU_SPELLBOOK)
1329 if (tmp->type == SPELLBOOK) 970 if (tmp->type == SPELLBOOK)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
1331 if(op->contr->mode & PU_SKILLSCROLL) 976 if (op->contr->mode & PU_SKILLSCROLL)
1332 if (tmp->type == SKILLSCROLL) 977 if (tmp->type == SKILLSCROLL)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
1334 if(op->contr->mode & PU_READABLES) 983 if (op->contr->mode & PU_READABLES)
1335 if (tmp->type == BOOK || tmp->type == SCROLL) 984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
1337 989
1338 /* wands/staves/rods/horns */ 990 /* wands/staves/rods/horns */
1339 if (op->contr->mode & PU_MAGIC_DEVICE) 991 if (op->contr->mode & PU_MAGIC_DEVICE)
1340 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 992 if (tmp->type == WAND
1341 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 993 || tmp->type == ROD
994 || tmp->type == HORN
995 || tmp->type == POWER_CRYSTAL)
996 {
997 CHK_PICK_PICKUP;
998 continue;
999 }
1342 1000
1343 /* pick up all magical items */ 1001 /* pick up all magical items */
1344 if(op->contr->mode & PU_MAGICAL) 1002 if (op->contr->mode & PU_MAGICAL)
1345 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1347 1009
1348 if(op->contr->mode & PU_VALUABLES) 1010 if (op->contr->mode & PU_VALUABLES)
1349 { 1011 {
1350 if (tmp->type == MONEY || tmp->type == GEM) 1012 if (tmp->type == MONEY || tmp->type == GEM)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1013 {
1014 CHK_PICK_PICKUP;
1015 continue;
1016 }
1352 } 1017 }
1353 1018
1354 /* rings & amulets - talismans seems to be typed AMULET */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1355 if(op->contr->mode & PU_JEWELS) 1020 if (op->contr->mode & PU_JEWELS)
1356 if (tmp->type == RING || tmp->type == AMULET) 1021 if (tmp->type == RING
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1022 || tmp->type == AMULET
1023 || tmp->type == GIRDLE
1024 || tmp->type == SKILL_TOOL)
1025 {
1026 CHK_PICK_PICKUP;
1027 continue;
1028 }
1029
1030 /* we don't forget dragon food */
1031 if (op->contr->mode & PU_FLESH)
1032 if (tmp->type == FLESH)
1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1358 1037
1359 /* bows and arrows. Bows are good for selling! */ 1038 /* bows and arrows. Bows are good for selling! */
1360 if(op->contr->mode & PU_BOW) 1039 if (op->contr->mode & PU_BOW)
1361 if (tmp->type == BOW) 1040 if (tmp->type == BOW)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1363 if(op->contr->mode & PU_ARROW) 1046 if (op->contr->mode & PU_ARROW)
1364 if (tmp->type == ARROW) 1047 if (tmp->type == ARROW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1366 1052
1367 /* all kinds of armor etc. */ 1053 /* all kinds of armor etc. */
1368 if(op->contr->mode & PU_ARMOUR) 1054 if (op->contr->mode & PU_ARMOUR)
1369 if (tmp->type == ARMOUR) 1055 if (tmp->type == ARMOUR)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1371 if(op->contr->mode & PU_HELMET) 1061 if (op->contr->mode & PU_HELMET)
1372 if (tmp->type == HELMET) 1062 if (tmp->type == HELMET)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1374 if(op->contr->mode & PU_SHIELD) 1068 if (op->contr->mode & PU_SHIELD)
1375 if (tmp->type == SHIELD) 1069 if (tmp->type == SHIELD)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1377 if(op->contr->mode & PU_BOOTS) 1075 if (op->contr->mode & PU_BOOTS)
1378 if (tmp->type == BOOTS) 1076 if (tmp->type == BOOTS)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1380 if(op->contr->mode & PU_GLOVES) 1082 if (op->contr->mode & PU_GLOVES)
1381 if (tmp->type == GLOVES) 1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1383 if(op->contr->mode & PU_CLOAK) 1089 if (op->contr->mode & PU_CLOAK)
1384 if (tmp->type == CLOAK) 1090 if (tmp->type == CLOAK)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1386 1095
1387 /* hoping to catch throwing daggers here */ 1096 /* hoping to catch throwing daggers here */
1388 if(op->contr->mode & PU_MISSILEWEAPON) 1097 if (op->contr->mode & PU_MISSILEWEAPON)
1389 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1391 1103
1392 /* careful: chairs and tables are weapons! */ 1104 /* careful: chairs and tables are weapons! */
1393 if(op->contr->mode & PU_ALLWEAPON) 1105 if (op->contr->mode & PU_ALLWEAPON)
1394 {
1395 if(tmp->type == WEAPON && tmp->name!=NULL)
1396 {
1397 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1398 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1399 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1400 } 1106 {
1401 if(tmp->type == WEAPON && tmp->name==NULL) 1107 if (tmp->type == WEAPON)
1108 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1109 {
1110 CHK_PICK_PICKUP;
1111 continue;
1112 }
1402 { 1113 }
1403 if(strstr(tmp->arch->name,"table")==NULL &&
1404 strstr(tmp->arch->name,"chair")==NULL)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1406 }
1407 }
1408 1114
1409 /* misc stuff that's useful */ 1115 /* misc stuff that's useful */
1410 if(op->contr->mode & PU_KEY) 1116 if (op->contr->mode & PU_KEY)
1411 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1118 {
1119 CHK_PICK_PICKUP;
1120 continue;
1121 }
1413 1122
1414 /* any of the last 4 bits set means we use the ratio for value 1123 /* any of the last 4 bits set means we use the ratio for value
1415 * pickups */ 1124 * pickups */
1416 if(op->contr->mode & PU_RATIO) 1125 if (op->contr->mode & PU_RATIO)
1417 { 1126 {
1418 /* use value density to decide what else to grab */ 1127 /* use value density to decide what else to grab */
1419 /* >=7 was >= op->contr->mode */ 1128 /* >=7 was >= op->contr->mode */
1420 /* >=7 is the old standard setting. Now we take the last 4 bits 1129 /* >=7 is the old standard setting. Now we take the last 4 bits
1421 * and multiply them by 5, giving 0..15*5== 5..75 */ 1130 */
1422 wvratio=(op->contr->mode & PU_RATIO) * 5; 1131 wvratio = op->contr->mode & PU_RATIO;
1423 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1132 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1424 { 1133 {
1425 pick_up(op, tmp);
1426#if 0 1134#if 0
1427 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1428 if(tmp->name!=NULL) { 1136 if (tmp->name != NULL)
1137 {
1429 fprintf(stderr,"%s", tmp->name); 1138 fprintf (stderr, "%s", tmp->name);
1430 } 1139 }
1140 else
1431 else fprintf(stderr,"%s",tmp->arch->name); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1432 fprintf(stderr,",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1433 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1143 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1434#endif 1144#endif
1145 CHK_PICK_PICKUP;
1435 continue; 1146 continue;
1436 } 1147 }
1148 } /* the new pickup model */
1437 } 1149 }
1438 } /* the new pickup model */ 1150
1439 }
1440 return ! stop; 1151 return !stop;
1152}
1153
1154/* routine for both players and monsters. We call this when
1155 * there is a possibility for our action distrubing our hiding
1156 * place or invisiblity spell. Artefact invisiblity causes
1157 * "noise" instead. If we arent invisible to begin with, we
1158 * return 0.
1159 */
1160static int
1161action_makes_visible (object *op)
1162{
1163 if (op->invisible && op->flag [FLAG_ALIVE])
1164 {
1165 if (op->flag [FLAG_MAKE_INVIS])
1166 {
1167 // artefact invisibility is permanent, but we still make noise
1168 // this is important for game-balance.
1169 if (op->contr)
1170 op->make_noise ();
1171
1172 return 0;
1173 }
1174
1175 if (op->contr && op->contr->tmp_invis == 0)
1176 return 0;
1177
1178 /* If monsters, they should become visible */
1179 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1180 {
1181 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1182 return 1;
1183 }
1184 }
1185
1186 return 0;
1441} 1187}
1442 1188
1443/* 1189/*
1444 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1446 * found object is returned. 1192 * found object is returned.
1447 */ 1193 */
1194static object *
1448object *find_arrow(object *op, const char *type) 1195find_arrow (object *op, const char *type)
1449{ 1196{
1450 object *tmp = NULL; 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1199 return splay (tmp);
1451 1200
1452 for(op=op->inv; op; op=op->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type && 1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1454 QUERY_FLAG(op,FLAG_APPLIED)) 1203 if (object *arrow = find_arrow (tmp, type))
1455 tmp = find_arrow (op, type); 1204 {
1456 else if (op->type==ARROW && op->race==type) 1205 splay (tmp);
1457 return op; 1206 return arrow;
1207 }
1208
1458 return tmp; 1209 return 0;
1459} 1210}
1460 1211
1461/* 1212/*
1462 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1213 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1463 * against the target. A full test is not performed, simply a basic test 1214 * against the target. A full test is not performed, simply a basic test
1464 * of resistances. The archer is making a quick guess at what he sees down 1215 * of resistances. The archer is making a quick guess at what he sees down
1465 * the hall. Failing that it does it's best to pick the highest plus arrow. 1216 * the hall. Failing that it does it's best to pick the highest plus arrow.
1466 */ 1217 */
1467 1218static object *
1468object *find_better_arrow(object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1469{ 1220{
1470 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1472 1223
1473 if (!type) 1224 if (!type)
1474 return NULL; 1225 return NULL;
1475 1226
1476 for (arrow=op->inv; arrow; arrow=arrow->below) { 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1228 {
1477 if (arrow->type==CONTAINER && arrow->race==type && 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1230 {
1479 i = 0; 1231 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1481 if (i > betterby) { 1234 if (i > betterby)
1235 {
1482 tmp = ntmp; 1236 tmp = ntmp;
1483 betterby = i; 1237 betterby = i;
1484 } 1238 }
1239 }
1485 } else if (arrow->type==ARROW && arrow->race==type) { 1240 else if (arrow->type == ARROW && arrow->race == type)
1241 {
1486 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL && 1243 if (target->race && arrow->slaying.contains (target->race))
1488 strstr(arrow->slaying, target->race)) { 1244 {
1489 if (arrow->attacktype & AT_DEATH) { 1245 if (arrow->attacktype & AT_DEATH)
1246 {
1490 *better = 100; 1247 *better = 100;
1491 return arrow; 1248 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 } 1249 }
1496 } else { 1250 else
1497 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498 attacktype = 1<<attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501 tmp = arrow;
1502 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503 }
1504 } 1251 {
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow; 1252 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1253 betterby = (arrow->magic + arrow->stats.dam) * 2;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow;
1511 betterby = 1 + arrow->magic + arrow->stats.dam;
1512 } 1254 }
1513 } 1255 }
1256 else
1257 {
1258 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1259 {
1260 attacktype = 1 << attacknum;
1261 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1262 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1263 {
1264 tmp = arrow;
1265 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1266 }
1267 }
1268
1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1270 {
1271 tmp = arrow;
1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1273 }
1274
1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1276 {
1277 tmp = arrow;
1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1279 }
1514 } 1280 }
1281 }
1515 } 1282 }
1283
1516 if (tmp == NULL && arrow == NULL) 1284 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type); 1285 return find_arrow (op, type);
1518 1286
1519 *better = betterby; 1287 *better = betterby;
1520 return tmp; 1288 return tmp;
1521} 1289}
1522 1290
1523/* looks in a given direction, finds the first valid target, and calls 1291/* looks in a given direction, finds the first valid target, and calls
1524 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter 1293 * op = the shooter
1526 * type = bow->race 1294 * type = bow->race
1527 * dir = fire direction 1295 * dir = fire direction
1528 */ 1296 */
1529 1297static object *
1530object *pick_arrow_target(object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1531{ 1299{
1532 object *tmp = NULL; 1300 object *tmp = NULL;
1533 mapstruct *m; 1301 maptile *m;
1534 int i, mflags, found, number; 1302 int i, mflags, found, number;
1535 sint16 x, y; 1303 sint16 x, y;
1536 1304
1537 if (op->map == NULL) 1305 if (op->map == NULL)
1538 return find_arrow(op, type); 1306 return find_arrow (op, type);
1539 1307
1540 /* do a dex check */ 1308 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1309 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1542 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1310 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1543 return find_arrow(op, type); 1311 return find_arrow (op, type);
1544 1312
1545 m = op->map; 1313 m = op->map;
1546 x = op->x; 1314 x = op->x;
1547 y = op->y; 1315 y = op->y;
1548 1316
1549 /* find the first target */ 1317 /* find the first target */
1550 for (i=0, found=0; i<20; i++) { 1318 for (i = 0, found = 0; i < 20; i++)
1319 {
1551 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1552 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1325 {
1555 tmp = NULL; 1326 tmp = 0;
1327 break;
1328 }
1329 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1330 {
1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1332 * perhaps a bad assumption.
1333 */
1334 tmp = 0;
1335 break;
1336 }
1337
1338 if (mflags & P_IS_ALIVE)
1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1340 if (tmp->flag [FLAG_ALIVE])
1556 break; 1341 break;
1557 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption.
1560 */
1561 tmp = NULL;
1562 break;
1563 }
1564 if (mflags & P_IS_ALIVE) {
1565 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567 found++;
1568 break;
1569 }
1570 if (found)
1571 break;
1572 }
1573 } 1342 }
1574 if (tmp == NULL) 1343
1344 if (!tmp)
1575 return find_arrow(op, type); 1345 return find_arrow (op, type);
1576 1346
1577 if (tmp->head) 1347 if (tmp->head)
1578 tmp = tmp->head; 1348 tmp = tmp->head;
1579 1349
1580 return find_better_arrow(op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1581} 1351}
1582 1352
1583/* 1353/*
1584 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1586 * op is the object firing the bow. 1356 * op is the object firing the bow.
1587 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1588 * dir is the direction of fire. 1358 * dir is the direction of fire.
1589 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1590 * sx, sy are coordinates to fire arrow from - also used in some of the special 1360 * sx, sy are coordinates to fire arrow from - also used in some of the special
1591 * player fire modes. 1361 * player fire modes.
1592 */ 1362 */
1363int
1593int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1364fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1594 sint16 sx, sint16 sy)
1595{ 1365{
1596 object *left, *bow; 1366 object *left, *bow;
1597 tag_t left_tag, tag; 1367 int mflags;
1598 int bowspeed, mflags; 1368 maptile *m;
1599 mapstruct *m;
1600 1369
1601 if (!dir) { 1370 if (!dir)
1371 {
1602 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1372 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1603 return 0; 1373 return 0;
1374 }
1375
1376 if (op->contr)
1377 bow = op->current_weapon;
1378 else
1604 } 1379 {
1605 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow];
1607 else {
1608 for(bow=op->inv; bow; bow=bow->below) 1380 for (bow = op->inv; bow; bow = bow->below)
1609 /* Don't check for applied - monsters don't apply bows - in that way, they 1381 /* Don't check for applied - monsters don't apply bows - in that way, they
1610 * don't need to switch back and forth between bows and weapons. 1382 * don't need to switch back and forth between bows and weapons.
1611 */ 1383 */
1612 if(bow->type==BOW) 1384 if (bow->type == BOW)
1613 break; 1385 break;
1614 1386
1615 if (!bow) { 1387 if (!bow)
1388 {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1617 return 0; 1390 return 0;
1618 } 1391 }
1392
1393 // optimisation: move object to top so we will find it quickly again
1394 splay (bow);
1619 } 1395 }
1396
1620 if( !bow->race || !bow->skill) { 1397 if (!bow->race || !bow->skill)
1398 {
1621 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1399 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1622 return 0; 1400 return 0;
1623 } 1401 }
1624 1402
1625 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626
1627 /* penalize ROF for bestarrow */
1628 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632
1633 if (arrow == NULL) { 1403 if (arrow == NULL)
1404 {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1405 if ((arrow = find_arrow (op, bow->race)) == NULL)
1406 {
1635 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op, 1408 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1637 "You have no %s left.", bow->race);
1638 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1639 else 1410 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1412
1641 return 0; 1413 return 0;
1642 } 1414 }
1643 } 1415 }
1416
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1417 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) { 1418 if (mflags & P_OUT_OF_MAP)
1646 return 0; 1419 return 0;
1647 } 1420
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1421 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1422 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1423 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1650 return 0; 1424 return 0;
1651 } 1425 }
1652 1426
1653 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) { 1428 if (arrow->nrof == 0)
1655 remove_ob(arrow); 1429 {
1656 free_object(arrow); 1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1431 arrow->destroy ();
1657 return 0; 1432 return 0;
1658 } 1433 }
1659 1434
1660 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count; 1436 arrow = arrow->split ();
1662 arrow = get_split_ob(arrow, 1); 1437 if (!arrow)
1663 if (arrow == NULL) { 1438 {
1664 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1439 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665 bow->race);
1666 return 0; 1440 return 0;
1667 } 1441 }
1668 set_owner(arrow, op); 1442
1669 if (arrow->skill) free_string(arrow->skill); 1443 arrow->set_owner (op);
1670 arrow->skill = add_refcount(bow->skill); 1444 arrow->skill = bow->skill;
1671
1672 arrow->direction=dir; 1445 arrow->direction = dir;
1673 arrow->x = sx;
1674 arrow->y = sy;
1675 1446
1676 if (op->type == PLAYER) {
1677 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1678 fix_player(op);
1679 }
1680
1681 SET_ANIMATION(arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1447 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1683 arrow->stats.hp = arrow->stats.dam; 1448 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype; 1449 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL) 1450 arrow->custom_name = arrow->slaying;
1686 arrow->spellarg = strdup_local(arrow->slaying);
1687 1451
1688 /* Note that this was different for monsters - they got their level 1452#if 0
1689 * added to the damage. I think the strength bonus is more proper. 1453 if (player *pl = op->contr)
1690 */
1691 1454 {
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1455 float speed = pl->weapon_sp;
1693 0 : dam_bonus[op->stats.Str]) +
1694 bow->stats.dam + bow->magic + arrow->magic;
1695 1456
1457 /* penalize ROF for bestarrow */
1458 if (pl->bowtype == bow_bestarrow)
1459 speed *= .9f;
1460 else
1461 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1462
1463 op->speed_left += speed - op->speed;
1464 }
1465#endif
1466
1467 SET_ANIMATION (arrow, arrow->direction);
1468
1696 /* update the speed */ 1469 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1698 0 : dam_bonus[op->stats.Str]) +
1699 bow->magic + arrow->magic) / 5.0 +
1700 (float)bow->stats.dam / 7.0;
1701 1470
1702 if (arrow->speed < 1.0)
1703 arrow->speed = 1.0;
1704 update_ob_speed(arrow);
1705 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1706 1476
1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1478
1707 if (op->type == PLAYER) { 1479 if (op->type == PLAYER)
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1480 {
1709 (op->chosen_skill?op->chosen_skill->level:op->level) -
1710 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1711 arrow->stats.wc - bow->stats.wc + wc_mod;
1712
1713 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1481 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1714 } else { 1482 wc -= dex_bonus[op->stats.Dex];
1715 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1716 arrow->stats.wc + wc_mod;
1717 1483
1484 if (!arrow->slaying)
1485 arrow->slaying = op->slaying;
1486
1487 arrow->attacktype |= op->attacktype;
1488 }
1489 else
1490 {
1718 arrow->level = op->level; 1491 arrow->level = op->level;
1719 } 1492 arrow->stats.wc -= bow->magic;
1720 if (arrow->attacktype == AT_PHYSICAL) 1493
1494 if (!arrow->slaying)
1495 arrow->slaying = bow->slaying;
1496
1721 arrow->attacktype |= bow->attacktype; 1497 arrow->attacktype |= bow->attacktype;
1722 if (bow->slaying != NULL) 1498 }
1723 arrow->slaying = add_string(bow->slaying);
1724 1499
1725 arrow->map = m; 1500 wc -= arrow->level;
1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1502
1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1726 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1728 1507
1729 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1508 op->play_sound (sound_find ("fire_arrow"));
1730 tag = arrow->count; 1509 m->insert (arrow, sx, sy, op);
1731 insert_ob_in_map(arrow, m, op, 0);
1732 1510
1733 if (!was_destroyed(arrow, tag)) 1511 if (!arrow->destroyed ())
1734 move_arrow(arrow); 1512 move_arrow (arrow);
1735 1513
1736 if (op->type == PLAYER) {
1737 if (was_destroyed (left, left_tag))
1738 esrv_del_item(op->contr, left_tag);
1739 else
1740 esrv_send_item(op, left);
1741 }
1742 return 1; 1514 return 1;
1743} 1515}
1744 1516
1745/* Special fire code for players - this takes into 1517/* Special fire code for players - this takes into
1746 * account the special fire modes players can have 1518 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1750 * hence the function name. 1522 * hence the function name.
1751 */ 1523 */
1524static int
1752int player_fire_bow(object *op, int dir) 1525player_fire_bow (object *op, int dir)
1753{ 1526{
1754 int ret=0, wcmod=0; 1527 int ret;
1755 1528
1756 if (op->contr->bowtype == bow_bestarrow) { 1529 if (op->contr->bowtype == bow_bestarrow)
1757 ret = fire_bow(op, op, 1530 {
1758 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1531 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1759 dir, 0, op->x, op->y); 1532 }
1760 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1533 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1534 {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1535 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1762 wcmod =-1;
1763 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1536 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1764 op->x, op->y); 1537 }
1765 } else if (op->contr->bowtype == bow_threewide) { 1538 else if (op->contr->bowtype == bow_threewide)
1539 {
1540 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1541 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1542 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1543 }
1544 else if (op->contr->bowtype == bow_spreadshot)
1545 {
1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1547 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1548 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1549 }
1550 else
1551 {
1552 /* Simple case */
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1553 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1768 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1769 } else if (op->contr->bowtype == bow_spreadshot) {
1770 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1772 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1773
1774 } else {
1775 /* Simple case */
1776 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1777 } 1554 }
1555
1778 return ret; 1556 return ret;
1779} 1557}
1780
1781 1558
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1784 */ 1561 */
1562static void
1785void fire_misc_object(object *op, int dir) 1563fire_misc_object (object *op, int dir)
1786{ 1564{
1787 object *item; 1565 object *item = op->contr->ranged_ob;
1788 1566
1789 if (!op->contr->ranges[range_misc]) { 1567 if (!item)
1568 {
1790 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1569 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1791 return; 1570 return;
1792 } 1571 }
1793 1572
1794 item = op->contr->ranges[range_misc];
1795 if (!item->inv) { 1573 if (!item->inv)
1574 {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1797 return; 1576 return;
1798 } 1577 }
1578
1579 if (!op->apply (item))
1580 return;
1581
1799 if (item->type == WAND) { 1582 if (item->type == WAND)
1583 {
1800 if(item->stats.food<=0) { 1584 if (item->stats.food <= 0)
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1585 {
1586 op->contr->play_sound (sound_find ("wand_poof"));
1802 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1587 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1588
1803 return; 1589 return;
1804 } 1590 }
1591 }
1805 } else if (item->type == ROD || item->type==HORN) { 1592 else if (item->type == ROD || item->type == HORN)
1806 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1593 {
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1594 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1595
1596 // using the maximum of the rods charge allows at least one spell cast
1597 // for a rod or horn, this fixes some broken rods.
1598 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1599 {
1600 op->contr->play_sound (sound_find ("wand_poof"));
1601
1808 if (item->type== ROD) 1602 if (item->type == ROD)
1809 new_draw_info_format(NDI_UNIQUE, 0,op,
1810 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 1604 else
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1813 "The %s needs more time to charge.", query_base_name(item,0)); 1606
1814 return; 1607 return;
1815 } 1608 }
1816 } 1609 }
1817 1610
1818 if(cast_spell(op,item,dir,item->inv,NULL)) { 1611 if (cast_spell (op, item, dir, item->inv, NULL))
1612 {
1819 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1613 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1614
1820 if (item->type == WAND) { 1615 if (item->type == WAND)
1616 {
1821 if (!(--item->stats.food)) { 1617 if (!(--item->stats.food))
1822 object *tmp; 1618 {
1823 if (item->arch) { 1619 if (item->arch)
1824 CLEAR_FLAG(item, FLAG_ANIMATE); 1620 {
1621 item->clr_flag (FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1622 item->face = item->arch->face;
1826 item->speed = 0; 1623 item->set_speed (0);
1827 update_ob_speed(item);
1828 } 1624 }
1829 if ((tmp=is_player_inv(item))) 1625
1626 if (object *pl = item->visible_to ())
1830 esrv_update_item(UPD_ANIM, tmp, item); 1627 esrv_update_item (UPD_ANIM, pl, item);
1831 } 1628 }
1832 } 1629 }
1833 else if (item->type == ROD || item->type==HORN) { 1630 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge(item); 1631 drain_rod_charge (item);
1835 }
1836 } 1632 }
1837} 1633}
1838 1634
1839/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1840 */ 1636 */
1637bool
1841void fire(object *op,int dir) { 1638fire (object *who, int dir)
1639{
1842 int spellcost=0; 1640 int spellcost = 0;
1843 1641
1642 player *pl = who->contr;
1643
1644 if (pl->golem)
1645 {
1646 control_golem (who->contr->golem, dir);
1647 return false;
1648 }
1649
1650 object *ob = pl->ranged_ob;
1651
1652 if (!ob)
1653 return false;
1654
1655 if (who->speed_left > 0.f)
1656 --who->speed_left;
1657 else
1658 return false;
1659
1660 if (!who->apply (ob))
1661 return false;
1662
1844 /* check for loss of invisiblity/hide */ 1663 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op); 1664 if (action_makes_visible (who))
1665 make_visible (who);
1846 1666
1847 switch(op->contr->shoottype) { 1667 switch (ob->type)
1848 case range_none: 1668 {
1849 return; 1669 case BOW:
1850
1851 case range_bow:
1852 player_fire_bow(op, dir); 1670 player_fire_bow (who, dir);
1853 return; 1671 break;
1854 1672
1855 case range_magic: /* Casting spells */ 1673 case SPELL:
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1674 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1857 return; 1675 break;
1858 1676
1859 case range_misc: 1677 case BUILDER:
1860 fire_misc_object(op, dir);
1861 return;
1862
1863 case range_golem: /* Control summoned monsters from scrolls */
1864 if(op->contr->ranges[range_golem]==NULL ||
1865 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866 op->contr->ranges[range_golem] = NULL;
1867 op->contr->shoottype=range_none;
1868 op->contr->golem_count = 0;
1869 }
1870 else
1871 control_golem(op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if(!op->chosen_skill) {
1876 if(op->type==PLAYER)
1877 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878 return;
1879 }
1880 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder( op, dir ); 1678 apply_map_builder (who, dir);
1679 break;
1680
1681 case SKILL:
1682 do_skill (who, who, ob, dir, 0);
1683 break;
1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1689 default:
1690 fire_misc_object (who, dir);
1691 break;
1692 }
1693
1694 return true;
1695}
1696
1697static object *
1698find_key_ (object *pl, object *container, object *door)
1699{
1700 object *tmp, *key;
1701
1702 /* Should not happen, but sanity checking is never bad */
1703 if (!container->inv)
1704 return 0;
1705
1706 /* First, lets try to find a key in the top level inventory */
1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1708 {
1709 if (door->type == DOOR && tmp->type == KEY)
1710 break;
1711
1712 /* For sanity, we should really check door type, but other stuff
1713 * (like containers) can be locked with special keys
1714 */
1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1716 break;
1717 }
1718
1719 /* No key found - lets search inventories now */
1720 /* If we find and use a key in an inventory, return at that time.
1721 * otherwise, if we search all the inventories and still don't find
1722 * a key, return
1723 */
1724 if (!tmp)
1725 {
1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1727 /* No reason to search empty containers */
1728 if (tmp->type == CONTAINER && tmp->inv)
1729 if ((key = find_key_ (pl, tmp, door)))
1730 return key;
1731
1732 if (!tmp)
1884 return; 1733 return 0;
1885 default: 1734 }
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1735
1736 /* We get down here if we have found a key. Now if its in a container,
1737 * see if we actually want to use it
1738 */
1739 if (pl != container)
1740 {
1741 /* Only let players use keys in containers */
1742 if (!pl->contr)
1887 return; 1743 return 0;
1888 }
1889}
1890 1744
1745 /* cases where this fails:
1746 * If we only search the player inventory, return now since we
1747 * are not in the players inventory.
1748 * If the container is not active, return now since only active
1749 * containers can be used.
1750 * If we only search keyrings and the container does not have
1751 * a race/isn't a keyring.
1752 * No checking for all containers - to fall through past here,
1753 * inv must have been an container and must have been active.
1754 *
1755 * Change the color so that the message doesn't disappear with
1756 * all the others.
1757 */
1758 if (pl->contr->usekeys == key_inventory
1759 || !container->flag [FLAG_APPLIED]
1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1761 {
1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1764 return NULL;
1765 }
1766 }
1891 1767
1768 return tmp;
1769}
1892 1770
1893/* find_key 1771/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1772 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1897 * for both is the same - just the specific key is different. 1775 * for both is the same - just the specific key is different.
1898 * pl is the player, 1776 * pl is the player,
1899 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1902 */ 1780 */
1903 1781object *
1904object * find_key(object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1905{ 1783{
1906 object *tmp,*key; 1784 if (door->slaying && is_match_expr (door->slaying))
1907
1908 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL;
1910
1911 /* First, lets try to find a key in the top level inventory */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1913 if (door->type==DOOR && tmp->type==KEY) break;
1914 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys
1916 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1918 tmp->slaying==door->slaying) break;
1919 } 1785 {
1920 /* No key found - lets search inventories now */ 1786 // for match expressions, we try to find the key by applying the match
1921 /* If we find and use a key in an inventory, return at that time. 1787 // to the op itself, which is supposed to find the "key", instead
1922 * otherwise, if we search all the inventories and still don't find 1788 // of searching through containers ourselves.
1923 * a key, return 1789
1924 */ 1790 return match_one (door->slaying, container, door, pl, pl);
1925 if (!tmp) {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1927 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1930 }
1931 }
1932 if (!tmp) return NULL;
1933 } 1791 }
1934 /* We get down here if we have found a key. Now if its in a container, 1792 else
1935 * see if we actually want to use it 1793 return find_key_ (pl, container, door);
1936 */
1937 if (pl!=container) {
1938 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL;
1940 /* cases where this fails:
1941 * If we only search the player inventory, return now since we
1942 * are not in the players inventory.
1943 * If the container is not active, return now since only active
1944 * containers can be used.
1945 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active.
1949 *
1950 * Change the color so that the message doesn't disappear with
1951 * all the others.
1952 */
1953 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys")))
1957 ) {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door",
1960 query_name(tmp), query_name(container));
1961 return NULL;
1962 }
1963 }
1964 return tmp;
1965} 1794}
1966 1795
1967/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1970 * 0 otherwise 1799 * 0 otherwise
1971 */ 1800 */
1801static int
1972static int player_attack_door(object *op, object *door) 1802player_attack_door (object *op, object *door)
1973{ 1803{
1974
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1804 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1805 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1806 * otherwise, we fall through to the rest of the code.
1978 */ 1807 */
1979 object *key=find_key(op, op, door); 1808 object *key = find_key (op, op, door);
1980 1809
1981 /* IF we found a key, do some extra work */ 1810 /* If we found a key, do some extra work */
1982 if (key) { 1811 if (key)
1812 {
1983 object *container=key->env; 1813 object *container = key->env;
1984 1814
1985 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986 if(action_makes_visible(op)) make_visible(op); 1815 if (action_makes_visible (op))
1816 make_visible (op);
1817
1987 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1818 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1819 spring_trap (door->inv, op);
1820
1988 if (door->type == DOOR) { 1821 if (door->type == DOOR)
1989 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1822 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1990 }
1991 else if(door->type==LOCKED_DOOR) { 1823 else if (door->type == LOCKED_DOOR)
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1824 {
1993 "You open the door with the %s", query_short_name(key)); 1825 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2(door); /* remove door without violence ;-) */ 1826 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1827 }
1828
1996 /* Do this after we print the message */ 1829 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */ 1830 key->decrease (); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 1831
1999 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container);
2001 return 1; /* Nothing more to do below */ 1832 return 1; /* Nothing more to do below */
1833 }
2002 } else if (door->type==LOCKED_DOOR) { 1834 else if (door->type == LOCKED_DOOR)
1835 {
2003 /* Might as well return now - no other way to open this */ 1836 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1837 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2005 return 1; 1838 return 1;
2006 } 1839 }
1840
2007 return 0; 1841 return 0;
2008} 1842}
2009 1843
2010/* This function is just part of a breakup from move_player. 1844/* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner. 1845 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated 1846 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually 1847 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
2015 */ 1849 */
2016 1850bool
2017void move_player_attack(object *op, int dir) 1851move_player_attack (object *op, int dir)
2018{ 1852{
2019 object *tmp, *mon; 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2020 sint16 nx, ny; 1854 {
2021 int on_battleground; 1855 --op->speed_left;
2022 mapstruct *m; 1856 return true;
1857 }
2023 1858
2024 nx=freearr_x[dir]+op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
2025 ny=freearr_y[dir]+op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
2026 1861
2027 on_battleground = op_on_battleground(op, NULL, NULL); 1862 if (out_of_map (op->map, nx, ny))
1863 return false;
2028 1864
2029 /* If braced, or can't move to the square, and it is not out of the 1865 /* If braced, or can't move to the square, and it is not out of the
2030 * map, attack it. Note order of if statement is important - don't 1866 * map, attack it. Note order of if statement is important - don't
2031 * want to be calling move_ob if braced, because move_ob will move the 1867 * want to be calling move_ob if braced, because move_ob will move the
2032 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
2033 * move to some space, it then means that if we are braced, we should 1869 * move to some space, it then means that if we are braced, we should
2034 * do nothing at all. As it is, if we are braced, we go through 1870 * do nothing at all. As it is, if we are braced, we go through
2035 * quite a bit of processing. However, it probably is less than what 1871 * quite a bit of processing. However, it probably is less than what
2036 * move_ob uses. 1872 * move_ob uses.
2037 */ 1873 */
2038 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1874 maptile *m = op->map->xy_find (nx, ny);
2039 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2040 m = get_map_from_coord(op->map, &nx, &ny);
2041 if (!m) return; /* Don't think this should happen */
2042 }
2043 else m =op->map;
2044
2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2046 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2047 return;
2048 }
2049 1875
2050 mon = NULL;
2051 /* Go through all the objects, and find ones of interest. Only stop if 1876 /* Go through all the objects, and find ones of interest. Only stop if
2052 * we find a monster - that is something we know we want to attack. 1877 * we find a monster - that is something we know we want to attack.
2053 * if its a door or barrel (can roll) see if there may be monsters 1878 * if its a door or barrel (can roll) see if there may be monsters
2054 * on the space 1879 * on the space
1880 */
1881 object *mon;
1882 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1883 {
1884 if ((mon->flag [FLAG_ALIVE]
1885 || mon->type == LOCKED_DOOR
1886 || mon->flag [FLAG_CAN_ROLL])
1887 && mon != op)
1888 break;
1889 }
1890
1891 /* no monster == player tries to move into a wall or so */
1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
2055 */ 1896 {
2056 while (tmp!=NULL) { 1897 if (ob->move_block == MOVE_ALL)
2057 if (tmp == op) { 1898 move_into_wall (op, ob);
2058 tmp=tmp->above; 1899 else
2059 continue; 1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
1916 }
1917
1918 mon = mon->head_ ();
1919
1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1921 if (op->contr->weapon_sp_left > 0.f)
1922 if (player_attack_door (op, mon))
1923 {
1924 --op->contr->weapon_sp_left;
1925 return true;
1926 }
1927
1928 /* The following deals with possibly attacking peaceful
1929 * or friendly creatures. Basically, all players are considered
1930 * unaggressive. If the moving player has peaceful set, then the
1931 * object should be pushed instead of attacked. It is assumed that
1932 * if you are braced, you will not attack friends accidently,
1933 * and thus will not push them.
1934 */
1935
1936 /* If the creature is a pet, push it even if the player is not
1937 * peaceful. Our assumption is the creature is a pet if the
1938 * player owns it and it is either friendly or unagressive.
1939 */
1940 if (op->type == PLAYER
1941 && ((mon->owner && mon->owner->contr
1942 && same_party (mon->owner->contr->party, op->contr->party))
1943 || mon->owner == op)
1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1945 {
1946 /* If we're braced, we don't want to switch places with it */
1947 if (op->contr->braced)
1948 return false;
1949
1950 if (op->speed_left > 0.f)
1951 {
1952 --op->speed_left;
1953
1954 op->play_sound (sound_find ("push_player"));
1955 push_ob (mon, dir, op);
1956
1957 if (action_makes_visible (op))
1958 make_visible (op);
1959
1960 return true;
1961 }
1962 else
1963 return false;
1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
1967
1968 /* in certain circumstances, you shouldn't attack friendly
1969 * creatures. Note that if you are braced, you can't push
1970 * someone, but put it inside this loop so that you won't
1971 * attack them either.
1972 */
1973 if ((mon->type == PLAYER || mon->enemy != op)
1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1975 && ((op->contr->peaceful
1976 || (mon->type == PLAYER && mon->contr->peaceful))
1977 && !on_battleground))
1978 {
1979 if (op->speed_left > 0.f)
1980 {
1981 --op->speed_left;
1982
1983 if (!op->contr->braced)
1984 {
1985 op->play_sound (sound_find ("push_player"));
1986 push_ob (mon, dir, op);
2060 } 1987 }
2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1988 else
2062 mon = tmp; 1989 op->statusmsg ("You withhold your attack");
2063 break;
2064 }
2065 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2066 mon = tmp;
2067 tmp=tmp->above;
2068 }
2069
2070 if (mon==NULL) /* This happens anytime the player tries to move */
2071 return; /* into a wall */
2072 1990
2073 if(mon->head != NULL) 1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2074 mon = mon->head; 1992 make_visible (op);
2075 1993
2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1994 return true;
2077 if (player_attack_door(op, mon)) return;
2078
2079 /* The following deals with possibly attacking peaceful
2080 * or frienddly creatures. Basically, all players are considered
2081 * unaggressive. If the moving player has peaceful set, then the
2082 * object should be pushed instead of attacked. It is assumed that
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */
2086
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if ((op->type==PLAYER)
2092#if COZY_SERVER
2093 &&
2094 (
2095 (get_owner(mon) && get_owner(mon)->contr
2096 && same_party (get_owner(mon)->contr->party, op->contr->party))
2097 || get_owner(mon) == op
2098 )
2099#else
2100 && get_owner(mon)==op
2101#endif
2102 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2103 { 1995 }
2104 /* If we're braced, we don't want to switch places with it */ 1996 }
2105 if (op->contr->braced) return;
2106 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 (void) push_ob(mon,dir,op);
2108 if(op->contr->tmp_invis||op->hide) make_visible(op);
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2116 */
2117 if ((mon->type==PLAYER || mon->enemy != op) &&
2118 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2119 (
2120#ifdef PROHIBIT_PLAYERKILL
2121 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2122#else
2123 op->contr->peaceful &&
2124#endif
2125 !on_battleground
2126 )) {
2127 if (!op->contr->braced) {
2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 (void) push_ob(mon,dir,op);
2130 } else {
2131 new_draw_info(0, 0,op,"You withhold your attack");
2132 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op);
2134 }
2135
2136 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
1999 */
2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2001 {
2002 if (op->speed_left > 0.f)
2138 */ 2003 {
2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2004 --op->speed_left;
2005
2140 recursive_roll(mon,dir,op); 2006 recursive_roll (mon, dir, op);
2141 if(action_makes_visible(op)) make_visible(op); 2007 if (action_makes_visible (op))
2142 } 2008 make_visible (op);
2143 2009
2010 return true;
2011 }
2012 }
2144 /* Any generic living creature. Including things like doors. 2013 /* Any generic living creature. Including things like doors.
2145 * Way it works is like this: First, it must have some hit points 2014 * Way it works is like this: First, it must have some hit points
2146 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2147 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
2148 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
2149 */ 2018 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL || 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2153 op->contr->party!=mon->contr->party))) { 2021 {
2154 2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2155 /* If the player hasn't hit something this tick, and does
2156 * so, give them speed boost based on weapon speed. Doing
2157 * it here is better than process_players2, which basically
2158 * incurred a 1 tick offset.
2159 */
2160 if (!op->contr->has_hit) {
2161 op->speed_left += op->speed / op->contr->weapon_sp;
2162
2163 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2164 }
2165
2166 skill_attack(mon, op, 0, NULL, NULL);
2167
2168 /* If attacking another player, that player gets automatic
2169 * hitback, and doesn't loose luck either.
2170 * Disable hitback on the battleground or if the target is
2171 * the wiz.
2172 */
2173 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2174 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2175 short luck = mon->stats.luck;
2176 mon->contr->has_hit = 1;
2177 skill_attack(op, mon, 0, NULL, NULL);
2178 mon->stats.luck = luck;
2179 }
2180 if(action_makes_visible(op)) make_visible(op);
2181 } 2023 {
2182 } /* if player should attack something */ 2024 --op->contr->weapon_sp_left;
2183}
2184 2025
2026 skill_attack (mon, op, 0, 0, 0);
2027
2028 if (action_makes_visible (op))
2029 make_visible (op);
2030
2031 return true;
2032 }
2033 }
2034
2035 return false;
2036}
2037
2038bool
2185int move_player(object *op,int dir) { 2039move_player (object *op, int dir)
2186 int pick; 2040{
2187 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2189 return 0;
2190
2191 /* Sanity check: make sure dir is valid */
2192 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2193 LOG( llevError, "move_player: invalid direction %d\n", dir);
2194 return 0;
2195 }
2196
2197 /* peterm: added following line */
2198 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2199 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2200
2201 op->facing = dir;
2202
2203 if(op->hide) do_hidden_move(op);
2204
2205 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2206 /*nop*/;
2207 else if (op->contr->fire_on)
2208 fire (op, dir);
2209 else
2210 {
2211 move_player_attack (op, dir);
2212 pick = check_pick(op);
2213 }
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2042 return 0;
2043
2044 /* Sanity check: make sure dir is valid */
2045 if (dir < 0 || dir > 8)
2046 {
2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2048 return 0;
2049 }
2050
2051 /* peterm: added following line */
2052 if (op->flag [FLAG_CONFUSED] && dir)
2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2054
2055 op->facing = dir;
2056
2057 if (op->flag [FLAG_HIDDEN])
2058 do_hidden_move (op);
2059
2060 bool retval;
2061 int pick = 0;
2062
2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2064 retval = RESULT_INT (0);
2065 else if (op->contr->fire_on)
2066 retval = fire (op, dir);
2067 else
2068 {
2069 retval = move_player_attack (op, dir);
2070 pick = check_pick (op);
2071 }
2072
2073 /* Add special check for newcs players and fire on - this way, the
2074 * server can handle repeat firing.
2075 */
2076 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2077 op->direction = dir;
2078 else
2079 op->direction = 0;
2080
2081 /* Update how the player looks. Use the facing, so direction may
2082 * get reset to zero. This allows for full animation capabilities
2083 * for players.
2084 */
2085 animate_object (op, op->facing);
2086
2087 return retval;
2229} 2088}
2230 2089
2231/* This is similar to handle_player, below, but is only used by the 2090/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2091 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2092 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2093 * the new speed values for commands.
2235 * 2094 *
2236 * Returns true if there are more actions we can do. 2095 * Returns true if there are more actions we can do. Should not do
2096 * many actions in a row, as that would be too unfair to other
2097 * players.
2237 */ 2098 */
2099bool
2238int handle_newcs_player(object *op) 2100handle_newcs_player (object *op)
2239{ 2101{
2240 if (op->contr->hidden) { 2102 if (op->flag [FLAG_SCARED])
2241 op->invisible = 1000; 2103 {
2242 /* the socket code flashes the player visible/invisible 2104 if (op->speed_left > 0.f)
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2105 {
2254 } 2106 --op->speed_left;
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) {
2257 flee_player(op); 2107 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2108
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0; 2109 return true;
2262 } 2110 }
2111 else
2112 return false;
2263 } 2113 }
2264 2114
2265 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer.
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 }
2276
2277 /* call this here - we also will call this in do_ericserver, but 2115 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2116 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2117 * called, so we recheck it here.
2280 */ 2118 */
2281 HandleClient(&op->contr->socket, op->contr); 2119 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2120 return true;
2283 2121
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2122 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction); 2123 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2124
2294 else return 0; 2125 return false;
2295 } 2126}
2127
2128static int
2129save_life (object *op)
2130{
2131 if (!op->flag [FLAG_LIFESAVE])
2296 return 0; 2132 return 0;
2297}
2298 2133
2299int save_life(object *op) { 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2300 object *tmp; 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2136 {
2137 op->play_sound (sound_find ("ob_evaporate"));
2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301 2139
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2140 tmp->destroy ();
2141 op->clr_flag (FLAG_LIFESAVE);
2142
2143 if (op->stats.hp < 0)
2144 op->stats.hp = op->stats.maxhp;
2145
2146 if (op->stats.food < 0)
2147 op->stats.food = MAX_FOOD;
2148
2149 op->update_stats ();
2303 return 0; 2150 return 1;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op,
2309 "Your %s vibrates violently, then evaporates.",
2310 query_name(tmp));
2311 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0)
2319 op->stats.food = 999;
2320 fix_player(op);
2321 return 1;
2322 } 2151 }
2152
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2156 return 0;
2327} 2157}
2328 2158
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2160 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2161 * function will descend into containers. op is the object to start the search
2332 * from. 2162 * from.
2333 */ 2163 */
2164static void
2334void remove_unpaid_objects(object *op, object *env) 2165drop_unpaid_items (object *op, object *env)
2335{ 2166{
2336 object *next;
2337
2338 while (op) { 2167 while (op)
2168 {
2339 next=op->below; /* Make sure we have a good value, in case 2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340 * we remove object 'op' 2170
2341 */ 2171 if (op->flag [FLAG_UNPAID])
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2172 op->insert_at (env);
2343 remove_ob(op); 2173 else if (op->inv)
2344 op->x = env->x; 2174 drop_unpaid_items (op->inv, env);
2345 op->y = env->y; 2175
2346 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next; 2176 op = next;
2352 } 2177 }
2353} 2178}
2354 2179
2355 2180void
2356/* 2181object::drop_unpaid_items ()
2357 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory.
2362 */
2363char *gravestone_text (object *op)
2364{ 2182{
2365 static char buf2[MAX_BUF]; 2183 if (!flag [FLAG_REMOVED])
2366 char buf[MAX_BUF]; 2184 ::drop_unpaid_items (inv, this);
2367 time_t now = time (NULL);
2368
2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2372 else
2373 sprintf (buf, "%s\n", op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382 if (op->type == PLAYER) {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf);
2390 return buf2;
2391} 2185}
2392 2186
2393 2187void
2394
2395void do_some_living(object *op) { 2188do_some_living (object *op)
2189{
2396 int last_food=op->stats.food; 2190 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace;
2399 int i;
2400 int rate_hp = 1200; 2192 int rate_hp = 1200;
2401 int rate_sp = 2500; 2193 int rate_sp = 2500;
2402 int rate_grace = 2000; 2194 int rate_grace = 2000;
2403 const int max_hp = 1; 2195 const int max_hp = 1;
2404 const int max_sp = 1; 2196 const int max_sp = 1;
2405 const int max_grace = 1; 2197 const int max_grace = 1;
2406 2198
2407 if (op->contr->outputs_sync) { 2199#if 0
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2200 if (op->contr->hidden)
2409 if (op->contr->outputs[i].buf!=NULL && 2201 {
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2202 op->invisible = 1000;
2411 flush_output_element(op, &op->contr->outputs[i]); 2203 /* the socket code flashes the player visible/invisible
2204 * depending on the value of invisible, so we need to
2205 * alternate it here for it to work correctly.
2206 */
2207 if (server_tick & 2)
2208 op->invisible--;
2412 } 2209 }
2210 else
2211#endif
2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2213 {
2214 if (!op->invisible--)
2215 {
2216 make_visible (op);
2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2218 }
2219 }
2413 2220
2414 if(op->contr->state==ST_PLAYING) { 2221 if (op->contr->ns->state == ST_PLAYING)
2415 2222 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2223 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2224 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2225 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2226 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2227 else
2228 {
2421 gen_hp = op->stats.maxhp; 2229 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2230 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2231 }
2232
2424 if(op->contr->gen_sp >= 0 ) 2233 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2234 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2235 else
2236 {
2427 gen_sp = op->stats.maxsp; 2237 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2238 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2239 }
2240
2430 if(op->contr->gen_grace >= 0) 2241 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2242 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2243 else
2244 {
2433 gen_grace = op->stats.maxgrace; 2245 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2246 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 } 2247 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470 2248
2471 /* Regenerate Grace */ 2249 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2250 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2251 if (--op->last_grace < 0)
2252 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2476 if(max_grace>1) { 2258 if (max_grace > 1)
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2259 {
2260 int over_grace = temp / rate_grace;
2261
2478 if (over_grace > 0) { 2262 if (over_grace > 0)
2479 op->stats.sp += over_grace 2263 {
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2481 op->last_grace=0; 2265 op->last_grace = 0;
2266 }
2482 } else { 2267 else
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2268 op->last_grace = rate_grace / temp;
2484 } 2269 }
2485 } else { 2270 else
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2271 op->last_grace = rate_grace / temp;
2487 } 2272
2488 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 } 2274 }
2504 } 2275
2505 if(max_hp>1) { 2276 if (op->stats.food > 0)
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 } 2277 {
2514 } else { 2278 /* Regenerate Spell Points */
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2279 if (!op->contr->golem && --op->last_sp < 0)
2516 } 2280 {
2517 } 2281 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 2282
2519 /* Digestion */ 2283 if (op->stats.sp < op->stats.maxsp)
2520 if(--op->last_eat<0) { 2284 {
2521#ifdef COZY_SERVER 2285 op->stats.sp++;
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529 2286
2530 if(op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2532 else
2533 op->last_eat=25*(1+bonus)/(penalty +1);
2534 /* dms do not consume food */ 2287 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2288 if (!op->flag [FLAG_WIZ])
2536 }
2537 }
2538
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2540 object *tmp, *flesh=NULL;
2541
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0);
2547 if(op->stats.food>=0||op->stats.hp<0)
2548 break; 2289 {
2290 op->stats.food--;
2291
2292 if (op->contr->digestion < 0)
2293 op->stats.food += op->contr->digestion;
2294 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2295 op->stats.food = last_food;
2296 }
2549 } 2297 }
2298
2299 if (max_sp > 1)
2300 {
2301 int over_sp = (gen_sp + 10) / rate_sp;
2302 if (over_sp > 0)
2303 {
2304 if (op->stats.sp < op->stats.maxsp)
2305 {
2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2307
2308 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2309 op->stats.sp--;
2310
2311 if (op->stats.sp > op->stats.maxsp)
2312 op->stats.sp = op->stats.maxsp;
2313 }
2314
2315 op->last_sp = 0;
2316 }
2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2322 }
2323
2324 /* Regenerate Hit Points */
2325 if (--op->last_heal < 0)
2326 {
2327 if (op->stats.hp < op->stats.maxhp)
2328 {
2329 op->stats.hp++;
2330
2331 /* dms do not consume food */
2332 if (!op->flag [FLAG_WIZ])
2333 {
2334 op->stats.food--;
2335
2336 if (op->contr->digestion < 0)
2337 op->stats.food += op->contr->digestion;
2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2339 op->stats.food = last_food;
2340 }
2341 }
2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2345 if (max_hp > 1)
2346 {
2347 int over_hp = temp / rate_hp;
2348
2349 if (over_hp > 0)
2350 {
2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2352 op->last_heal = 0;
2353 }
2354 else
2355 op->last_heal = rate_hp / temp;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2359 }
2360 }
2361
2362 /* Digestion */
2363 if (--op->last_eat < 0)
2364 {
2365 int bonus = max (0, op->contr->digestion),
2366 penalty = max (0, -op->contr->digestion);
2367
2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2369
2370 /* dms do not consume food */
2371 if (!op->flag [FLAG_WIZ])
2372 op->stats.food--;
2373 }
2374
2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2376 {
2377 object *flesh = 0;
2378
2379 for_inv_removable (op, tmp)
2380 {
2381 if (tmp->flag [FLAG_UNPAID])
2382 continue;
2383
2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2385 {
2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2388 op->apply (tmp);
2389
2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2391 break;
2392 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2393 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2394 flesh = tmp;
2552 } /* end of for loop */ 2395 }
2396
2553 /* If player is still starving, it means they don't have any food, so 2397 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2398 * eat flesh instead.
2555 */ 2399 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2401 {
2558 manual_apply(op,flesh,0); 2402 op->statusmsg ("You blindly grab for a bite of food. "
2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2404 op->apply (flesh);
2405 }
2406
2407 // If player is still starving, alert him!
2408 if (op->stats.food < 0)
2409 op->failmsg ("You are starving! "
2410 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2411 }
2412
2413 if (op->stats.food < 0)
2559 } 2414 {
2560 } /* end if player is starving */ 2415 op->stats.hp += op->stats.food;
2416 op->stats.food = 0;
2561 2417
2562 while(op->stats.food<0&&op->stats.hp>0) 2418 if (op->stats.hp < 0)
2563 op->stats.food++,op->stats.hp--; 2419 {
2420 op->contr->killer = archetype::get ("killer_starvation");
2421 op->contr->killer->destroy ();
2422 }
2423 }
2564 2424
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2425 /* killer should be set here already */
2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2566 kill_player(op); 2427 kill_player (op);
2428 }
2567} 2429}
2568
2569
2570 2430
2571/* If the player should die (lack of hp, food, etc), we call this. 2431/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2432 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2433 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2434 * file.
2575 */ 2435 */
2436void
2576void kill_player(object *op) 2437kill_player (object *op)
2577{ 2438{
2578 char buf[MAX_BUF];
2579 int x,y,i; 2439 int x, y;
2580 mapstruct *map; /* this is for resurrection */ 2440 maptile *map; /* this is for resurrection */
2581 int z;
2582 int num_stats_lose;
2583 int lost_a_stat;
2584 int lose_this_stat;
2585 int this_stat;
2586 int will_kill_again; 2441 int will_kill_again;
2587 archetype *at; 2442 archetype *at;
2588 object *tmp; 2443 object *tmp;
2589 2444
2590 if(save_life(op)) 2445 if (save_life (op))
2591 return; 2446 return;
2592 2447
2448 dynbuf_text deathtab;
2593 2449
2450 /* restore player */
2451 at = archetype::find (shstr_poisoning);
2452 if (object *tmp = present_arch_in_ob (at, op))
2453 {
2454 tmp->destroy ();
2455 deathtab << "Your body feels cleansed...\r";
2456 }
2457
2458 at = archetype::find (shstr_confusion);
2459 if (object *tmp = present_arch_in_ob (at, op))
2460 {
2461 tmp->destroy ();
2462 deathtab << "Your mind feels clearer...\r";
2463 }
2464
2465 cure_disease (op, 0, 0); /* remove any disease */
2466
2467 max_it (op->stats.hp , op->stats.maxhp);
2468 max_it (op->stats.sp , op->stats.maxsp);
2469 max_it (op->stats.grace, op->stats.maxgrace);
2470 max_it (op->stats.food , 200);
2471
2472 // remove all spell effects that are active
2473 // to avoid long-term effects such as word-of-recall
2474 for (object *item = op->inv; item; )
2475 {
2476 object *next = item->below;
2477
2478 if (item->type == SPELL_EFFECT && item->active)
2479 item->destroy ();
2480
2481 item = next;
2482 }
2483
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2484 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2485 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2487 */
2598 if (op_on_battleground(op, &x, &y)) { 2488 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2489 {
2600 "You have been defeated in combat!"); 2490 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2602 "Local medics have saved your life...");
2603
2604 /* restore player */
2605 at = find_archetype("poisoning");
2606 tmp=present_arch_in_ob(at,op);
2607 if (tmp) {
2608 remove_ob(tmp);
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2611 }
2612 2491
2613 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op);
2615 if (tmp) {
2616 remove_ob(tmp);
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2619 }
2620
2621 cure_disease(op,0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999;
2624
2625 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2627 if (tmp != NULL) 2494
2628 { 2495 tmp->name = format ("%s's finger" , &op->name);
2629 sprintf(buf,"%s's finger",op->name); 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2630 tmp->name = add_string(buf); 2497 tmp->msg = format (
2631 sprintf(buf," This finger has been cut off %s\n" 2498 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2499 &op->name, op->contr->title,
2633 op->name, op->contr->title, (int)(op->level), 2500 (int)op->level,
2634 op->contr->killer); 2501 op->contr->killer_name ()
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0;
2637 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2502 );
2503 tmp->value = 0, tmp->type = 0;
2504 tmp->material = name_to_material (shstr_organic);
2505 tmp->insert_at (op, tmp);
2506
2642 /* teleport defeated player to new destination*/ 2507 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2509 op->contr->braced = 0;
2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2645 return; 2512 return;
2646 } 2513 }
2647 2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2517
2648 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2649 2519
2650 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2651 2521
2652 if(op->stats.food<0) { 2522 op->contr->play_sound (sound_find ("player_dies"));
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name);
2660 strcpy(op->contr->killer,"starvation");
2661 }
2662 else {
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2523
2673 /* save the map location for corpse, gravestone*/ 2524 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2525 x = op->x;
2526 y = op->y;
2527 map = op->map;
2675 2528
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2529 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2530 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2531 * See the config.h file for a little more in depth detail about this.
2681 */ 2532 */
2682 2533
2683 /* Basically two ways to go - remove a stat permanently, or just 2534 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2535 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2536 * of death.
2686 */ 2537 */
2687#ifndef COZY_SERVER 2538#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2539 if (settings.balanced_stat_loss)
2540 {
2689 /* If stat loss is permanent, lose one stat only. */ 2541 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2542 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2543 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2544 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2545 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2546 little bit harder. */
2695 /* GD */ 2547 /* GD */
2696 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1;
2698 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else {
2701 num_stats_lose = 1; 2549 num_stats_lose = 1;
2702 } 2550 else
2551 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2552 }
2553 else
2554 num_stats_lose = 1;
2555
2703 lost_a_stat = 0; 2556 lost_a_stat = 0;
2704 2557
2705 for (z=0; z<num_stats_lose; z++) { 2558 for (z = 0; z < num_stats_lose; z++)
2706 i = RANDOM() % NUM_STATS; 2559 {
2560 i = rndm (NUM_STATS);
2707 2561
2708 if (settings.stat_loss_on_death) { 2562 if (settings.stat_loss_on_death)
2563 {
2709 /* Pick a random stat and take a point off it. Tell the player 2564 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2565 * what he lost.
2711 */ 2566 */
2712 change_attr_value(&(op->stats), i,-1); 2567 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2568 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2569 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2570 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2571 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2572 lost_a_stat = 1;
2718 } else { 2573 }
2574 else
2575 {
2719 /* deplete a stat */ 2576 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2721 object *dep; 2578 object *dep;
2579
2580 dep = present_arch_in_ob (deparch, op);
2581 if (!dep)
2722 2582 {
2723 dep = present_arch_in_ob(deparch,op); 2583 dep = deparch->instance ();
2724 if(!dep) {
2725 dep = arch_to_object(deparch);
2726 insert_ob_in_ob(dep, op); 2584 insert_ob_in_ob (dep, op);
2727 } 2585 }
2728 lose_this_stat = 1; 2586 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 2587 if (settings.balanced_stat_loss)
2588 {
2730 /* GD */ 2589 /* GD */
2731 /* Get the stat that we're about to deplete. */ 2590 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 2591 this_stat = get_attr_value (&(dep->stats), i);
2733 if (this_stat < 0) { 2592 if (this_stat < 0)
2593 {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2594 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 2595 int keep_chance = this_stat * this_stat;
2596
2736 /* Yes, I am paranoid. Sue me. */ 2597 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 2598 if (keep_chance < 1)
2738 keep_chance = 1; 2599 keep_chance = 1;
2739 2600
2740 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2603 {
2742 lose_this_stat = 0; 2604 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */ 2606 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 } 2607 }
2754 } 2608 else
2755
2756 if (lose_this_stat) {
2757 this_stat = get_attr_value(&(dep->stats), i);
2758 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a
2762 * difference.
2763 */ 2609 {
2764 if (this_stat>=-50) { 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2765 change_attr_value(&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2768 fix_player(op);
2769 lost_a_stat = 1; 2611 lose_this_stat = 0;
2612 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2613 this_stat, keep_chance, loss_chance,
2614 lose_this_stat?"LOSE":"KEEP"); */
2770 } 2615 }
2771 } 2616 }
2772 } 2617 }
2773 } 2618
2774 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2619 if (lose_this_stat)
2776 { 2620 {
2777 /* determine_god() seems to not work sometimes... why is this? 2621 this_stat = get_attr_value (&dep->stats, i);
2778 Should I be using something else? GD */ 2622 /* We could try to do something clever like find another
2779 const char *god = determine_god(op); 2623 * stat to reduce if this fails. But chances are, if
2780 if (god && (strcmp(god, "none"))) 2624 * stats have been depleted to -50, all are pretty low
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2625 * and should be roughly the same, so it shouldn't make a
2782 "moment you feel the holy presence of %s protecting" 2626 * difference.
2783 " you.", god); 2627 */
2628 if (this_stat >= -50)
2784 else 2629 {
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2630 change_attr_value (&(dep->stats), i, -1);
2786 " feel a holy presence protecting you."); 2631 dep->set_flag (FLAG_APPLIED);
2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2633 op->update_stats ();
2634 lost_a_stat = 1;
2635 }
2787 } 2636 }
2637 }
2638 }
2639
2640 /* If no stat lost, tell the player. */
2641 if (!lost_a_stat)
2642 {
2643 /* determine_god() seems to not work sometimes... why is this?
2644 Should I be using something else? GD */
2645 shstr_tmp god = determine_god (op);
2646
2647 if (god != shstr_none)
2648 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2649 else
2650 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2651 }
2652#else
2653 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2788#endif 2654#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2655
2792 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2657 * exp loss on the stone.
2794 */ 2658 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2796 sprintf(buf,"%s's gravestone",op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2662 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2799 FREE_AND_COPY(tmp->name_pl, buf); 2663 &op->name, op->contr->title, op->contr->killer_name ());
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2666
2809 /**************************************/ 2667 /**************************************/
2810 /* */ 2668 /* */
2811 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */
2814 /* */ 2670 /* */
2815 /**************************************/ 2671 /**************************************/
2816 2672
2817 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */
2819 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op);
2821 if (tmp) {
2822 remove_ob(tmp);
2823 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 }
2826
2827 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op);
2829 if (tmp) {
2830 remove_ob(tmp);
2831 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 }
2834 cure_disease(op,0); /* remove any disease */
2835
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2674 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842 2675
2843 /* 2676 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2677 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2678 * and put them back in the map.
2846 * in the map. 2679 */
2847 */ 2680 op->drop_unpaid_items ();
2848 2681
2849 if (is_in_shop (op))
2850 remove_unpaid_objects(op->inv, op);
2851
2852 /****************************************/ 2682 /****************************************/
2853 /* */ 2683 /* */
2854 /* Move player to his current respawn- */ 2684 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */ 2685 /* position (usually last savebed) */
2856 /* */ 2686 /* */
2857 /****************************************/ 2687 /****************************************/
2858 2688
2859 enter_player_savebed(op); 2689 enter_player_savebed (op);
2860 2690
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0; 2691 op->contr->braced = 0;
2865 save_player(op,1);
2866 2692
2867 /* it is possible that the player has blown something up 2693 /* it is possible that the player has blown something up
2868 * at his savebed location, and that can have long lasting 2694 * at his savebed location, and that can have long lasting
2869 * spell effects. So first see if there is a spell effect 2695 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player. 2696 * on the space that might harm the player.
2871 */ 2697 */
2872 will_kill_again=0; 2698 will_kill_again = 0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2699 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2874 if (tmp->type ==SPELL_EFFECT) 2700 if (tmp->type == SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype; 2701 will_kill_again |= tmp->attacktype;
2876 } 2702
2877 if (will_kill_again) { 2703 if (will_kill_again)
2704 {
2878 object *force; 2705 object *force;
2879 int at; 2706 int at;
2880 2707
2881 force=get_archetype(FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1;
2884 force->speed_left=-5.0; 2710 force->speed_left = -5.f;
2885 SET_FLAG(force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2886 for (at=0; at<NROFATTACKS; at++) { 2714 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2716 force->resist[at] = 100;
2717
2718 insert_ob_in_ob (force, op);
2719 op->update_stats ();
2720 }
2721
2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2723}
2724
2725static void
2726loot_object (object *op)
2727{ /* Grab and destroy some treasure */
2728 object *tmp, *next;
2729
2730 op->close_container (); /* close open sack first */
2731
2732 for (tmp = op->inv; tmp; tmp = next)
2733 {
2734 next = tmp->below;
2735
2736 if (tmp->invisible)
2737 continue;
2738
2739 tmp->remove ();
2740 tmp->x = op->x, tmp->y = op->y;
2741
2742 if (tmp->type == CONTAINER)
2743 loot_object (tmp); /* empty container to ground */
2744
2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2746 {
2747 if (tmp->nrof > 1)
2748 {
2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2889 } 2751 }
2890 insert_ob_in_ob(force, op);
2891 fix_player(op);
2892
2893 }
2894 /**************************************/
2895 /* */
2896 /* Repaint the characters inv, and */
2897 /* stats, and show a nasty message ;) */
2898 /* */
2899 /**************************************/
2900
2901 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2902 return;
2903 } /* NOT_PERMADETH */
2904 else {
2905 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2906 * should probably be embedded in an else statement.
2907 */
2908
2909 op->contr->party=NULL;
2910 if (settings.set_title == TRUE)
2911 op->contr->own_title[0]='\0';
2912 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2913 check_score(op);
2914 if(op->contr->ranges[range_golem]!=NULL) {
2915 remove_friendly_object(op->contr->ranges[range_golem]);
2916 remove_ob(op->contr->ranges[range_golem]);
2917 free_object(op->contr->ranges[range_golem]);
2918 op->contr->ranges[range_golem]=NULL;
2919 op->contr->golem_count=0;
2920 }
2921 loot_object(op); /* Remove some of the items for good */
2922 remove_ob(op);
2923 op->direction=0;
2924
2925 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2926 delete_character(op->name,0);
2927 if (settings.resurrection == TRUE) {
2928 /* save playerfile sans equipment when player dies
2929 ** then save it as player.pl.dead so that future resurrection
2930 ** type spells will work on them nicely
2931 */
2932 delete_character(op->name,0);
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.food = 999;
2935
2936 /* set the location of where the person will reappear when */
2937 /* maybe resurrection code should fix map also */
2938 strcpy(op->contr->maplevel, settings.emergency_mapname);
2939 if(op->map!=NULL)
2940 op->map = NULL;
2941 op->x = settings.emergency_x;
2942 op->y = settings.emergency_y;
2943 save_player(op,0);
2944 op->map = map;
2945 /* please see resurrection.c: peterm */
2946 dead_player(op);
2947 } else { 2752 else
2948 delete_character(op->name,1); 2753 tmp->destroy ();
2949 } 2754 }
2950 } 2755 else
2951 play_again(op);
2952
2953 /* peterm: added to create a corpse at deathsite. */
2954 tmp=arch_to_object(find_archetype("corpse_pl"));
2955 sprintf(buf,"%s", op->name);
2956 FREE_AND_COPY(tmp->name, buf);
2957 FREE_AND_COPY(tmp->name_pl, buf);
2958 tmp->level=op->level;
2959 tmp->x=x;tmp->y=y;
2960 if (tmp->msg)
2961 free_string(tmp->msg);
2962 tmp->msg = add_string (gravestone_text(op));
2963 SET_FLAG (tmp, FLAG_UNIQUE);
2964 insert_ob_in_map (tmp, map, NULL,0);
2965 }
2966}
2967
2968
2969void loot_object(object *op) { /* Grab and destroy some treasure */
2970 object *tmp,*tmp2,*next;
2971
2972 if (op->container) { /* close open sack first */
2973 esrv_apply_container (op, op->container);
2974 }
2975
2976 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2977 next=tmp->below;
2978 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2979 remove_ob(tmp);
2980 tmp->x=op->x,tmp->y=op->y;
2981 if (tmp->type == CONTAINER) { /* empty container to ground */
2982 loot_object(tmp);
2983 }
2984 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2985 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2986 if(tmp->nrof>1) {
2987 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2988 free_object(tmp2);
2989 insert_ob_in_map(tmp,op->map,NULL,0); 2756 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } else
2991 free_object(tmp);
2992 } else
2993 insert_ob_in_map(tmp,op->map,NULL,0);
2994 } 2757 }
2995} 2758}
2996 2759
2997/* 2760/*
2998 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
2999 * what needs to be fixed. Refresh windows and fix speed if anything 2762 * what needs to be fixed. Refresh windows and fix speed if anything
3000 * was changed. 2763 * was changed.
3001 */ 2764 */
2765void
2766fix_weight ()
2767{
2768 for_all_players (pl)
2769 {
2770 weight_t old = pl->ob->carrying;
3002 2771
3003void fix_weight(void) { 2772 pl->ob->update_weight ();
3004 player *pl; 2773
3005 for (pl = first_player; pl != NULL; pl = pl->next) { 2774 if (old != pl->ob->carrying)
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2775 {
3007 if(old == sum) 2776 pl->ob->update_stats ();
3008 continue; 2777 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3009 fix_player(pl->ob); 2778 }
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3011 pl->ob->name, old, sum);
3012 } 2779 }
3013} 2780}
3014 2781
3015void fix_luck(void) { 2782void
3016 player *pl; 2783fix_luck ()
3017 for (pl = first_player; pl != NULL; pl = pl->next) 2784{
2785 for_all_players (pl)
3018 if (!pl->ob->contr->state) 2786 if (!pl->ob->contr->ns->state)
3019 change_luck(pl->ob, 0); 2787 pl->ob->change_luck (0);
3020} 2788}
3021
3022 2789
3023/* cast_dust() - handles op throwing objects of type 'DUST'. 2790/* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically 2791 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object. 2792 * just treat this as any other spell casting object.
3026 */ 2793 */
3027
3028void 2794void
3029cast_dust (object * op, object * throw_ob, int dir) 2795cast_dust (object *op, object *throw_ob, int dir)
3030{ 2796{
3031 object *skop, *spob; 2797 object *skop, *spob;
3032 2798
3033 skop = find_skill_by_name (op, throw_ob->skill); 2799 skop = find_skill_by_name (op, throw_ob->skill);
3034 2800
3035 /* casting POTION 'dusts' is really a use_magic_item skill */ 2801 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2802 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 { 2803 {
3038 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2804 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3039 op->name);
3040 return; 2805 return;
3041 } 2806 }
3042 2807
3043 spob = throw_ob->inv; 2808 spob = throw_ob->inv;
3044 2809
3045 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2810 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3046 // not pass NULL to cast_spell (which did indeed check itself, but 2811 // not pass NULL to cast_spell (which did indeed check itself, but
3047 // errors should be reported as early as possible IMHO) 2812 // errors should be reported as early as possible IMHO)
3048 if (!spob) 2813 if (!spob)
3049 { 2814 {
3050 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2815 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3051 throw_ob->name, op->name);
3052 return; 2816 return;
3053 } 2817 }
3054 2818
3055 if (op->type == PLAYER) 2819 if (op->type == PLAYER)
3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3057 2821
3058 cast_spell (op, throw_ob, dir, spob, NULL); 2822 cast_spell (op, throw_ob, dir, spob, NULL);
3059 2823
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2824 throw_ob->destroy ();
3061 remove_ob (throw_ob);
3062 free_object (throw_ob);
3063} 2825}
3064 2826
2827void
3065void make_visible (object *op) { 2828make_visible (object *op)
3066 op->hide = 0; 2829{
2830 op->flag [FLAG_HIDDEN] = 0;
3067 op->invisible = 0; 2831 op->invisible = 0;
2832
3068 if(op->type==PLAYER) { 2833 if (op->type == PLAYER)
2834 {
3069 op->contr->tmp_invis = 0; 2835 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 2836 op->contr->invis_race = 0;
3071 } 2837 }
2838
3072 update_object(op,UP_OBJ_FACE); 2839 update_object (op, UP_OBJ_CHANGE);
3073} 2840}
3074 2841
2842int
3075int is_true_undead(object *op) { 2843is_true_undead (object *op)
3076 object *tmp=NULL; 2844{
3077 2845 if (op->arch->flag [FLAG_UNDEAD])
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2846 return 1;
3079 2847
3080 if(op->type==PLAYER)
3081 for(tmp=op->inv;tmp;tmp=tmp->below)
3082 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3083 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3084 return 0; 2848 return 0;
3085} 2849}
3086 2850
3087/* look at the surrounding terrain to determine 2851/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 2852 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 2853 * indicate greater hideability.
3090 */ 2854 */
3091 2855int
3092int hideability(object *ob) { 2856hideability (object *ob)
2857{
3093 int i,level=0, mflag; 2858 int i, level = 0, mflag;
3094 sint16 x,y; 2859 sint16 x, y;
3095 2860
3096 if(!ob||!ob->map) return 0; 2861 if (!ob || !ob->map)
2862 return 0;
3097 2863
3098 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3100 2866
3101 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3102 * If you carry a light on a non-dark map, its not 2868 * If you carry a light on a non-dark map, its not
3103 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2870 if (ob->has_carried_lights ())
2871 level = -(10 + (2 * ob->map->darklevel ()));
3105 2872
3106 /* scan through all nearby squares for terrain to hide in */ 2873 /* scan through all nearby squares for terrain to hide in */
3107 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2874 for (i = 0, x = ob->x, y = ob->y;
2875 i <= SIZEOFFREE1;
2876 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2877 {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2878 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; } 2879 if (mflag & P_OUT_OF_MAP)
2880 continue;
2881
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2882 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 2883 level += 2;
3112 else /* open terrain! */ 2884 else /* open terrain! */
3113 level -= 1; 2885 level -= 1;
3114 } 2886 }
3115 2887
3116#if 0 2888#if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2889 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118#endif 2890#endif
3119 return level; 2891 return level;
3120} 2892}
3121 2893
3122/* For Hidden creatures - a chance of becoming 'unhidden' 2894/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 2895 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 2896 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 2897 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 2898 */
3127 2899void
3128void do_hidden_move (object *op) { 2900do_hidden_move (object *op)
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2901{
3130 object *skop; 2902 int hide = 0;
3131 2903
3132 if(!op || !op->map) return; 2904 if (!op || !op->map)
2905 return;
3133 2906
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2907 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2908 int num = random_roll (0, 19, op, PREFER_LOW);
3135 2909
3136 /* its *extremely* hard to run and sneak/hide at the same time! */ 2910 /* its *extremely* hard to run and sneak/hide at the same time! */
3137 if(op->type==PLAYER && op->contr->run_on) { 2911 if (op->type == PLAYER && op->contr->run_on)
3138 if(!skop || num >= skop->level) { 2912 if (!skop || num >= skop->level)
2913 {
3139 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3140 make_visible(op);
3141 return;
3142 } else num += 20;
3143 }
3144 num += op->map->difficulty;
3145 hide = hideability(op); /* modify by terrain hidden level */
3146 num -= hide;
3147 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3148 make_visible(op); 2915 make_visible (op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2916 return;
3150 "You moved out of hiding! You are visible!");
3151 } 2917 }
2918 else
2919 num += 20;
2920
2921 num += op->map->difficulty;
2922 hide = hideability (op); /* modify by terrain hidden level */
2923 num -= hide;
2924
2925 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2926 {
2927 make_visible (op);
2928
2929 if (op->type == PLAYER)
2930 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2931 }
3152 else if (op->type == PLAYER && skop) { 2932 else if (op->type == PLAYER && skop)
3153 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2933 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3154 }
3155} 2934}
3156 2935
3157/* determine if who is standing near a hostile creature. */ 2936/* determine if who is standing near a hostile creature. */
3158 2937
2938int
3159int stand_near_hostile( object *who ) { 2939stand_near_hostile (object *who)
2940{
3160 object *tmp=NULL; 2941 object *tmp = NULL;
3161 int i,friendly=0,player=0, mflags; 2942 int i, friendly = 0, player = 0, mflags;
3162 mapstruct *m; 2943 maptile *m;
3163 sint16 x,y; 2944 sint16 x, y;
3164 2945
3165 if(!who) return 0; 2946 if (!who)
3166
3167 if(who->type==PLAYER) player=1;
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3169
3170 /* search adjacent squares */
3171 for(i=1;i<9;i++) {
3172 x = who->x+freearr_x[i];
3173 y = who->y+freearr_y[i];
3174 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space.
3178 */
3179 if (mflags & P_OUT_OF_MAP) continue;
3180 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3181
3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3183 if((player||friendly)
3184 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3185 return 1;
3186 else if(tmp->type==PLAYER)
3187 {
3188 /*don't let a hidden DM prevent you from hiding*/
3189 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3190 return 1;
3191 }
3192 }
3193 }
3194 return 0; 2947 return 0;
3195}
3196 2948
2949 if (who->type == PLAYER)
2950 player = 1;
2951
2952 else
2953 friendly = who->flag [FLAG_FRIENDLY];
2954
2955 /* search adjacent squares */
2956 for (i = 1; i < 9; i++)
2957 {
2958 x = who->x + freearr_x[i];
2959 y = who->y + freearr_y[i];
2960 m = who->map;
2961 mflags = get_map_flags (m, &m, x, y, &x, &y);
2962 /* space must be blocked if there is a monster. If not
2963 * blocked, don't need to check this space.
2964 */
2965 if (mflags & P_OUT_OF_MAP)
2966 continue;
2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2968 continue;
2969
2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2971 {
2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2973 return 1;
2974 else if (tmp->type == PLAYER)
2975 return 1;
2976 }
2977 }
2978 return 0;
2979}
2980
3197/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3198 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3199 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
3200 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3201 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3202 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3203 * in? Realistically, most of use cant see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3204 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3205 * imply the way your head, or body is facing? Its possible 2989 * imply the way your head, or body is facing? It's possible
3206 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
3207 * -b.t. 2991 * -b.t.
3208 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3209 */ 2993 */
3210 2994int
3211int player_can_view (object *pl,object *op) { 2995player_can_view (object *pl, object *op)
2996{
3212 rv_vector rv; 2997 rv_vector rv;
3213 int dx,dy; 2998 int dx, dy;
3214 2999
3215 if(pl->type!=PLAYER) { 3000 if (pl->type != PLAYER)
3001 {
3216 LOG(llevError,"player_can_view() called for non-player object\n"); 3002 LOG (llevError, "player_can_view() called for non-player object\n");
3217 return -1; 3003 return -1;
3218 } 3004 }
3219 if (!pl || !op) return 0;
3220 3005
3221 if(op->head) { op = op->head; } 3006 if (!pl || !op)
3222 get_rangevector(pl, op, &rv, 0x1);
3223
3224 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any
3226 * part that is in the los array but isnt on
3227 * a blocked los square.
3228 * we use the archetype to figure out offsets.
3229 */
3230 while(op) {
3231 dx = rv.distance_x + op->arch->clone.x;
3232 dy = rv.distance_y + op->arch->clone.y;
3233
3234 /* only the viewable area the player sees is updated by LOS
3235 * code, so we need to restrict ourselves to that range of values
3236 * for any meaningful values.
3237 */
3238 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3239 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3240 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3241 return 1;
3242 op = op->more;
3243 }
3244 return 0; 3007 return 0;
3245}
3246 3008
3247/* routine for both players and monsters. We call this when 3009 op = op->head_ ();
3248 * there is a possibility for our action distrubing our hiding 3010
3249 * place or invisiblity spell. Artefact invisiblity is not 3011 get_rangevector (pl, op, &rv, 0x1);
3250 * effected by this. If we arent invisible to begin with, we 3012
3251 * return 0. 3013 /* starting with the 'head' part, lets loop
3014 * through the object and find if it has any
3015 * part that is in the los array but isn't on
3016 * a blocked los square.
3017 * we use the archetype to figure out offsets.
3252 */ 3018 */
3253int action_makes_visible (object *op) { 3019 while (op)
3020 {
3021 dx = rv.distance_x + op->arch->x;
3022 dy = rv.distance_y + op->arch->y;
3254 3023
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3257 return 0;
3258
3259 if (op->contr && op->contr->tmp_invis == 0) return 0;
3260
3261 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3263 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3264 return 1; 3025 return 1;
3265 } 3026
3027 op = op->more;
3266 } 3028 }
3029
3267 return 0; 3030 return 0;
3268} 3031}
3269 3032
3270/* op_on_battleground - checks if the given object op (usually 3033/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3034 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground 3035 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL) 3036 * -exit-coord. (and if x, y not NULL)
3274 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3037 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3275 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3038 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3276 * Default is to do the same as before, so only people wanting to have different points need worry about this 3039 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */ 3040 */
3041int
3278int op_on_battleground (object *op, int *x, int *y) { 3042op_on_battleground (object *op, int *x, int *y)
3279 object *tmp; 3043{
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3044 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3045 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3046 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3051 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (tmp->flag [FLAG_IS_FLOOR])
3290 strcmp(tmp->name, "battleground")==0 && 3053 {
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3054 if (tmp->flag [FLAG_NO_PICK]
3055 && tmp->type == BATTLEGROUND
3056 && tmp->name == shstr_battleground
3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3058 {
3292 /*before we assign the exit, check if this is a teambattle*/ 3059 /* before we assign the exit, check if this is a teambattle */
3293 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3060 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 object *invtmp;
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3061 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3296 if(invtmp->type==FORCE && invtmp->slaying && 3062 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3063 {
3298 if (x != NULL && y != NULL) 3064 if (x && y)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3066
3300 return 1; 3067 return 1;
3301 }
3302 } 3068 }
3303 } 3069
3304 if (x != NULL && y != NULL) 3070 if (x && y)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3072
3306 return 1; 3073 return 1;
3074 }
3307 } 3075 }
3308 }
3309 } 3076 }
3077
3310 /* If we got here, did not find a battleground */ 3078 /* If we got here, did not find a battleground */
3311 return 0; 3079 return 0;
3312} 3080}
3313 3081
3314/* 3082/*
3318 * attributes: 3086 * attributes:
3319 * object *who the dragon player 3087 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus 3088 * int atnr the attack-number of the ability focus
3321 * int level ability level 3089 * int level ability level
3322 */ 3090 */
3091void
3323void dragon_ability_gain(object *who, int atnr, int level) { 3092dragon_ability_gain (object *who, int atnr, int level)
3093{
3324 treasurelist *trlist = NULL; /* treasurelist */ 3094 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */ 3095 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */ 3096 object *tmp, *skop; /* tmp. object */
3327 object *item; /* treasure object */ 3097 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */ 3098 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0; 3099 int i = 0, j = 0;
3330 3100
3331 /* get the appropriate treasurelist */ 3101 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE) 3102 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire"); 3103 trlist = treasurelist::find (shstr_dragon_ability_fire);
3334 else if (atnr == ATNR_COLD) 3104 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold"); 3105 trlist = treasurelist::find (shstr_dragon_ability_cold);
3336 else if (atnr == ATNR_ELECTRICITY) 3106 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec"); 3107 trlist = treasurelist::find (shstr_dragon_ability_elec);
3338 else if (atnr == ATNR_POISON) 3108 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison"); 3109 trlist = treasurelist::find (shstr_dragon_ability_poison);
3340 3110
3341 if (trlist == NULL || who->type != PLAYER) 3111 if (trlist == NULL || who->type != PLAYER)
3112 return;
3113
3114 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3115
3116 if (!tr || !tr->item)
3117 {
3118 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3119 return;
3120 }
3121
3122 /* everything seems okay - now bring on the gift: */
3123 item = tr->item;
3124
3125 if (item->type == SPELL)
3126 {
3127 if (check_spell_known (who, item->name))
3342 return; 3128 return;
3343 3129
3344 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3130 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 tr = tr->next, i++); 3131 do_learn_spell (who, item, 0);
3346 3132 return;
3347 if (tr == NULL || tr->item == NULL) { 3133 }
3348 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3134
3135 /* grant direct spell */
3136 if (item->type == SPELLBOOK)
3137 {
3138 if (!item->inv)
3139 {
3140 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3141 return;
3142 }
3143 if (check_spell_known (who, item->inv->name))
3349 return; 3144 return;
3350 }
3351
3352 /* everything seems okay - now bring on the gift: */
3353 item = &(tr->item->clone);
3354
3355 if (item->type == SPELL) {
3356 if (check_spell_known (who, item->name))
3357 return;
3358
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3360 do_learn_spell (who, item, 0);
3361 return;
3362 }
3363
3364 /* grant direct spell */
3365 if (item->type == SPELLBOOK) {
3366 if (!item->inv) {
3367 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3368 item->name);
3369 return;
3370 }
3371 if (check_spell_known (who, item->inv->name))
3372 return;
3373 if (item->invisible) { 3145 if (item->invisible)
3146 {
3374 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3147 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3375 do_learn_spell (who, item->inv, 0); 3148 do_learn_spell (who, item->inv, 0);
3376 return; 3149 return;
3377 } 3150 }
3378 } 3151 }
3379 else if (item->type == SKILL_TOOL && item->invisible) { 3152 else if (item->type == SKILL_TOOL && item->invisible)
3153 {
3380 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3154 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3155 {
3381 3156
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3157 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3383 * in this way, if the player is missing any of the attacktypes, he gets 3158 * in this way, if the player is missing any of the attacktypes, he gets
3384 * them. As it is now, if the player has any that match the granted skill, 3159 * them. As it is now, if the player has any that match the granted skill,
3385 * but not all of them, he gets nothing. 3160 * but not all of them, he gets nothing.
3386 */ 3161 */
3387 if (!(skop->attacktype & item->attacktype)) { 3162 if (!(skop->attacktype & item->attacktype))
3163 {
3388 /* Give new attacktype */ 3164 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype; 3165 skop->attacktype |= item->attacktype;
3390 3166
3391 /* always add physical if there's none */ 3167 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL; 3168 skop->attacktype |= AT_PHYSICAL;
3393 3169
3394 if (item->msg != NULL) 3170 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3171 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3396 3172
3397 /* Give player new face */ 3173 /* Give player new face */
3398 if (item->animation_id) { 3174 if (item->animation_id)
3175 {
3399 who->face = skop->face; 3176 who->face = skop->face;
3400 who->animation_id = item->animation_id; 3177 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed; 3178 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0; 3179 who->last_anim = 0;
3403 who->state = 0; 3180 who->state = 0;
3404 animate_object(who, who->direction); 3181 animate_object (who, who->direction);
3405 } 3182 }
3406 } 3183 }
3407 } 3184 }
3408 } 3185 }
3409 else if (item->type == FORCE) { 3186 else if (item->type == FORCE)
3187 {
3410 /* forces in the treasurelist can alter the player's stats */ 3188 /* forces in the treasurelist can alter the player's stats */
3411 object *skin; 3189 object *skin;
3190
3412 /* first get the dragon skin force */ 3191 /* first get the dragon skin force */
3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3192 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3414 skin=skin->below); 3193 ;
3415 if (skin == NULL) return; 3194
3416 3195 if (!skin)
3196 return;
3197
3417 /* adding new spellpath attunements */ 3198 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3199 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3200 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3201 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 3202
3421 /* print message */ 3203 /* print message */
3422 sprintf(buf, "You feel attuned to "); 3204 sprintf (buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3205 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3206 {
3424 if(item->path_attuned & (1<<i)) { 3207 if (item->path_attuned & (1 << i))
3208 {
3425 if (j) 3209 if (j)
3426 strcat(buf," and "); 3210 strcat (buf, " and ");
3427 else 3211 else
3428 j = 1; 3212 j = 1;
3429 strcat(buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3430 } 3214 }
3431 } 3215 }
3216
3432 strcat(buf,"."); 3217 strcat (buf, ".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 } 3219 }
3435 3220
3436 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3438 SET_FLAG(skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3440 SET_FLAG(skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3443 3228
3444 /* print message if there is one */ 3229 /* print message if there is one */
3445 if (item->msg != NULL) 3230 if (item->msg != NULL)
3446 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3232 }
3233 else
3447 } 3234 {
3448 else {
3449 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3451 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3237 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 tmp = insert_ob_in_ob (tmp, who); 3238 who->insert (tmp);
3453 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp);
3455 } 3239 }
3456} 3240}
3457 3241
3458/** 3242//-GPL
3459 * Unready an object for a player. This function does nothing if the object was
3460 * not readied.
3461 */
3462void player_unready_range_ob(player *pl, object *ob) {
3463 rangetype i;
3464 3243
3465 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3244sint8
3466 if (pl->ranges[i] == ob) { 3245player::darkness_at (maptile *map, int x, int y) const
3467 pl->ranges[i] = NULL; 3246{
3468 if (pl->shoottype == i) { 3247 if (!ns)
3469 pl->shoottype = range_none; 3248 return LOS_BLOCKED;
3470 } 3249
3471 } 3250 int dx, dy;
3472 } 3251 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3252 return LOS_BLOCKED;
3253
3254 x += dx - ns->current_x;
3255 y += dy - ns->current_y;
3256
3257 return blocked_los (x, y);
3473} 3258}
3259
3260void
3261player::infobox (const char *title, const char *msg, int color)
3262{
3263 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3264}
3265
3266void
3267player::statusmsg (const char *msg, int color)
3268{
3269 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3270}
3271
3272void
3273player::failmsg (const char *msg, int color)
3274{
3275 play_sound (sound_find ("generic_failure"));
3276 statusmsg (msg, color);
3277}
3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3283 return;
3284
3285 va_list ap;
3286 va_start (ap, format);
3287 contr->failmsg (vformat (format, ap));
3288 va_end (ap);
3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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