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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.301 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 24 */
5 25
6/* 26//+GPL
7 CrossFire, A Multiplayer game for X-windows
8 27
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 28#include <algorithm>
10 Copyright (C) 1992 Frank Tore Johansen 29#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 30
29#include <global.h> 31#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 32#include <sproto.h>
35#endif
36#include <sounds.h> 33#include <sounds.h>
37#include <living.h> 34#include <living.h>
38#include <object.h> 35#include <object.h>
39#include <spells.h> 36#include <spells.h>
40#include <skills.h> 37#include <skills.h>
41#include <newclient.h>
42 38
43#ifdef COZY_SERVER 39playervec players;
44extern int same_party (partylist *a, partylist *b);
45#endif
46 40
47player *find_player(const char *plname) 41/* This loads the first map an puts the player on it. */
42static void
43set_first_map (object *op)
48{ 44{
49 player *pl; 45 op->contr->maplevel = first_map_path;
50 for(pl=first_player;pl!=NULL;pl=pl->next) 46 op->x = -1;
51 { 47 op->y = -1;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56} 48}
57 49
58player* find_player_partial_name( const char* plname ) 50void
59 { 51player::activate ()
60 player* pl; 52{
61 player* found = NULL; 53 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; 54 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 55
133void send_news(const object *op) { 56 players.insert (this);
134 char buf[MAX_BUF]; 57 ob->remove ();
135 char news[HUGE_BUF]; 58 ob->map = 0;
136 char subject[MAX_BUF]; 59 ob->activate_recursive ();
137 FILE *fp; 60 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 61 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} 62}
180 63
181int playername_ok(const char *cp) { 64void
182 /* Don't allow - or _ as first character in the name */ 65player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 66{
184 67 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; 68 return;
189}
190 69
191/* This no longer sets the player map. Also, it now updates 70 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 71 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 72 ob->deactivate_recursive ();
194 */
195 73
196/* Redo this to do both get_player_ob and get_player. 74 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 75 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 76
206 if (!p) { 77 ob->remove ();
207 p = new player; 78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
79 ob->map = 0;
80 party = 0;
208 81
209 /* This adds the player in the linked list. There is extra 82 players.erase (this);
210 * complexity here because we want to add the new player at the 83}
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222 84
223 p->next = NULL; 85// connect the player with a specific client
86// also changes, rationalises, and fixes some incorrect settings
87void
88player::connect (client *ns)
89{
90 this->ns = ns;
91 ns->pl = this;
92
93 run_on = 0;
94 fire_on = 0;
95 ob->close_container (); //TODO: client-specific
96
97 ns->update_look = 0;
98 ns->look_position = 0;
99
100 clear_los ();
101
102 ns->reset_stats ();
103
104 /* make sure he's a player -- needed because of class change. */
105 ob->type = PLAYER; // we are paranoid
106 ob->race = ob->arch->race;
107
108 ob->update_weight ();
109 link_skills ();
110
111 assign (title, ob->arch->object::name);
112
113 /* if it's a dragon player, set the correct title here */
114 if (ob->is_dragon ())
224 } 115 {
116 object *tmp, *abil = 0, *skin = 0;
225 117
226 /* Clears basically the entire player structure except 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
227 * for next and socket. 119 if (tmp->type == FORCE)
228 */ 120 if (tmp->arch->archname == shstr_dragon_ability_force)
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 121 abil = tmp;
230 p->attachable_init (); //HACK 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
123 skin = tmp;
231 124
125 set_dragon_name (ob, abil, skin);
126 }
127
128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
129
130 esrv_new_player (this);
131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
136
137 ob->update_stats ();
138
139 ns->floorbox_update ();
140 esrv_send_inventory (ob, ob);
141 esrv_add_spells (this, 0);
142
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f; // object still inactive, keep it that way
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
232 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 212 * we deal with that below this point.
234 */ 213 */
235 p->party=NULL; 214 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 217
241#ifdef AUTOSAVE 218 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 219
243#endif 220 gen_sp_armour = 10;
221 bowtype = bow_normal;
222 petmode = pet_normal;
223 usekeys = containers;
224 peaceful = 1; /* default peaceful */
225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
229}
230
231void
232player::do_destroy ()
233{
234 disconnect ();
235
236 attachable::do_destroy ();
237
238 if (ob)
244 239 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
243 ob->destroy ();
246 244 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255 245
256 roll_stats(op); 246 ob = observe = viewpoint = 0;
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 247}
298 248
299 249player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 250{
303 strcpy(op->contr->maplevel, first_map_path); 251 /* Clear item stack */
304 op->x = -1; 252 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307}
308
309/* Tries to add player on the connection passwd in ns.
310 * All we can really get in this is some settings like host and display
311 * mode.
312 */
313
314int add_player(NewSocket *ns) {
315 player *p;
316
317 p=get_player(NULL);
318 p->socket = *ns;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
320 if(p->socket.faces_sent == NULL)
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob);
329
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0;
337} 253}
338 254
339/* 255/*
340 * get_player_archetype() return next player archetype from archetype 256 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 257 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 258 * Note: there MUST be at least one player archetype!
343 */ 259 */
260static archetype *
344archetype *get_player_archetype(archetype* at) 261get_player_archetype (archetype *at)
345{ 262{
346 archetype *start = at; 263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
347 for (;;) { 271 for (;;)
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 } 272 {
359} 273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
360 277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
281}
361 282
283/* Tries to add player on the connection passed in ns.
284 * All we can really get in this is some settings like host and display
285 * mode.
286 */
287player *
288player::create ()
289{
290 player *pl = new player;
291
292 pl->set_object (get_player_archetype (0)->instance ());
293
294 pl->ob->roll_stats ();
295 pl->ob->stats.wc = 2;
296 pl->ob->run_away = 25; /* Then we panick... */
297
298 set_first_map (pl->ob);
299
300 return pl;
301}
302
303object *
362object *get_nearest_player(object *mon) { 304get_nearest_player (object *mon)
305{
363 object *op = NULL; 306 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 307 objectlink *ol;
366 unsigned lastdist; 308 unsigned lastdist;
367 rv_vector rv; 309 rv_vector rv;
368 310
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
370 /* We should not find free objects on this friendly list, but it 312 {
371 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop.
374 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376 object *tmp=ol->ob;
377
378 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared.
380 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next;
383 remove_friendly_object(tmp);
384 if (!ol) return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 314 continue;
396 315
397 if(lastdist>rv.distance) { 316 if (lastdist > rv.distance)
317 {
398 op=ol->ob; 318 op = ol->ob;
399 lastdist=rv.distance; 319 lastdist = rv.distance;
400 } 320 }
401 } 321 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 322
323 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 324 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 325 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 326 {
410 } 327 op = pl->ob;
328 lastdist = rv.distance;
329 }
330
411#if 0 331#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 332 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 333#endif
414 return op; 334 return op;
415} 335}
416 336
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 338 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
420 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
421 * the deviation is 341 * the deviation is
422 */ 342 */
423#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
433 * circling behaviour. Unfortunately, this function is also used to determined 353 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 354 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 355 * is probably not a good thing.
436 */ 356 */
437#define MAX_SPACES 50 357#define MAX_SPACES 50
438
439 358
440/* 359/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 360 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 361 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 362 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 375 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 376 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 377 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 378 * is blocking itself.
460 */ 379 */
380int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 381path_to_player (object *mon, object *pl, unsigned mindiff)
382{
462 rv_vector rv; 383 rv_vector rv;
463 sint16 x,y; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap;
466 385
467 get_rangevector(mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
468 387
469 if (rv.distance<mindiff) return 0; 388 if (rv.distance < mindiff)
389 return 0;
470 390
471 x=mon->x; 391 mapxy pos (mon);
472 y=mon->y;
473 m=mon->map;
474 dir = rv.direction; 392 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
395
477 /* If we can't solve it within the search distance, return now. */ 396 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 397 if (diff > max)
398 return 0;
399
479 while (diff >1 && max>0) { 400 while (diff > 1 && max > 0)
480 lastx = x; 401 {
481 lasty = y; 402 mapxy lastpos = pos;
482 lastmap = m;
483 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir];
485
486 mflags = get_map_flags(m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
488 403
404 pos.move (dir);
405
489 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 407 if (!pos.normalise ()
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
410 {
492 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
494 */ 413 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
496 if (rv.direction != dir) { 415 if (rv.direction != dir)
416 {
497 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 418 * the values so it will try again.
499 */ 419 */
500 x = lastx;
501 y = lasty;
502 m = lastmap; 420 pos = lastpos;
503 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
422 }
504 } else { 423 else
424 {
505 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
506 * either the left or right. 426 * either the left or right.
507 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 430 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 431 * stepping back and forth
512 */ 432 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
434 {
435 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
515 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 439 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 443 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 444 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 446 * the last direction the creature has successfully
524 * moved. 447 * moved.
525 */ 448 */
449 pos = lastpos;
450 pos.move (absdir (lastdir + i));
451
452 if (!pos.normalise ())
453 continue;
454
455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
458 continue;
459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
461 continue;
462
463 if (blocked_link (mon, pos.m, pos.x, pos.y))
526 464 break;
527 x = lastx + freearr_x[absdir(lastdir+i)];
528 y = lasty + freearr_y[absdir(lastdir+i)];
529 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
534 if (mflags & P_BLOCKSVIEW) continue;
535
536 if (m == mon->map && blocked_link(mon, m, x, y)) break;
537 } 465 }
466
538 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
540 */ 469 */
541 if (i==(DETOUR_AMOUNT+1)) 470 if (i == DETOUR_AMOUNT + 1)
542 return 0; 471 return 0;
472
543 diff--; 473 diff--;
544 lastdir=dir; 474 lastdir = dir;
545 max--; 475 max--;
546 if (!firstdir) firstdir = dir+i; 476 if (!firstdir)
477 firstdir = dir + i;
547 } /* else check alternate directions */ 478 } /* else check alternate directions */
548 } /* if blocked */ 479 } /* if blocked */
549 else { 480 else
481 {
550 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
551 diff--; 483 diff--;
552 max--; 484 max--;
553 lastdir=dir; 485 lastdir = dir;
486
487 if (!firstdir)
554 if (!firstdir) firstdir = dir; 488 firstdir = dir;
489 }
490
491 if (diff <= 1)
555 } 492 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 494 * headed toward player for entire distance.
559 */ 495 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 498 }
563 if (diff>max) return 0; 499
500 if (diff > max)
501 return 0;
564 } 502 }
503
565 /* If we reached the max, didn't find a direction in time */ 504 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 505 if (!max)
506 return 0;
567 507
568 return firstdir; 508 return firstdir;
569} 509}
570 510
511void
571void give_initial_items(object *pl,treasurelist *items) { 512give_initial_items (object *pl, treasurelist *items)
572 object *op,*next=NULL; 513{
573
574 if(pl->randomitems!=NULL) 514 if (pl->randomitems)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 516
577 for (op=pl->inv; op; op=next) { 517 for (object *next, *op = pl->inv; op; op = next)
518 {
578 next = op->below; 519 next = op->below;
579 520
580 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 523 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
584 SET_FLAG(op,FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
585 526
586 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 528 * by this player due to race restrictions
588 */ 529 */
589 if (pl->type == PLAYER) { 530 if (pl->type == PLAYER)
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 531 {
532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
591 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
592 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
593 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
594 op->type == BRACERS || op->type == GIRDLE)) || 537 || op->type == BRACERS || op->type == GIRDLE))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 539 {
600 } 540 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 541 continue;
620 } 542 }
621 if (op->nrof > 1) op->nrof = 1; 543 }
544
545 /* Here we remove duplicated skills (as duplicated spell objects have
546 * _very_ confusing effects for players), which could for instance be
547 * generated by multiple treasurelists specifying the same skills.
548 */
549 if (op->type == SKILL)
622 } 550 {
551 for (object *tmp = op->below; tmp; tmp = tmp->below)
552 if (tmp->type == op->type && tmp->name == op->name)
553 {
554 op->destroy ();
555 break;
556 }
623 557
558 if (op->nrof > 1)
559 op->nrof = 1;
560 }
561
624 if (op->type == SPELLBOOK && op->inv) { 562 if (op->type == SPELLBOOK && op->inv)
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 563 op->inv->clr_flag (FLAG_STARTEQUIP);
626 }
627 564
628 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 566 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 567 * merged properly.
631 */ 568 */
632 if (need_identify(op)) { 569 if (op->need_identify ())
633 SET_FLAG(op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED);
636 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
637 if(op->type==SPELL) { 576 if (op->type == SPELL)
638 remove_ob(op); 577 {
639 free_object(op); 578 op->destroy ();
640 continue; 579 continue;
580 }
581 else if (op->type == SKILL)
641 } 582 {
642 else if(op->type==SKILL) { 583 op->set_flag (FLAG_CAN_USE_SKILL);
643 SET_FLAG(op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 584 op->stats.exp = 0;
645 op->level = 1; 585 op->level = 1;
646 } 586 }
647 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
648 else SET_FLAG(op, FLAG_INV_LOCKED); 588 op->set_flag (FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
650 590
651 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
652 link_player_skills(pl); 592 pl->contr->link_skills ();
653} 593}
654 594
655void get_name(object *op) { 595void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 596get_party_password (object *op, partylist *party)
597{
728 if (party == NULL) { 598 if (party == NULL)
599 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 600 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 601 return;
731 } 602 }
603
732 op->contr->write_buf[0]='\0'; 604 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 605 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 606 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 608}
737
738 609
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
740int roll_stat(void) { 611static int
612roll_stat ()
613{
741 int a[4],i,j,k; 614 int a[4], i, j, k;
742 615
743 for(i=0;i<4;i++) 616 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 617 a[i] = rndm (1, 6);
745 618
746 for(i=0,j=0,k=7;i<4;i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 620 if (a[i] < k)
748 k=a[i],j=i; 621 k = a[i], j = i;
749 622
750 for(i=0,k=0;i<4;i++) { 623 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 624 if (i != j)
752 k+=a[i]; 625 k += a[i];
753 } 626
754 return k; 627 return k;
755} 628}
756 629
757void roll_stats(object *op) { 630void
631object::roll_stats ()
632{
633 int statsort [NUM_STATS];
634
635 for (;;)
636 {
758 int sum=0; 637 int sum = 0;
759 int i = 0, j = 0; 638 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 639 sum += statsort [i] = roll_stat ();
761 640
762 do { 641 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 642 break;
764 op->stats.Dex=roll_stat(); 643 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 644
775 /* Sort the stats so that rerolling is easier... */ 645 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 647
784 /* a quick and dirty bubblesort? */ 648 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 649 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 650
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 651 stats.exp = 0;
815 op->stats.ac=0; 652 stats.ac = 0;
816 653
654 stats.hp = stats.maxhp;
655 stats.sp = stats.maxsp;
656 stats.grace = stats.maxgrace;
657
658 if (contr)
659 {
817 op->contr->levhp[1] = 9; 660 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 661 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 662 contr->levgrace[1] = 3;
820 663
821 fix_player(op); 664 contr->orig_stats = stats;
665 }
666}
667
668void
669object::swap_stats (int a, int b)
670{
671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
672
673 for (int i = 0; i < NUM_STATS; ++i)
674 stats.stat (i) = contr->orig_stats.stat (i);
675
676 //TODO: the following code looks so borked and should, at the very least,
677 // be merged with the similar code in roll_stats
678 stats.ac = 0;
679
680 level = 1;
681 stats.exp = 0;
682 stats.ac = 0;
683
822 op->stats.hp = op->stats.maxhp; 684 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 685 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
690 contr->levhp[1] = 9;
691 contr->levsp[1] = 6;
692 contr->levgrace[1] = 3;
693
825 op->contr->orig_stats=op->stats; 694 contr->orig_stats = stats;
695 }
826} 696}
827 697
828void Roll_Again(object *op) 698static void
699start_info (object *op)
829{ 700{
830 esrv_new_player(op->contr, 0);
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
838 702
839 if ( op->contr->Swap_First == -1 ) { 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf);
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 705}
947 706
948/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
952 * not the class. 711 * not the class.
953 */ 712 */
954 713void
955int key_change_class(object *op, char key) 714player::chargen_race_done ()
956{ 715{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 717 esrv_new_player (ob->contr);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 718
719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
720 if (tl)
721 create_treasure (tl, ob, 0, 0, 0);
722
971 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr);
973 724
974 op->contr->state=ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
975 726
976 if (op->msg) 727 if (ob->msg)
977 op->msg=NULL; 728 ob->msg = 0;
978 729
979 /* We create this now because some of the unique maps will need it
980 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op); 730 start_info (ob);
989 CLEAR_FLAG(op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 732 give_initial_items (ob, ob->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op); 733 esrv_send_inventory (ob, ob);
993 fix_player(op); 734 ob->update_stats ();
994 735
995 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
996 * is one for this race 737 * is one for this race
997 */ 738 */
998 if(*first_map_ext_path) { 739 if (*first_map_ext_path)
999 object *tmp; 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1000 mapstruct *oldmap = op->map; 741 else
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 743}
1015 return 0;
1016 }
1017 744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
762}
763
764void
765player::chargen_race_next ()
766{
1018 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
1020 */ 769 */
1021 770
1022 tmp_loop = 0; 771 do
1023 while(!tmp_loop) { 772 {
1024 shstr name = op->name; 773 shstr name = ob->name;
1025 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
775
1026 remove_statbonus(op); 776 ob->remove_statbonus ();
1027 remove_ob (op); 777 ob->remove ();
1028 op->arch = get_player_archetype(op->arch); 778 ob->arch = get_player_archetype (ob->arch);
1029 copy_object (&op->arch->clone, op); 779 ob->arch->copy_to (ob);
1030 op->instantiate (); 780 ob->instantiate ();
1031 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
1032 op->name = op->name_pl = name; 782 ob->name = ob->name_pl = name;
1033 op->x = x; 783 ob->x = x;
1034 op->y = y; 784 ob->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 787 assign (ob->contr->title, ob->arch->object::name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 788 ob->add_statbonus ();
1040 tmp_loop=allowed_class(op);
1041 } 789 }
790 while (!allowed_class (ob));
791
1042 update_object(op,UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 793 esrv_update_item (UPD_FACE, ob, ob);
1044 fix_player(op); 794 ob->update_stats ();
1045 op->stats.hp=op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
1047 op->stats.grace=0; 797 ob->stats.grace = 0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052} 798}
1053 799
1054int key_confirm_quit(object *op, char key) 800static void
1055{
1056 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) {
1088 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf)))
1090 delete_map(mp);
1091 }
1092
1093 delete_character(op->name, 1);
1094 }
1095 play_again(op);
1096 return 1;
1097}
1098
1099void flee_player(object *op) { 801flee_player (object *op)
802{
1100 int dir,diff; 803 int dir, diff;
1101 rv_vector rv; 804 rv_vector rv;
1102 805
1103 if(op->stats.hp < 0) { 806 if (op->stats.hp < 0)
807 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
810 return;
811 }
812
813 if (!op->enemy)
814 {
815 LOG (llevDebug, "Fleeing player had no enemy.\n");
816 op->clr_flag (FLAG_SCARED);
817 return;
818 }
819
820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
821 {
822 op->enemy = NULL;
823 op->clr_flag (FLAG_SCARED);
824 return;
825 }
826
827 get_rangevector (op, op->enemy, &rv, 0);
828
829 dir = absdir (4 + rv.direction);
830 for (diff = 0; diff < 3; diff++)
831 {
832 int m = 1 - rndm (2) * 2;
833
834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1106 return; 835 return;
1107 } 836 }
1108 837
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1142 op->enemy=NULL; 840 op->enemy = NULL;
1143} 841}
1144
1145 842
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 844 * It returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 845 * stop.
1149 */ 846 */
847int
1150int check_pick(object *op) { 848check_pick (object *op)
849{
1151 object *tmp, *next; 850 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 851 int stop = 0;
1154 int j, k, wvratio; 852 int wvratio;
1155 char putstring[128], tmpstr[16];
1156 853
1157
1158 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1160 return 1; 856 return 1;
1161 857
1162 op_tag = op->count;
1163
1164 next = op->below; 858 next = op->below;
1165 if (next) 859
1166 next_tag = next->count; 860 int cnt = MAX_ITEM_PER_ACTION;
861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1167 862
1168 /* loop while there are items on the floor that are not marked as 863 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 864 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 865 while (next && !next->destroyed ())
1171 { 866 {
1172 tmp = next; 867 tmp = next;
1173 next = tmp->below; 868 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 869
1177 if (was_destroyed (op, op_tag)) 870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
876 if (op->destroyed ())
1178 return 0; 877 return 0;
1179 878
1180 if ( ! can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1181 continue; 880 continue;
1182 881
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 883 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1187 continue; 887 continue;
1188 }
1189
1190 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) {
1192 switch (op->contr->mode) {
1193 case 0: return 1; /* don't pick up */
1194 case 1: pick_up (op, tmp);
1195 return 1;
1196 case 2: pick_up (op, tmp);
1197 return 0;
1198 case 3: return 0; /* stop before pickup */
1199 case 4: pick_up (op, tmp);
1200 break;
1201 case 5: pick_up (op, tmp);
1202 stop = 1;
1203 break;
1204 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp);
1208 break;
1209
1210 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp);
1213 break;
1214
1215 default:
1216 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp);
1222 } 888 }
1223 } 889
1224 else { /* old model */
1225 /* NEW pickup handling */ 890 /* pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 891 if (op->contr->mode & PU_DEBUG)
1227 { 892 {
1228 /* some debugging code to figure out item information */ 893 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL) 894 const char *str = tmp->name
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 895 ? format ("item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 897 : format ("item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
899
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring); 900 new_draw_info (NDI_UNIQUE, 0, op, str);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 }
1249 } 901 }
1250 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 902
1253#if 0 903 if (op->contr->mode & PU_INHIBIT)
1254 /* print the flags too */ 904 return 1;
1255 for(k=0;k<4;k++) 905
1256 { 906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 907 return 1;
1258 for(j=0;j<32;j++) 908
1259 {
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1261 if(!((j+1)%4))fprintf(stderr," ");
1262 }
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif
1266 }
1267 /* philosophy: 909 /* philosophy:
1268 * It's easy to grab an item type from a pile, as long as it's 910 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups 911 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a 912 * and selections, select-items should be used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for 913 * grab-as-you-run type mode that's really useful for arrows for
1272 * example. 914 * example.
1273 * The drawback: right now it has no frontend, so you need to 915 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then 916 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#> 917 * convert to decimal and then 'pickup <#>
1278 /* the first two modes are exclusive: if NOTHING we return, if 920 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially, 921 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */ 922 * meaning if any test passes, the item gets picked up. */
1281 923
1282 /* if mode is set to pick nothing up, return */ 924 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1; 925 if (op->contr->mode == PU_NOTHING)
926 return 1;
1285 927
1286 /* if mode is set to stop when encountering objects, return */ 928 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick 929 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */ 930 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0; 931 if (op->contr->mode & PU_STOP)
932 return 0;
1291 933
1292 /* useful for going into stores and not losing your settings... */ 934 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while 935 /* and for battles wher you don't want to get loaded down while
1294 * fighting */ 936 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1; 937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
1296 939
1297 /* prevent us from turning into auto-thieves :) */ 940 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 941 if (tmp->flag [FLAG_UNPAID])
942 continue;
1299 943
1300 /* ignore known cursed objects */ 944 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
946 continue;
1302 947
1303 /* all food and drink if desired */ 948 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */ 949 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD) 950 if (op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD) 951 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
1308 if(op->contr->mode & PU_DRINK) 957 if (op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
1311 963
1312 if(op->contr->mode & PU_POTION) 964 if (op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION) 965 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
1315 970
1316 /* spellbooks, skillscrolls and normal books/scrolls */ 971 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK) 972 if (op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK) 973 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
1320 if(op->contr->mode & PU_SKILLSCROLL) 979 if (op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL) 980 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
1323 if(op->contr->mode & PU_READABLES) 986 if (op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL) 987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
1326 992
1327 /* wands/staves/rods/horns */ 993 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE) 994 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 995 if (tmp->type == WAND
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1331 1003
1332 /* pick up all magical items */ 1004 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL) 1005 if (op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1336 1012
1337 if(op->contr->mode & PU_VALUABLES) 1013 if (op->contr->mode & PU_VALUABLES)
1338 { 1014 {
1339 if (tmp->type == MONEY || tmp->type == GEM) 1015 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1341 } 1020 }
1342 1021
1343 /* rings & amulets - talismans seems to be typed AMULET */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS) 1023 if (op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET) 1024 if (tmp->type == RING
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* we don't forget dragon food */
1034 if (op->contr->mode & PU_FLESH)
1035 if (tmp->type == FLESH)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1347 1040
1348 /* bows and arrows. Bows are good for selling! */ 1041 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW) 1042 if (op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW) 1043 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1352 if(op->contr->mode & PU_ARROW) 1049 if (op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW) 1050 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1355 1055
1356 /* all kinds of armor etc. */ 1056 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR) 1057 if (op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR) 1058 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1360 if(op->contr->mode & PU_HELMET) 1064 if (op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET) 1065 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1363 if(op->contr->mode & PU_SHIELD) 1071 if (op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD) 1072 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1366 if(op->contr->mode & PU_BOOTS) 1078 if (op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS) 1079 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1369 if(op->contr->mode & PU_GLOVES) 1085 if (op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES) 1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1372 if(op->contr->mode & PU_CLOAK) 1092 if (op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK) 1093 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1375 1098
1376 /* hoping to catch throwing daggers here */ 1099 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON) 1100 if (op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1380 1106
1381 /* careful: chairs and tables are weapons! */ 1107 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON) 1108 if (op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 } 1109 {
1390 if(tmp->type == WEAPON && tmp->name==NULL) 1110 if (tmp->type == WEAPON)
1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1391 { 1116 }
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397 1117
1398 /* misc stuff that's useful */ 1118 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY) 1119 if (op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1402 1125
1403 /* any of the last 4 bits set means we use the ratio for value 1126 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */ 1127 * pickups */
1405 if(op->contr->mode & PU_RATIO) 1128 if (op->contr->mode & PU_RATIO)
1406 { 1129 {
1407 /* use value density to decide what else to grab */ 1130 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */ 1131 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits 1132 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */ 1133 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5; 1134 wvratio = op->contr->mode & PU_RATIO;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1135 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1413 { 1136 {
1414 pick_up(op, tmp);
1415#if 0 1137#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) { 1139 if (tmp->name != NULL)
1140 {
1418 fprintf(stderr,"%s", tmp->name); 1141 fprintf (stderr, "%s", tmp->name);
1419 } 1142 }
1143 else
1420 else fprintf(stderr,"%s",tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1421 fprintf(stderr,",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1423#endif 1147#endif
1148 CHK_PICK_PICKUP;
1424 continue; 1149 continue;
1425 } 1150 }
1151 } /* the new pickup model */
1426 } 1152 }
1427 } /* the new pickup model */ 1153
1428 }
1429 return ! stop; 1154 return !stop;
1155}
1156
1157/* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163static int
1164action_makes_visible (object *op)
1165{
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1430} 1190}
1431 1191
1432/* 1192/*
1433 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1195 * found object is returned.
1436 */ 1196 */
1197static object *
1437object *find_arrow(object *op, const char *type) 1198find_arrow (object *op, const char *type)
1438{ 1199{
1439 object *tmp = NULL; 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1202 return splay (tmp);
1440 1203
1441 for(op=op->inv; op; op=op->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1443 QUERY_FLAG(op,FLAG_APPLIED)) 1206 if (object *arrow = find_arrow (tmp, type))
1444 tmp = find_arrow (op, type); 1207 {
1445 else if (op->type==ARROW && op->race==type) 1208 splay (tmp);
1446 return op; 1209 return arrow;
1210 }
1211
1447 return tmp; 1212 return 0;
1448} 1213}
1449 1214
1450/* 1215/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1216 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1217 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1218 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1220 */
1456 1221static object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1458{ 1223{
1459 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1461 1226
1462 if (!type) 1227 if (!type)
1463 return NULL; 1228 return NULL;
1464 1229
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1231 {
1466 if (arrow->type==CONTAINER && arrow->race==type && 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1233 {
1468 i = 0; 1234 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1470 if (i > betterby) { 1237 if (i > betterby)
1238 {
1471 tmp = ntmp; 1239 tmp = ntmp;
1472 betterby = i; 1240 betterby = i;
1473 } 1241 }
1242 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1243 else if (arrow->type == ARROW && arrow->race == type)
1244 {
1475 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1246 if (target->race && arrow->slaying.contains (target->race))
1477 strstr(arrow->slaying, target->race)) { 1247 {
1478 if (arrow->attacktype & AT_DEATH) { 1248 if (arrow->attacktype & AT_DEATH)
1249 {
1479 *better = 100; 1250 *better = 100;
1480 return arrow; 1251 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1252 }
1485 } else { 1253 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1254 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1255 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1256 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1257 }
1502 } 1258 }
1259 else
1260 {
1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1262 {
1263 attacktype = 1 << attacknum;
1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1265 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1266 {
1267 tmp = arrow;
1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1269 }
1270 }
1271
1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1273 {
1274 tmp = arrow;
1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1276 }
1277
1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1279 {
1280 tmp = arrow;
1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1282 }
1503 } 1283 }
1284 }
1504 } 1285 }
1286
1505 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1288 return find_arrow (op, type);
1507 1289
1508 *better = betterby; 1290 *better = betterby;
1509 return tmp; 1291 return tmp;
1510} 1292}
1511 1293
1512/* looks in a given direction, finds the first valid target, and calls 1294/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1296 * op = the shooter
1515 * type = bow->race 1297 * type = bow->race
1516 * dir = fire direction 1298 * dir = fire direction
1517 */ 1299 */
1518 1300static object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1520{ 1302{
1521 object *tmp = NULL; 1303 object *tmp = NULL;
1522 mapstruct *m; 1304 maptile *m;
1523 int i, mflags, found, number; 1305 int i, mflags, found, number;
1524 sint16 x, y; 1306 sint16 x, y;
1525 1307
1526 if (op->map == NULL) 1308 if (op->map == NULL)
1527 return find_arrow(op, type); 1309 return find_arrow (op, type);
1528 1310
1529 /* do a dex check */ 1311 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1312 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1313 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1314 return find_arrow (op, type);
1533 1315
1534 m = op->map; 1316 m = op->map;
1535 x = op->x; 1317 x = op->x;
1536 y = op->y; 1318 y = op->y;
1537 1319
1538 /* find the first target */ 1320 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1321 for (i = 0, found = 0; i < 20; i++)
1540 x += freearr_x[dir]; 1322 {
1541 y += freearr_y[dir]; 1323 x += DIRX (dir);
1324 y += DIRY (dir);
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1328 {
1544 tmp = NULL; 1329 tmp = 0;
1330 break;
1331 }
1332 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1333 {
1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1335 * perhaps a bad assumption.
1336 */
1337 tmp = 0;
1338 break;
1339 }
1340
1341 if (mflags & P_IS_ALIVE)
1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1343 if (tmp->flag [FLAG_ALIVE])
1545 break; 1344 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1345 }
1563 if (tmp == NULL) 1346
1347 if (!tmp)
1564 return find_arrow(op, type); 1348 return find_arrow (op, type);
1565 1349
1566 if (tmp->head) 1350 if (tmp->head)
1567 tmp = tmp->head; 1351 tmp = tmp->head;
1568 1352
1569 return find_better_arrow(op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1570} 1354}
1571 1355
1572/* 1356/*
1573 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1575 * op is the object firing the bow. 1359 * op is the object firing the bow.
1576 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1577 * dir is the direction of fire. 1361 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1363 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1364 * player fire modes.
1581 */ 1365 */
1366int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1367fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1368{
1585 object *left, *bow; 1369 object *left, *bow;
1586 tag_t left_tag, tag; 1370 int mflags;
1587 int bowspeed, mflags; 1371 maptile *m;
1588 mapstruct *m;
1589 1372
1590 if (!dir) { 1373 if (!dir)
1374 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1375 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1376 return 0;
1377 }
1378
1379 if (op->contr)
1380 bow = op->current_weapon;
1381 else
1593 } 1382 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1384 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1385 * don't need to switch back and forth between bows and weapons.
1600 */ 1386 */
1601 if(bow->type==BOW) 1387 if (bow->type == BOW)
1602 break; 1388 break;
1603 1389
1604 if (!bow) { 1390 if (!bow)
1391 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1393 return 0;
1607 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1608 } 1398 }
1399
1609 if( !bow->race || !bow->skill) { 1400 if (!bow->race || !bow->skill)
1401 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1403 return 0;
1612 } 1404 }
1613 1405
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1406 if (arrow == NULL)
1407 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1409 {
1624 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1413 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1630 return 0; 1416 return 0;
1631 } 1417 }
1632 } 1418 }
1419
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1421 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1422 return 0;
1636 } 1423
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1424 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1425 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1426 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1427 return 0;
1640 } 1428 }
1641 1429
1642 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1431 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1432 {
1645 free_object(arrow); 1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1434 arrow->destroy ();
1646 return 0; 1435 return 0;
1647 } 1436 }
1648 1437
1649 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count; 1439 arrow = arrow->split ();
1651 arrow = get_split_ob(arrow, 1); 1440 if (!arrow)
1652 if (arrow == NULL) { 1441 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1443 return 0;
1655 } 1444 }
1656 set_owner(arrow, op); 1445
1446 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1447 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1448 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1449
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1670 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1453 arrow->custom_name = arrow->slaying;
1673 arrow->spellarg = strdup_local(arrow->slaying);
1674 1454
1675 /* Note that this was different for monsters - they got their level 1455#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1456 if (player *pl = op->contr)
1677 */
1678 1457 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1458 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1459
1460 /* penalize ROF for bestarrow */
1461 if (pl->bowtype == bow_bestarrow)
1462 speed *= .9f;
1463 else
1464 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1465
1466 op->speed_left += speed - op->speed;
1467 }
1468#endif
1469
1470 SET_ANIMATION (arrow, arrow->direction);
1471
1683 /* update the speed */ 1472 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0;
1688 1473
1689 if (arrow->speed < 1.0)
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1693 1479
1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1481
1694 if (op->type == PLAYER) { 1482 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1483 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1484 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1485 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1486
1487 if (!arrow->slaying)
1488 arrow->slaying = op->slaying;
1489
1490 arrow->attacktype |= op->attacktype;
1491 }
1492 else
1493 {
1705 arrow->level = op->level; 1494 arrow->level = op->level;
1706 } 1495 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1496
1708 arrow->attacktype |= bow->attacktype; 1497 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1498 arrow->slaying = bow->slaying;
1711 1499
1712 arrow->map = m; 1500 arrow->attacktype |= bow->attacktype;
1501 }
1502
1503 wc -= arrow->level;
1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1505
1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1713 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1715 1510
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1717 tag = arrow->count; 1512 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1513
1720 if (!was_destroyed(arrow, tag)) 1514 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1515 move_arrow (arrow);
1722 1516
1723 if (op->type == PLAYER) {
1724 if (was_destroyed (left, left_tag))
1725 esrv_del_item(op->contr, left_tag);
1726 else
1727 esrv_send_item(op, left);
1728 }
1729 return 1; 1517 return 1;
1730} 1518}
1731 1519
1732/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1521 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1525 * hence the function name.
1738 */ 1526 */
1527static int
1739int player_fire_bow(object *op, int dir) 1528player_fire_bow (object *op, int dir)
1740{ 1529{
1741 int ret=0, wcmod=0; 1530 int ret;
1742 1531
1743 if (op->contr->bowtype == bow_bestarrow) { 1532 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1533 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1534 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1535 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1536 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1537 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1749 wcmod =-1;
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1540 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1541 else if (op->contr->bowtype == bow_threewide)
1542 {
1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1546 }
1547 else if (op->contr->bowtype == bow_spreadshot)
1548 {
1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1551 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1552 }
1553 else
1554 {
1555 /* Simple case */
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1756 } else if (op->contr->bowtype == bow_spreadshot) {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1760
1761 } else {
1762 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1764 } 1557 }
1558
1765 return ret; 1559 return ret;
1766} 1560}
1767
1768 1561
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1771 */ 1564 */
1565static void
1772void fire_misc_object(object *op, int dir) 1566fire_misc_object (object *op, int dir)
1773{ 1567{
1774 object *item; 1568 object *item = op->contr->ranged_ob;
1775 1569
1776 if (!op->contr->ranges[range_misc]) { 1570 if (!item)
1571 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1572 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1573 return;
1779 } 1574 }
1780 1575
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1576 if (!item->inv)
1577 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1579 return;
1785 } 1580 }
1581
1582 if (!op->apply (item))
1583 return;
1584
1786 if (item->type == WAND) { 1585 if (item->type == WAND)
1586 {
1787 if(item->stats.food<=0) { 1587 if (item->stats.food <= 0)
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1588 {
1589 op->contr->play_sound (sound_find ("wand_poof"));
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1591
1790 return; 1592 return;
1791 } 1593 }
1594 }
1792 } else if (item->type == ROD || item->type==HORN) { 1595 else if (item->type == ROD || item->type == HORN)
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1596 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1598
1599 // using the maximum of the rods charge allows at least one spell cast
1600 // for a rod or horn, this fixes some broken rods.
1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1602 {
1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
1795 if (item->type== ROD) 1605 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1607 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1608 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1609
1801 return; 1610 return;
1802 } 1611 }
1803 } 1612 }
1804 1613
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1615 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1616 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1617
1807 if (item->type == WAND) { 1618 if (item->type == WAND)
1619 {
1808 if (!(--item->stats.food)) { 1620 if (!(--item->stats.food))
1809 object *tmp; 1621 {
1810 if (item->arch) { 1622 if (item->arch)
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1623 {
1624 item->clr_flag (FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
1813 item->speed = 0; 1626 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1627 }
1816 if ((tmp=is_player_inv(item))) 1628
1629 if (object *pl = item->visible_to ())
1817 esrv_update_item(UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1631 }
1819 } 1632 }
1820 else if (item->type == ROD || item->type==HORN) { 1633 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1634 drain_rod_charge (item);
1822 }
1823 } 1635 }
1824} 1636}
1825 1637
1826/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1827 */ 1639 */
1640bool
1828void fire(object *op,int dir) { 1641fire (object *who, int dir)
1642{
1829 int spellcost=0; 1643 int spellcost = 0;
1830 1644
1645 player *pl = who->contr;
1646
1647 if (pl->golem)
1648 {
1649 control_golem (who->contr->golem, dir);
1650 return false;
1651 }
1652
1653 object *ob = pl->ranged_ob;
1654
1655 if (!ob)
1656 return false;
1657
1658 if (who->speed_left > 0.f)
1659 --who->speed_left;
1660 else
1661 return false;
1662
1663 if (!who->apply (ob))
1664 return false;
1665
1831 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1667 if (action_makes_visible (who))
1668 make_visible (who);
1833 1669
1834 switch(op->contr->shoottype) { 1670 switch (ob->type)
1835 case range_none: 1671 {
1836 return; 1672 case BOW:
1837
1838 case range_bow:
1839 player_fire_bow(op, dir); 1673 player_fire_bow (who, dir);
1840 return; 1674 break;
1841 1675
1842 case range_magic: /* Casting spells */ 1676 case SPELL:
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1844 return; 1678 break;
1845 1679
1846 case range_misc: 1680 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1681 apply_map_builder (who, dir);
1682 break;
1683
1684 case SKILL:
1685 do_skill (who, who, ob, dir, 0);
1686 break;
1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1692 default:
1693 fire_misc_object (who, dir);
1694 break;
1695 }
1696
1697 return true;
1698}
1699
1700static object *
1701find_key_ (object *pl, object *container, object *door)
1702{
1703 object *tmp, *key;
1704
1705 /* Should not happen, but sanity checking is never bad */
1706 if (!container->inv)
1707 return 0;
1708
1709 /* First, lets try to find a key in the top level inventory */
1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1711 {
1712 if (door->type == DOOR && tmp->type == KEY)
1713 break;
1714
1715 /* For sanity, we should really check door type, but other stuff
1716 * (like containers) can be locked with special keys
1717 */
1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1719 break;
1720 }
1721
1722 /* No key found - lets search inventories now */
1723 /* If we find and use a key in an inventory, return at that time.
1724 * otherwise, if we search all the inventories and still don't find
1725 * a key, return
1726 */
1727 if (!tmp)
1728 {
1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1730 /* No reason to search empty containers */
1731 if (tmp->type == CONTAINER && tmp->inv)
1732 if ((key = find_key_ (pl, tmp, door)))
1733 return key;
1734
1735 if (!tmp)
1871 return; 1736 return 0;
1872 default: 1737 }
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1738
1739 /* We get down here if we have found a key. Now if its in a container,
1740 * see if we actually want to use it
1741 */
1742 if (pl != container)
1743 {
1744 /* Only let players use keys in containers */
1745 if (!pl->contr)
1874 return; 1746 return 0;
1875 }
1876}
1877 1747
1748 /* cases where this fails:
1749 * If we only search the player inventory, return now since we
1750 * are not in the players inventory.
1751 * If the container is not active, return now since only active
1752 * containers can be used.
1753 * If we only search keyrings and the container does not have
1754 * a race/isn't a keyring.
1755 * No checking for all containers - to fall through past here,
1756 * inv must have been an container and must have been active.
1757 *
1758 * Change the color so that the message doesn't disappear with
1759 * all the others.
1760 */
1761 if (pl->contr->usekeys == key_inventory
1762 || !container->flag [FLAG_APPLIED]
1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1764 {
1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1767 return NULL;
1768 }
1769 }
1878 1770
1771 return tmp;
1772}
1879 1773
1880/* find_key 1774/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1775 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1776 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1777 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different. 1778 * for both is the same - just the specific key is different.
1885 * pl is the player, 1779 * pl is the player,
1886 * inv is the objects inventory to searched 1780 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1781 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1782 * This function can be called recursively to search containers.
1889 */ 1783 */
1890 1784object *
1891object * find_key(object *pl, object *container, object *door) 1785find_key (object *pl, object *container, object *door)
1892{ 1786{
1893 object *tmp,*key; 1787 if (door->slaying && is_match_expr (door->slaying))
1894
1895 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL;
1897
1898 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1900 if (door->type==DOOR && tmp->type==KEY) break;
1901 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys
1903 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1905 tmp->slaying==door->slaying) break;
1906 } 1788 {
1907 /* No key found - lets search inventories now */ 1789 // for match expressions, we try to find the key by applying the match
1908 /* If we find and use a key in an inventory, return at that time. 1790 // to the op itself, which is supposed to find the "key", instead
1909 * otherwise, if we search all the inventories and still don't find 1791 // of searching through containers ourselves.
1910 * a key, return 1792
1911 */ 1793 return match_one (door->slaying, container, door, pl, pl);
1912 if (!tmp) {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1914 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1917 }
1918 }
1919 if (!tmp) return NULL;
1920 } 1794 }
1921 /* We get down here if we have found a key. Now if its in a container, 1795 else
1922 * see if we actually want to use it 1796 return find_key_ (pl, container, door);
1923 */
1924 if (pl!=container) {
1925 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL;
1927 /* cases where this fails:
1928 * If we only search the player inventory, return now since we
1929 * are not in the players inventory.
1930 * If the container is not active, return now since only active
1931 * containers can be used.
1932 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active.
1936 *
1937 * Change the color so that the message doesn't disappear with
1938 * all the others.
1939 */
1940 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys")))
1944 ) {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door",
1947 query_name(tmp), query_name(container));
1948 return NULL;
1949 }
1950 }
1951 return tmp;
1952} 1797}
1953 1798
1954/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1957 * 0 otherwise 1802 * 0 otherwise
1958 */ 1803 */
1804static int
1959static int player_attack_door(object *op, object *door) 1805player_attack_door (object *op, object *door)
1960{ 1806{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1807 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1808 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1965 */ 1810 */
1966 object *key=find_key(op, op, door); 1811 object *key = find_key (op, op, door);
1967 1812
1968 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1969 if (key) { 1814 if (key)
1815 {
1970 object *container=key->env; 1816 object *container = key->env;
1971 1817
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1818 if (action_makes_visible (op))
1819 make_visible (op);
1820
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1822 spring_trap (door->inv, op);
1823
1975 if (door->type == DOOR) { 1824 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1825 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1826 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1827 {
1980 "You open the door with the %s", query_short_name(key)); 1828 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1981 remove_door2(door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1830 }
1831
1983 /* Do this after we print the message */ 1832 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1834
1986 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
1836 }
1989 } else if (door->type==LOCKED_DOOR) { 1837 else if (door->type == LOCKED_DOOR)
1838 {
1990 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1840 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1992 return 1; 1841 return 1;
1993 } 1842 }
1843
1994 return 0; 1844 return 0;
1995} 1845}
1996 1846
1997/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2002 */ 1852 */
2003 1853bool
2004void move_player_attack(object *op, int dir) 1854move_player_attack (object *op, int dir)
2005{ 1855{
2006 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2007 sint16 nx, ny; 1857 {
2008 int on_battleground; 1858 --op->speed_left;
2009 mapstruct *m; 1859 return true;
1860 }
2010 1861
2011 nx=freearr_x[dir]+op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2012 ny=freearr_y[dir]+op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2013 1864
2014 on_battleground = op_on_battleground(op, NULL, NULL); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2015 1867
2016 /* If braced, or can't move to the square, and it is not out of the 1868 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1869 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1870 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 1872 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 1873 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 1874 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 1875 * move_ob uses.
2024 */ 1876 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1877 maptile *m = op->map->xy_find (nx, ny);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 1878
2037 mon = NULL;
2038 /* Go through all the objects, and find ones of interest. Only stop if 1879 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 1880 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 1881 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 1882 * on the space
1883 */
1884 object *mon;
1885 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1886 {
1887 if ((mon->flag [FLAG_ALIVE]
1888 || mon->type == LOCKED_DOOR
1889 || mon->flag [FLAG_CAN_ROLL])
1890 && mon != op)
1891 break;
1892 }
1893
1894 /* no monster == player tries to move into a wall or so */
1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
2042 */ 1899 {
2043 while (tmp!=NULL) { 1900 if (ob->move_block == MOVE_ALL)
2044 if (tmp == op) { 1901 move_into_wall (op, ob);
2045 tmp=tmp->above; 1902 else
2046 continue; 1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
1920
1921 mon = mon->head_ ();
1922
1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1924 if (op->contr->weapon_sp_left > 0.f)
1925 if (player_attack_door (op, mon))
1926 {
1927 --op->contr->weapon_sp_left;
1928 return true;
1929 }
1930
1931 /* The following deals with possibly attacking peaceful
1932 * or friendly creatures. Basically, all players are considered
1933 * unaggressive. If the moving player has peaceful set, then the
1934 * object should be pushed instead of attacked. It is assumed that
1935 * if you are braced, you will not attack friends accidently,
1936 * and thus will not push them.
1937 */
1938
1939 /* If the creature is a pet, push it even if the player is not
1940 * peaceful. Our assumption is the creature is a pet if the
1941 * player owns it and it is either friendly or unagressive.
1942 */
1943 if (op->type == PLAYER
1944 && ((mon->owner && mon->owner->contr
1945 && same_party (mon->owner->contr->party, op->contr->party))
1946 || mon->owner == op)
1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1948 {
1949 /* If we're braced, we don't want to switch places with it */
1950 if (op->contr->braced)
1951 return false;
1952
1953 if (op->speed_left > 0.f)
1954 {
1955 --op->speed_left;
1956
1957 op->play_sound (sound_find ("push_player"));
1958 push_ob (mon, dir, op);
1959
1960 if (action_makes_visible (op))
1961 make_visible (op);
1962
1963 return true;
1964 }
1965 else
1966 return false;
1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
1970
1971 /* in certain circumstances, you shouldn't attack friendly
1972 * creatures. Note that if you are braced, you can't push
1973 * someone, but put it inside this loop so that you won't
1974 * attack them either.
1975 */
1976 if ((mon->type == PLAYER || mon->enemy != op)
1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1978 && ((op->contr->peaceful
1979 || (mon->type == PLAYER && mon->contr->peaceful))
1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
1983 {
1984 --op->speed_left;
1985
1986 if (!op->contr->braced)
1987 {
1988 op->play_sound (sound_find ("push_player"));
1989 push_ob (mon, dir, op);
2047 } 1990 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1991 else
2049 mon = tmp; 1992 op->statusmsg ("You withhold your attack");
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 1993
2060 if(mon->head != NULL) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2061 mon = mon->head; 1995 make_visible (op);
2062 1996
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1997 return true;
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 { 1998 }
2091 /* If we're braced, we don't want to switch places with it */ 1999 }
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced. 2001 * roll it if not braced. You can't roll it if you are braced.
2002 */
2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2004 {
2005 if (op->speed_left > 0.f)
2125 */ 2006 {
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2007 --op->speed_left;
2008
2127 recursive_roll(mon,dir,op); 2009 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 2010 if (action_makes_visible (op))
2129 } 2011 make_visible (op);
2130 2012
2013 return true;
2014 }
2015 }
2131 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points 2017 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 2019 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 2020 * that party_number -1 is no party, so attacks can still happen.
2136 */ 2021 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 2024 {
2141 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 2026 {
2169 } /* if player should attack something */ 2027 --op->contr->weapon_sp_left;
2170}
2171 2028
2029 skill_attack (mon, op, 0, 0, 0);
2030
2031 if (action_makes_visible (op))
2032 make_visible (op);
2033
2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2172int move_player(object *op,int dir) { 2042move_player (object *op, int dir)
2173 int pick; 2043{
2174 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2045 return 0;
2046
2047 /* Sanity check: make sure dir is valid */
2048 if (dir < 0 || dir > 8)
2049 {
2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2051 return 0;
2052 }
2053
2054 /* peterm: added following line */
2055 if (op->flag [FLAG_CONFUSED] && dir)
2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2057
2058 op->facing = dir;
2059
2060 if (op->flag [FLAG_HIDDEN])
2061 do_hidden_move (op);
2062
2063 bool retval;
2064 int pick = 0;
2065
2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2067 retval = RESULT_INT (0);
2068 else if (op->contr->fire_on)
2069 retval = fire (op, dir);
2070 else
2071 {
2072 retval = move_player_attack (op, dir);
2073 pick = check_pick (op);
2074 }
2075
2076 /* Add special check for newcs players and fire on - this way, the
2077 * server can handle repeat firing.
2078 */
2079 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2080 op->direction = dir;
2081 else
2082 op->direction = 0;
2083
2084 /* Update how the player looks. Use the facing, so direction may
2085 * get reset to zero. This allows for full animation capabilities
2086 * for players.
2087 */
2088 animate_object (op, op->facing);
2089
2090 return retval;
2216} 2091}
2217 2092
2218/* This is similar to handle_player, below, but is only used by the 2093/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2094 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2095 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2096 * the new speed values for commands.
2222 * 2097 *
2223 * Returns true if there are more actions we can do. 2098 * Returns true if there are more actions we can do. Should not do
2099 * many actions in a row, as that would be too unfair to other
2100 * players.
2224 */ 2101 */
2102bool
2225int handle_newcs_player(object *op) 2103handle_newcs_player (object *op)
2226{ 2104{
2227 if (op->contr->hidden) { 2105 if (op->flag [FLAG_SCARED])
2228 op->invisible = 1000; 2106 {
2229 /* the socket code flashes the player visible/invisible 2107 if (op->speed_left > 0.f)
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 } 2108 {
2241 } 2109 --op->speed_left;
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) {
2244 flee_player(op); 2110 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2111
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2112 return true;
2249 } 2113 }
2114 else
2115 return false;
2250 } 2116 }
2251 2117
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2118 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2120 * called, so we recheck it here.
2267 */ 2121 */
2268 HandleClient(&op->contr->socket, op->contr); 2122 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2123 return true;
2270 2124
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2125 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2126 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2127
2281 else return 0; 2128 return false;
2282 } 2129}
2130
2131static int
2132save_life (object *op)
2133{
2134 if (!op->flag [FLAG_LIFESAVE])
2283 return 0; 2135 return 0;
2284}
2285 2136
2286int save_life(object *op) { 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 object *tmp; 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2139 {
2140 op->play_sound (sound_find ("ob_evaporate"));
2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2288 2142
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2143 tmp->destroy ();
2144 op->clr_flag (FLAG_LIFESAVE);
2145
2146 if (op->stats.hp < 0)
2147 op->stats.hp = op->stats.maxhp;
2148
2149 if (op->stats.food < 0)
2150 op->stats.food = MAX_FOOD;
2151
2152 op->update_stats ();
2290 return 0; 2153 return 1;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op,
2296 "Your %s vibrates violently, then evaporates.",
2297 query_name(tmp));
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 } 2154 }
2155
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2159 return 0;
2314} 2160}
2315 2161
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2163 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2164 * function will descend into containers. op is the object to start the search
2319 * from. 2165 * from.
2320 */ 2166 */
2167static void
2321void remove_unpaid_objects(object *op, object *env) 2168drop_unpaid_items (object *op, object *env)
2322{ 2169{
2323 object *next;
2324
2325 while (op) { 2170 while (op)
2171 {
2326 next=op->below; /* Make sure we have a good value, in case 2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2173
2328 */ 2174 if (op->flag [FLAG_UNPAID])
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2175 op->insert_at (env);
2330 remove_ob(op); 2176 else if (op->inv)
2331 op->x = env->x; 2177 drop_unpaid_items (op->inv, env);
2332 op->y = env->y; 2178
2333 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0);
2336 }
2337 else if (op->inv) remove_unpaid_objects(op->inv, env);
2338 op=next; 2179 op = next;
2339 } 2180 }
2340} 2181}
2341 2182
2342 2183void
2343/* 2184object::drop_unpaid_items ()
2344 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory.
2349 */
2350char *gravestone_text (object *op)
2351{ 2185{
2352 static char buf2[MAX_BUF]; 2186 if (!flag [FLAG_REMOVED])
2353 char buf[MAX_BUF]; 2187 ::drop_unpaid_items (inv, this);
2354 time_t now = time (NULL);
2355
2356 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf);
2363 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369 if (op->type == PLAYER) {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 return buf2;
2378} 2188}
2379 2189
2380 2190void
2381
2382void do_some_living(object *op) { 2191do_some_living (object *op)
2192{
2383 int last_food=op->stats.food; 2193 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace;
2386 int i;
2387 int rate_hp = 1200; 2195 int rate_hp = 1200;
2388 int rate_sp = 2500; 2196 int rate_sp = 2500;
2389 int rate_grace = 2000; 2197 int rate_grace = 2000;
2390 const int max_hp = 1; 2198 const int max_hp = 1;
2391 const int max_sp = 1; 2199 const int max_sp = 1;
2392 const int max_grace = 1; 2200 const int max_grace = 1;
2393 2201
2394 if (op->contr->outputs_sync) { 2202#if 0
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2203 if (op->contr->hidden)
2396 if (op->contr->outputs[i].buf!=NULL && 2204 {
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2205 op->invisible = 1000;
2398 flush_output_element(op, &op->contr->outputs[i]); 2206 /* the socket code flashes the player visible/invisible
2207 * depending on the value of invisible, so we need to
2208 * alternate it here for it to work correctly.
2209 */
2210 if (server_tick & 2)
2211 op->invisible--;
2399 } 2212 }
2213 else
2214#endif
2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2216 {
2217 if (!op->invisible--)
2218 {
2219 make_visible (op);
2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2221 }
2222 }
2400 2223
2401 if(op->contr->state==ST_PLAYING) { 2224 if (op->contr->ns->state == ST_PLAYING)
2402 2225 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2226 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2227 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2228 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2229 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2230 else
2231 {
2408 gen_hp = op->stats.maxhp; 2232 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2233 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2234 }
2235
2411 if(op->contr->gen_sp >= 0 ) 2236 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2237 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2238 else
2239 {
2414 gen_sp = op->stats.maxsp; 2240 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2241 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2242 }
2243
2417 if(op->contr->gen_grace >= 0) 2244 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2245 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2246 else
2247 {
2420 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 } 2250 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--;
2446 if(op->stats.sp>op->stats.maxsp)
2447 op->stats.sp=op->stats.maxsp;
2448 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457 2251
2458 /* Regenerate Grace */ 2252 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2253 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2460 if(--op->last_grace<0) { 2254 if (--op->last_grace < 0)
2255 {
2461 if(op->stats.grace<op->stats.maxgrace/2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2463 if(max_grace>1) { 2261 if (max_grace > 1)
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2262 {
2263 int over_grace = temp / rate_grace;
2264
2465 if (over_grace > 0) { 2265 if (over_grace > 0)
2466 op->stats.sp += over_grace 2266 {
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2468 op->last_grace=0; 2268 op->last_grace = 0;
2269 }
2469 } else { 2270 else
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2271 op->last_grace = rate_grace / temp;
2471 } 2272 }
2472 } else { 2273 else
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2274 op->last_grace = rate_grace / temp;
2474 } 2275
2475 /* wearing stuff doesn't detract from grace generation. */ 2276 /* wearing stuff doesn't detract from grace generation. */
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) {
2480 if(op->stats.hp<op->stats.maxhp) {
2481 op->stats.hp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2484 op->stats.food--;
2485 if(op->contr->digestion<0)
2486 op->stats.food+=op->contr->digestion;
2487 else if(op->contr->digestion>0 &&
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food;
2490 } 2277 }
2491 } 2278
2492 if(max_hp>1) { 2279 if (op->stats.food > 0)
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 } 2280 {
2501 } else { 2281 /* Regenerate Spell Points */
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2282 if (!op->contr->golem && --op->last_sp < 0)
2503 } 2283 {
2504 } 2284 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2505 2285
2506 /* Digestion */ 2286 if (op->stats.sp < op->stats.maxsp)
2507 if(--op->last_eat<0) { 2287 {
2508#ifdef COZY_SERVER 2288 op->stats.sp++;
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0,
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2289
2517 if(op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2519 else
2520 op->last_eat=25*(1+bonus)/(penalty +1);
2521 /* dms do not consume food */ 2290 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2291 if (!op->flag [FLAG_WIZ])
2523 }
2524 }
2525
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2527 object *tmp, *flesh=NULL;
2528
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0);
2534 if(op->stats.food>=0||op->stats.hp<0)
2535 break; 2292 {
2293 op->stats.food--;
2294
2295 if (op->contr->digestion < 0)
2296 op->stats.food += op->contr->digestion;
2297 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2298 op->stats.food = last_food;
2299 }
2536 } 2300 }
2301
2302 if (max_sp > 1)
2303 {
2304 int over_sp = (gen_sp + 10) / rate_sp;
2305 if (over_sp > 0)
2306 {
2307 if (op->stats.sp < op->stats.maxsp)
2308 {
2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2310
2311 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2312 op->stats.sp--;
2313
2314 if (op->stats.sp > op->stats.maxsp)
2315 op->stats.sp = op->stats.maxsp;
2316 }
2317
2318 op->last_sp = 0;
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2322 }
2323 else
2324 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2325 }
2326
2327 /* Regenerate Hit Points */
2328 if (--op->last_heal < 0)
2329 {
2330 if (op->stats.hp < op->stats.maxhp)
2331 {
2332 op->stats.hp++;
2333
2334 /* dms do not consume food */
2335 if (!op->flag [FLAG_WIZ])
2336 {
2337 op->stats.food--;
2338
2339 if (op->contr->digestion < 0)
2340 op->stats.food += op->contr->digestion;
2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2342 op->stats.food = last_food;
2343 }
2344 }
2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2348 if (max_hp > 1)
2349 {
2350 int over_hp = temp / rate_hp;
2351
2352 if (over_hp > 0)
2353 {
2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2359 }
2360 else
2361 op->last_heal = rate_hp / temp;
2362 }
2363 }
2364
2365 /* Digestion */
2366 if (--op->last_eat < 0)
2367 {
2368 int bonus = max (0, op->contr->digestion),
2369 penalty = max (0, -op->contr->digestion);
2370
2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2372
2373 /* dms do not consume food */
2374 if (!op->flag [FLAG_WIZ])
2375 op->stats.food--;
2376 }
2377
2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2379 {
2380 object *flesh = 0;
2381
2382 for_inv_removable (op, tmp)
2383 {
2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2388 {
2389 op->statusmsg ("You blindly grab for a bite of food. "
2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2391 op->apply (tmp);
2392
2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2394 break;
2395 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2396 else if (tmp->type == FLESH)
2538 } /* End if paid for object */ 2397 flesh = tmp;
2539 } /* end of for loop */ 2398 }
2399
2540 /* If player is still starving, it means they don't have any food, so 2400 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2401 * eat flesh instead.
2542 */ 2402 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2404 {
2545 manual_apply(op,flesh,0); 2405 op->statusmsg ("You blindly grab for a bite of food. "
2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2407 op->apply (flesh);
2408 }
2409
2410 // If player is still starving, alert him!
2411 if (op->stats.food < 0)
2412 op->failmsg ("You are starving! "
2413 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2414 }
2415
2416 if (op->stats.food < 0)
2546 } 2417 {
2547 } /* end if player is starving */ 2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2548 2420
2549 while(op->stats.food<0&&op->stats.hp>0) 2421 if (op->stats.hp < 0)
2550 op->stats.food++,op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2551 2427
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2428 /* killer should be set here already */
2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2553 kill_player(op); 2430 kill_player (op);
2431 }
2554} 2432}
2555
2556
2557 2433
2558/* If the player should die (lack of hp, food, etc), we call this. 2434/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2435 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2436 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2437 * file.
2562 */ 2438 */
2439void
2563void kill_player(object *op) 2440kill_player (object *op)
2564{ 2441{
2565 char buf[MAX_BUF];
2566 int x,y,i; 2442 int x, y;
2567 mapstruct *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2568 int z;
2569 int num_stats_lose;
2570 int lost_a_stat;
2571 int lose_this_stat;
2572 int this_stat;
2573 int will_kill_again; 2444 int will_kill_again;
2574 archetype *at; 2445 archetype *at;
2575 object *tmp; 2446 object *tmp;
2576 2447
2577 if(save_life(op)) 2448 if (save_life (op))
2578 return; 2449 return;
2579 2450
2451 dynbuf_text deathtab;
2580 2452
2453 /* restore player */
2454 at = archetype::find (shstr_poisoning);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your body feels cleansed...\r";
2459 }
2460
2461 at = archetype::find (shstr_confusion);
2462 if (object *tmp = present_arch_in_ob (at, op))
2463 {
2464 tmp->destroy ();
2465 deathtab << "Your mind feels clearer...\r";
2466 }
2467
2468 cure_disease (op, 0, 0); /* remove any disease */
2469
2470 max_it (op->stats.hp , op->stats.maxhp);
2471 max_it (op->stats.sp , op->stats.maxsp);
2472 max_it (op->stats.grace, op->stats.maxgrace);
2473 max_it (op->stats.food , 200);
2474
2475 // remove all spell effects that are active
2476 // to avoid long-term effects such as word-of-recall
2477 for (object *item = op->inv; item; )
2478 {
2479 object *next = item->below;
2480
2481 if (item->type == SPELL_EFFECT && item->active)
2482 item->destroy ();
2483
2484 item = next;
2485 }
2486
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2487 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2488 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2490 */
2585 if (op_on_battleground(op, &x, &y)) { 2491 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2492 {
2587 "You have been defeated in combat!"); 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2589 "Local medics have saved your life...");
2590
2591 /* restore player */
2592 at = find_archetype("poisoning");
2593 tmp=present_arch_in_ob(at,op);
2594 if (tmp) {
2595 remove_ob(tmp);
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2598 }
2599 2494
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2606 }
2607
2608 cure_disease(op,0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999;
2611
2612 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2614 if (tmp != NULL) 2497
2615 { 2498 tmp->name = format ("%s's finger" , &op->name);
2616 sprintf(buf,"%s's finger", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2617 tmp->name = buf; 2500 tmp->msg = format (
2618 sprintf(buf," This finger has been cut off %s\n" 2501 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2502 &op->name, op->contr->title,
2620 &op->name, op->contr->title, (int)(op->level), 2503 (int)op->level,
2621 op->contr->killer); 2504 op->contr->killer_name ()
2622 tmp->msg=buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0;
2624 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2505 );
2506 tmp->value = 0, tmp->type = 0;
2507 tmp->material = name_to_material (shstr_organic);
2508 tmp->insert_at (op, tmp);
2509
2629 /* teleport defeated player to new destination*/ 2510 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2632 return; 2515 return;
2633 } 2516 }
2634 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2635 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2636 2522
2637 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2638 2524
2639 if(op->stats.food<0) { 2525 op->contr->play_sound (sound_find ("player_dies"));
2640 if (op->contr->explore) {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name);
2647 strcpy(op->contr->killer,"starvation");
2648 }
2649 else {
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name);
2657 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2659 2526
2660 /* save the map location for corpse, gravestone*/ 2527 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2528 x = op->x;
2529 y = op->y;
2530 map = op->map;
2662 2531
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2532 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2533 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2534 * See the config.h file for a little more in depth detail about this.
2668 */ 2535 */
2669 2536
2670 /* Basically two ways to go - remove a stat permanently, or just 2537 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2538 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2539 * of death.
2673 */ 2540 */
2674#ifndef COZY_SERVER 2541#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2542 if (settings.balanced_stat_loss)
2543 {
2676 /* If stat loss is permanent, lose one stat only. */ 2544 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2545 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2546 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2547 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2548 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2549 little bit harder. */
2682 /* GD */ 2550 /* GD */
2683 if (settings.stat_loss_on_death) 2551 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2552 num_stats_lose = 1;
2689 } 2553 else
2554 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2555 }
2556 else
2557 num_stats_lose = 1;
2558
2690 lost_a_stat = 0; 2559 lost_a_stat = 0;
2691 2560
2692 for (z=0; z<num_stats_lose; z++) { 2561 for (z = 0; z < num_stats_lose; z++)
2693 i = RANDOM() % NUM_STATS; 2562 {
2563 i = rndm (NUM_STATS);
2694 2564
2695 if (settings.stat_loss_on_death) { 2565 if (settings.stat_loss_on_death)
2566 {
2696 /* Pick a random stat and take a point off it. Tell the player 2567 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2568 * what he lost.
2698 */ 2569 */
2699 change_attr_value(&(op->stats), i,-1); 2570 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2571 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2572 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2573 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2574 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2575 lost_a_stat = 1;
2705 } else { 2576 }
2577 else
2578 {
2706 /* deplete a stat */ 2579 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2708 object *dep; 2581 object *dep;
2582
2583 dep = present_arch_in_ob (deparch, op);
2584 if (!dep)
2709 2585 {
2710 dep = present_arch_in_ob(deparch,op); 2586 dep = deparch->instance ();
2711 if(!dep) {
2712 dep = arch_to_object(deparch);
2713 insert_ob_in_ob(dep, op); 2587 insert_ob_in_ob (dep, op);
2714 } 2588 }
2715 lose_this_stat = 1; 2589 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2590 if (settings.balanced_stat_loss)
2591 {
2717 /* GD */ 2592 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2593 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2594 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2595 if (this_stat < 0)
2596 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2597 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2598 int keep_chance = this_stat * this_stat;
2599
2723 /* Yes, I am paranoid. Sue me. */ 2600 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2601 if (keep_chance < 1)
2725 keep_chance = 1; 2602 keep_chance = 1;
2726 2603
2727 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2606 {
2729 lose_this_stat = 0; 2607 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2609 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2610 }
2741 } 2611 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2612 {
2751 if (this_stat>=-50) { 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2614 lose_this_stat = 0;
2615 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2616 this_stat, keep_chance, loss_chance,
2617 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2618 }
2758 } 2619 }
2759 } 2620 }
2760 } 2621
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2622 if (lose_this_stat)
2763 { 2623 {
2764 /* determine_god() seems to not work sometimes... why is this? 2624 this_stat = get_attr_value (&dep->stats, i);
2765 Should I be using something else? GD */ 2625 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2626 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2627 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2628 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2629 * difference.
2770 " you.", god); 2630 */
2631 if (this_stat >= -50)
2771 else 2632 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2633 change_attr_value (&(dep->stats), i, -1);
2773 " feel a holy presence protecting you."); 2634 dep->set_flag (FLAG_APPLIED);
2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2636 op->update_stats ();
2637 lost_a_stat = 1;
2638 }
2774 } 2639 }
2640 }
2641 }
2642
2643 /* If no stat lost, tell the player. */
2644 if (!lost_a_stat)
2645 {
2646 /* determine_god() seems to not work sometimes... why is this?
2647 Should I be using something else? GD */
2648 shstr_tmp god = determine_god (op);
2649
2650 if (god != shstr_none)
2651 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2652 else
2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2654 }
2655#else
2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2775#endif 2657#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2658
2779 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2660 * exp loss on the stone.
2781 */ 2661 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2663 tmp->name = format ("%s's gravestone", &op->name);
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2786 "who was killed\n" 2666 &op->name, op->contr->title, op->contr->killer_name ());
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2669
2794 /**************************************/ 2670 /**************************************/
2795 /* */ 2671 /* */
2796 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */
2799 /* */ 2673 /* */
2800 /**************************************/ 2674 /**************************************/
2801 2675
2802 /* remove any poisoning and confusion the character may be suffering.*/
2803 /* restore player */
2804 at = find_archetype("poisoning");
2805 tmp=present_arch_in_ob(at,op);
2806 if (tmp) {
2807 remove_ob(tmp);
2808 free_object(tmp);
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2810 }
2811
2812 at = find_archetype("confusion");
2813 tmp=present_arch_in_ob(at,op);
2814 if (tmp) {
2815 remove_ob(tmp);
2816 free_object(tmp);
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2818 }
2819 cure_disease(op,0); /* remove any disease */
2820
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2677 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827 2678
2828 /* 2679 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2680 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2681 * and put them back in the map.
2831 * in the map. 2682 */
2832 */ 2683 op->drop_unpaid_items ();
2833 2684
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/ 2685 /****************************************/
2838 /* */ 2686 /* */
2839 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2841 /* */ 2689 /* */
2842 /****************************************/ 2690 /****************************************/
2843 2691
2844 enter_player_savebed(op); 2692 enter_player_savebed (op);
2845 2693
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2694 op->contr->braced = 0;
2850 save_player(op,1);
2851 2695
2852 /* it is possible that the player has blown something up 2696 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2697 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2698 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2699 * on the space that might harm the player.
2856 */ 2700 */
2857 will_kill_again=0; 2701 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2702 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2703 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2704 will_kill_again |= tmp->attacktype;
2861 } 2705
2862 if (will_kill_again) { 2706 if (will_kill_again)
2707 {
2863 object *force; 2708 object *force;
2864 int at; 2709 int at;
2865 2710
2866 force=get_archetype(FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1;
2869 force->speed_left=-5.0; 2713 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2871 for (at=0; at<NROFATTACKS; at++) { 2717 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2719 force->resist[at] = 100;
2720
2721 insert_ob_in_ob (force, op);
2722 op->update_stats ();
2723 }
2724
2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2726}
2727
2728static void
2729loot_object (object *op)
2730{ /* Grab and destroy some treasure */
2731 object *tmp, *next;
2732
2733 op->close_container (); /* close open sack first */
2734
2735 for (tmp = op->inv; tmp; tmp = next)
2736 {
2737 next = tmp->below;
2738
2739 if (tmp->invisible)
2740 continue;
2741
2742 tmp->remove ();
2743 tmp->x = op->x, tmp->y = op->y;
2744
2745 if (tmp->type == CONTAINER)
2746 loot_object (tmp); /* empty container to ground */
2747
2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2749 {
2750 if (tmp->nrof > 1)
2751 {
2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2754 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2755 else
2933 delete_character(op->name,1); 2756 tmp->destroy ();
2934 } 2757 }
2935 } 2758 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2759 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2760 }
2977} 2761}
2978 2762
2979/* 2763/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2766 * was changed.
2983 */ 2767 */
2768void
2769fix_weight ()
2770{
2771 for_all_players (pl)
2772 {
2773 weight_t old = pl->ob->carrying;
2984 2774
2985void fix_weight(void) { 2775 pl->ob->update_weight ();
2986 player *pl; 2776
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2777 if (old != pl->ob->carrying)
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2778 {
2989 if(old == sum) 2779 pl->ob->update_stats ();
2990 continue; 2780 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2991 fix_player(pl->ob); 2781 }
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2993 &pl->ob->name, old, sum);
2994 } 2782 }
2995} 2783}
2996 2784
2997void fix_luck(void) { 2785void
2998 player *pl; 2786fix_luck ()
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2787{
2788 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2789 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2790 pl->ob->change_luck (0);
3002} 2791}
3003
3004 2792
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2793/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2794 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2795 * just treat this as any other spell casting object.
3008 */ 2796 */
3009
3010void 2797void
3011cast_dust (object * op, object * throw_ob, int dir) 2798cast_dust (object *op, object *throw_ob, int dir)
3012{ 2799{
3013 object *skop, *spob; 2800 object *skop, *spob;
3014 2801
3015 skop = find_skill_by_name (op, throw_ob->skill); 2802 skop = find_skill_by_name (op, throw_ob->skill);
3016 2803
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2804 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2805 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 2806 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2807 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 2808 return;
3023 } 2809 }
3024 2810
3025 spob = throw_ob->inv; 2811 spob = throw_ob->inv;
3026 2812
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2813 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 2814 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 2815 // errors should be reported as early as possible IMHO)
3030 if (!spob) 2816 if (!spob)
3031 { 2817 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2818 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 2819 return;
3035 } 2820 }
3036 2821
3037 if (op->type == PLAYER) 2822 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2823 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 2824
3040 cast_spell (op, throw_ob, dir, spob, NULL); 2825 cast_spell (op, throw_ob, dir, spob, NULL);
3041 2826
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2827 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 2828}
3046 2829
2830void
3047void make_visible (object *op) { 2831make_visible (object *op)
3048 op->hide = 0; 2832{
2833 op->flag [FLAG_HIDDEN] = 0;
3049 op->invisible = 0; 2834 op->invisible = 0;
2835
3050 if(op->type==PLAYER) { 2836 if (op->type == PLAYER)
2837 {
3051 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3053 } 2840 }
2841
3054 update_object(op,UP_OBJ_FACE); 2842 update_object (op, UP_OBJ_CHANGE);
3055} 2843}
3056 2844
2845int
3057int is_true_undead(object *op) { 2846is_true_undead (object *op)
3058 object *tmp=NULL; 2847{
3059 2848 if (op->arch->flag [FLAG_UNDEAD])
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2849 return 1;
3061 2850
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 2851 return 0;
3067} 2852}
3068 2853
3069/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 2856 * indicate greater hideability.
3072 */ 2857 */
3073 2858int
3074int hideability(object *ob) { 2859hideability (object *ob)
2860{
3075 int i,level=0, mflag; 2861 int i, level = 0, mflag;
3076 sint16 x,y; 2862 sint16 x, y;
3077 2863
3078 if(!ob||!ob->map) return 0; 2864 if (!ob || !ob->map)
2865 return 0;
3079 2866
3080 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3082 2869
3083 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 2871 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2873 if (ob->has_carried_lights ())
2874 level = -(10 + (2 * ob->map->darklevel ()));
3087 2875
3088 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2877 for (i = 0, x = ob->x, y = ob->y;
2878 i <= SIZEOFFREE1;
2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
2880 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 2882 if (mflag & P_OUT_OF_MAP)
2883 continue;
2884
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 2886 level += 2;
3094 else /* open terrain! */ 2887 else /* open terrain! */
3095 level -= 1; 2888 level -= 1;
3096 } 2889 }
3097 2890
3098#if 0 2891#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2892 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 2893#endif
3101 return level; 2894 return level;
3102} 2895}
3103 2896
3104/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 2901 */
3109 2902void
3110void do_hidden_move (object *op) { 2903do_hidden_move (object *op)
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2904{
3112 object *skop; 2905 int hide = 0;
3113 2906
3114 if(!op || !op->map) return; 2907 if (!op || !op->map)
2908 return;
3115 2909
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2910 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2911 int num = random_roll (0, 19, op, PREFER_LOW);
3117 2912
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 2913 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 2914 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 2915 if (!skop || num >= skop->level)
2916 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2917 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 2918 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2919 return;
3132 "You moved out of hiding! You are visible!");
3133 } 2920 }
2921 else
2922 num += 20;
2923
2924 num += op->map->difficulty;
2925 hide = hideability (op); /* modify by terrain hidden level */
2926 num -= hide;
2927
2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2929 {
2930 make_visible (op);
2931
2932 if (op->type == PLAYER)
2933 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2934 }
3134 else if (op->type == PLAYER && skop) { 2935 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2936 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 2937}
3138 2938
3139/* determine if who is standing near a hostile creature. */ 2939/* determine if who is standing near a hostile creature. */
3140 2940
2941int
3141int stand_near_hostile( object *who ) { 2942stand_near_hostile (object *who)
2943{
3142 object *tmp=NULL; 2944 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 2945 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 2946 maptile *m;
3145 sint16 x,y; 2947 sint16 x, y;
3146 2948
3147 if(!who) return 0; 2949 if (!who)
3148
3149 if(who->type==PLAYER) player=1;
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3151
3152 /* search adjacent squares */
3153 for(i=1;i<9;i++) {
3154 x = who->x+freearr_x[i];
3155 y = who->y+freearr_y[i];
3156 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space.
3160 */
3161 if (mflags & P_OUT_OF_MAP) continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3163
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3165 if((player||friendly)
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3167 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 }
3174 }
3175 }
3176 return 0; 2950 return 0;
3177}
3178 2951
2952 if (who->type == PLAYER)
2953 player = 1;
2954
2955 else
2956 friendly = who->flag [FLAG_FRIENDLY];
2957
2958 /* search adjacent squares */
2959 for (i = 1; i < 9; i++)
2960 {
2961 x = who->x + DIRX (i);
2962 y = who->y + DIRY (i);
2963 m = who->map;
2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
2965 /* space must be blocked if there is a monster. If not
2966 * blocked, don't need to check this space.
2967 */
2968 if (mflags & P_OUT_OF_MAP)
2969 continue;
2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2971 continue;
2972
2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2974 {
2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2976 return 1;
2977 else if (tmp->type == PLAYER)
2978 return 1;
2979 }
2980 }
2981 return 0;
2982}
2983
3179/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
3182 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3183 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3184 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3185 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3186 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3187 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 2994 * -b.t.
3190 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3191 */ 2996 */
3192 2997int
3193int player_can_view (object *pl,object *op) { 2998player_can_view (object *pl, object *op)
2999{
3194 rv_vector rv; 3000 rv_vector rv;
3195 int dx,dy; 3001 int dx, dy;
3196 3002
3197 if(pl->type!=PLAYER) { 3003 if (pl->type != PLAYER)
3004 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3005 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3006 return -1;
3200 } 3007 }
3201 if (!pl || !op) return 0;
3202 3008
3203 if(op->head) { op = op->head; } 3009 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3010 return 0;
3227}
3228 3011
3229/* routine for both players and monsters. We call this when 3012 op = op->head_ ();
3230 * there is a possibility for our action distrubing our hiding 3013
3231 * place or invisiblity spell. Artefact invisiblity is not 3014 get_rangevector (pl, op, &rv, 0x1);
3232 * effected by this. If we arent invisible to begin with, we 3015
3233 * return 0. 3016 /* starting with the 'head' part, lets loop
3017 * through the object and find if it has any
3018 * part that is in the los array but isn't on
3019 * a blocked los square.
3020 * we use the archetype to figure out offsets.
3234 */ 3021 */
3235int action_makes_visible (object *op) { 3022 while (op)
3023 {
3024 dx = rv.distance_x + op->arch->x;
3025 dy = rv.distance_y + op->arch->y;
3236 3026
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3239 return 0;
3240
3241 if (op->contr && op->contr->tmp_invis == 0) return 0;
3242
3243 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3246 return 1; 3028 return 1;
3247 } 3029
3030 op = op->more;
3248 } 3031 }
3032
3249 return 0; 3033 return 0;
3250} 3034}
3251 3035
3252/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3038 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3039 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3040 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3041 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3043 */
3044int
3260int op_on_battleground (object *op, int *x, int *y) { 3045op_on_battleground (object *op, int *x, int *y)
3261 object *tmp; 3046{
3262
3263 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3054 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3055 if (tmp->flag [FLAG_IS_FLOOR])
3272 strcmp(tmp->name, "battleground")==0 && 3056 {
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3057 if (tmp->flag [FLAG_NO_PICK]
3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3061 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3062 /* before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3276 object *invtmp;
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3066 {
3280 if (x != NULL && y != NULL) 3067 if (x && y)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3282 return 1; 3070 return 1;
3283 }
3284 } 3071 }
3285 } 3072
3286 if (x != NULL && y != NULL) 3073 if (x && y)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3288 return 1; 3076 return 1;
3077 }
3289 } 3078 }
3290 }
3291 } 3079 }
3080
3292 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3293 return 0; 3082 return 0;
3294} 3083}
3295 3084
3296/* 3085/*
3300 * attributes: 3089 * attributes:
3301 * object *who the dragon player 3090 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3091 * int atnr the attack-number of the ability focus
3303 * int level ability level 3092 * int level ability level
3304 */ 3093 */
3094void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3095dragon_ability_gain (object *who, int atnr, int level)
3096{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3097 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3098 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3099 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3100 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3102 int i = 0, j = 0;
3312 3103
3313 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3316 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3318 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3320 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3322 3113
3323 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3115 return;
3116
3117 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3118
3119 if (!tr || !tr->item)
3120 {
3121 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3122 return;
3123 }
3124
3125 /* everything seems okay - now bring on the gift: */
3126 item = tr->item;
3127
3128 if (item->type == SPELL)
3129 {
3130 if (check_spell_known (who, item->name))
3324 return; 3131 return;
3325 3132
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3133 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3134 do_learn_spell (who, item, 0);
3328 3135 return;
3329 if (tr == NULL || tr->item == NULL) { 3136 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3137
3138 /* grant direct spell */
3139 if (item->type == SPELLBOOK)
3140 {
3141 if (!item->inv)
3142 {
3143 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3144 return;
3145 }
3146 if (check_spell_known (who, item->inv->name))
3331 return; 3147 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3148 if (item->invisible)
3149 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3150 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3151 do_learn_spell (who, item->inv, 0);
3357 return; 3152 return;
3358 } 3153 }
3359 } 3154 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3155 else if (item->type == SKILL_TOOL && item->invisible)
3156 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3157 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3158 {
3362 3159
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3160 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3161 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3162 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3163 * but not all of them, he gets nothing.
3367 */ 3164 */
3368 if (!(skop->attacktype & item->attacktype)) { 3165 if (!(skop->attacktype & item->attacktype))
3166 {
3369 /* Give new attacktype */ 3167 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3168 skop->attacktype |= item->attacktype;
3371 3169
3372 /* always add physical if there's none */ 3170 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3171 skop->attacktype |= AT_PHYSICAL;
3374 3172
3375 if (item->msg != NULL) 3173 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3174 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3175
3378 /* Give player new face */ 3176 /* Give player new face */
3379 if (item->animation_id) { 3177 if (item->animation_id)
3178 {
3380 who->face = skop->face; 3179 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3180 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3181 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3182 who->last_anim = 0;
3384 who->state = 0; 3183 who->state = 0;
3385 animate_object(who, who->direction); 3184 animate_object (who, who->direction);
3386 } 3185 }
3387 } 3186 }
3388 } 3187 }
3389 } 3188 }
3390 else if (item->type == FORCE) { 3189 else if (item->type == FORCE)
3190 {
3391 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3192 object *skin;
3193
3393 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3195 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3395 skin=skin->below); 3196 ;
3396 if (skin == NULL) return; 3197
3397 3198 if (!skin)
3199 return;
3200
3398 /* adding new spellpath attunements */ 3201 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3202 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3203 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3204 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3205
3402 /* print message */ 3206 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3207 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3208 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3209 {
3405 if(item->path_attuned & (1<<i)) { 3210 if (item->path_attuned & (1 << i))
3211 {
3406 if (j) 3212 if (j)
3407 strcat(buf," and "); 3213 strcat (buf, " and ");
3408 else 3214 else
3409 j = 1; 3215 j = 1;
3410 strcat(buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3411 } 3217 }
3412 } 3218 }
3219
3413 strcat(buf,"."); 3220 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3222 }
3416 3223
3417 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3419 SET_FLAG(skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3421 SET_FLAG(skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3424 3231
3425 /* print message if there is one */ 3232 /* print message if there is one */
3426 if (item->msg != NULL) 3233 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3235 }
3236 else
3428 } 3237 {
3429 else {
3430 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3240 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3434 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp);
3436 } 3242 }
3437} 3243}
3438 3244
3439/** 3245//-GPL
3440 * Unready an object for a player. This function does nothing if the object was
3441 * not readied.
3442 */
3443void player_unready_range_ob(player *pl, object *ob) {
3444 rangetype i;
3445 3246
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3247sint8
3447 if (pl->ranges[i] == ob) { 3248player::darkness_at (maptile *map, int x, int y) const
3448 pl->ranges[i] = NULL; 3249{
3449 if (pl->shoottype == i) { 3250 if (!ns)
3450 pl->shoottype = range_none; 3251 return LOS_BLOCKED;
3451 } 3252
3452 } 3253 int dx, dy;
3453 } 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3454} 3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3286 return;
3287
3288 va_list ap;
3289 va_start (ap, format);
3290 contr->failmsg (vformat (format, ap));
3291 va_end (ap);
3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

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