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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 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 1.15 2006/09/04 11:08:00 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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 76
208 if (!p) 77 ob->remove ();
209 { 78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
210 p = new player; 79 ob->map = 0;
80 party = 0;
211 81
212 /* This adds the player in the linked list. There is extra 82 players.erase (this);
213 * complexity here because we want to add the new player at the 83}
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 84
226 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 ())
227 } 115 {
116 object *tmp, *abil = 0, *skin = 0;
228 117
229 /* Clears basically the entire player structure except 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 * for next and socket. 119 if (tmp->type == FORCE)
231 */ 120 if (tmp->arch->archname == shstr_dragon_ability_force)
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 121 abil = tmp;
233 p->attachable_clear (); 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
123 skin = tmp;
234 124
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{
235 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 212 * we deal with that below this point.
237 */ 213 */
238 p->party = NULL; 214 outputs_sync = 4;
239 p->outputs_sync = 16; /* Every 2 seconds */ 215 outputs_count = 4;
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 217
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
249 219
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 220 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none;
266 p->bowtype = bow_normal; 221 bowtype = bow_normal;
267 p->petmode = pet_normal; 222 petmode = pet_normal;
268 p->listening = 10;
269 p->usekeys = containers; 223 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 225 do_los = 1;
273 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275 226
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 227 weapon_sp = 1.0f;
277 p->title[sizeof (p->title) - 1] = '\0'; 228 weapon_sp_left = 0.5f;
278 op->race = op->arch->clone.race; 229}
279 230
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 231void
232player::do_destroy ()
233{
234 disconnect ();
281 235
282 /* we need to clear these to -1 and not zero - otherwise, 236 attachable::do_destroy ();
283 * if a player quits and starts a new character, we wont 237
284 * send new values to the client, as things like exp start 238 if (ob)
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 } 239 {
292 for (i = 0; i < NROFATTACKS; i++) 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 ();
293 { 244 }
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298 245
299 p->socket.update_look = 0; 246 ob = observe = viewpoint = 0;
300 p->socket.look_position = 0;
301 return p;
302} 247}
303 248
304/* This loads the first map an puts the player on it. */ 249player::~player ()
305static void set_first_map(object *op)
306{ 250{
307 strcpy(op->contr->maplevel, first_map_path); 251 /* Clear item stack */
308 op->x = -1; 252 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312
313/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317
318int add_player(NewSocket *ns) {
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341} 253}
342 254
343/* 255/*
344 * get_player_archetype() return next player archetype from archetype 256 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 257 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 258 * Note: there MUST be at least one player archetype!
347 */ 259 */
260static archetype *
348archetype *get_player_archetype(archetype* at) 261get_player_archetype (archetype *at)
349{ 262{
350 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
351 for (;;) { 271 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 272 {
363} 273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
364 277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
281}
365 282
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 *
366object *get_nearest_player(object *mon) { 304get_nearest_player (object *mon)
305{
367 object *op = NULL; 306 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 307 objectlink *ol;
370 unsigned lastdist; 308 unsigned lastdist;
371 rv_vector rv; 309 rv_vector rv;
372 310
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 312 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 314 continue;
400 315
401 if(lastdist>rv.distance) { 316 if (lastdist > rv.distance)
317 {
402 op=ol->ob; 318 op = ol->ob;
403 lastdist=rv.distance; 319 lastdist = rv.distance;
404 } 320 }
405 } 321 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 322
323 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 324 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 325 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 326 {
414 } 327 op = pl->ob;
328 lastdist = rv.distance;
329 }
330
415#if 0 331#if 0
416 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)");
417#endif 333#endif
418 return op; 334 return op;
419} 335}
420 336
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
424 * 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
425 * the deviation is 341 * the deviation is
426 */ 342 */
427#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
437 * circling behaviour. Unfortunately, this function is also used to determined 353 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 355 * is probably not a good thing.
440 */ 356 */
441#define MAX_SPACES 50 357#define MAX_SPACES 50
442
443 358
444/* 359/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 360 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
460 * monster can in fact move one space in that direction. 375 * monster can in fact move one space in that direction.
461 * 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,
462 * 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
463 * is blocking itself. 378 * is blocking itself.
464 */ 379 */
380int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 381path_to_player (object *mon, object *pl, unsigned mindiff)
382{
466 rv_vector rv; 383 rv_vector rv;
467 sint16 x,y; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap;
470 385
471 get_rangevector(mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
472 387
473 if (rv.distance<mindiff) return 0; 388 if (rv.distance < mindiff)
389 return 0;
474 390
475 x=mon->x; 391 mapxy pos (mon);
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction; 392 dir = rv.direction;
479 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 */
480 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
481 /* 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. */
482 if (diff>max) return 0; 397 if (diff > max)
398 return 0;
399
483 while (diff >1 && max>0) { 400 while (diff > 1 && max > 0)
484 lastx = x; 401 {
485 lasty = y; 402 mapxy lastpos = pos;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492 403
404 pos.move (dir);
405
493 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 407 if (!pos.normalise ()
495 && (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 {
496 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
498 */ 413 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
500 if (rv.direction != dir) { 415 if (rv.direction != dir)
416 {
501 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 418 * the values so it will try again.
503 */ 419 */
504 x = lastx;
505 y = lasty;
506 m = lastmap; 420 pos = lastpos;
507 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
422 }
508 } else { 423 else
424 {
509 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
510 * either the left or right. 426 * either the left or right.
511 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
514 * 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
515 * stepping back and forth 431 * stepping back and forth
516 */ 432 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
434 {
435 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
519 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 439 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 443 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 446 * the last direction the creature has successfully
528 * moved. 447 * moved.
529 */ 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))
530 464 break;
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 } 465 }
466
542 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
544 */ 469 */
545 if (i==(DETOUR_AMOUNT+1)) 470 if (i == DETOUR_AMOUNT + 1)
546 return 0; 471 return 0;
472
547 diff--; 473 diff--;
548 lastdir=dir; 474 lastdir = dir;
549 max--; 475 max--;
550 if (!firstdir) firstdir = dir+i; 476 if (!firstdir)
477 firstdir = dir + i;
551 } /* else check alternate directions */ 478 } /* else check alternate directions */
552 } /* if blocked */ 479 } /* if blocked */
553 else { 480 else
481 {
554 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
555 diff--; 483 diff--;
556 max--; 484 max--;
557 lastdir=dir; 485 lastdir = dir;
486
487 if (!firstdir)
558 if (!firstdir) firstdir = dir; 488 firstdir = dir;
489 }
490
491 if (diff <= 1)
559 } 492 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 494 * headed toward player for entire distance.
563 */ 495 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
565 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));
566 } 498 }
567 if (diff>max) return 0; 499
500 if (diff > max)
501 return 0;
568 } 502 }
503
569 /* 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 */
570 if (!max) return 0; 505 if (!max)
506 return 0;
571 507
572 return firstdir; 508 return firstdir;
573} 509}
574 510
511void
575void give_initial_items(object *pl,treasurelist *items) { 512give_initial_items (object *pl, treasurelist *items)
576 object *op,*next=NULL; 513{
577
578 if(pl->randomitems!=NULL) 514 if (pl->randomitems)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 516
581 for (op=pl->inv; op; op=next) { 517 for (object *next, *op = pl->inv; op; op = next)
518 {
582 next = op->below; 519 next = op->below;
583 520
584 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
585 * 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
586 */ 523 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
588 SET_FLAG(op,FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
589 526
590 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 528 * by this player due to race restrictions
592 */ 529 */
593 if (pl->type == PLAYER) { 530 if (pl->type == PLAYER)
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 531 {
532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
595 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
596 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
597 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
598 op->type == BRACERS || op->type == GIRDLE)) || 537 || op->type == BRACERS || op->type == GIRDLE))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 539 {
604 } 540 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 541 continue;
624 } 542 }
625 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)
626 } 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 }
627 557
558 if (op->nrof > 1)
559 op->nrof = 1;
560 }
561
628 if (op->type == SPELLBOOK && op->inv) { 562 if (op->type == SPELLBOOK && op->inv)
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 563 op->inv->clr_flag (FLAG_STARTEQUIP);
630 }
631 564
632 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 567 * merged properly.
635 */ 568 */
636 if (need_identify(op)) { 569 if (op->need_identify ())
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
641 if(op->type==SPELL) { 576 if (op->type == SPELL)
642 remove_ob(op); 577 {
643 free_object(op); 578 op->destroy ();
644 continue; 579 continue;
580 }
581 else if (op->type == SKILL)
645 } 582 {
646 else if(op->type==SKILL) { 583 op->set_flag (FLAG_CAN_USE_SKILL);
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 584 op->stats.exp = 0;
649 op->level = 1; 585 op->level = 1;
650 } 586 }
651 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED); 588 op->set_flag (FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
654 590
655 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
656 link_player_skills(pl); 592 pl->contr->link_skills ();
657} 593}
658 594
659void get_name(object *op) { 595void
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 596get_party_password (object *op, partylist *party)
597{
732 if (party == NULL) { 598 if (party == NULL)
599 {
733 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);
734 return; 601 return;
735 } 602 }
603
736 op->contr->write_buf[0]='\0'; 604 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 605 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 606 op->contr->party_to_join = party;
739 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:");
740} 608}
741
742 609
743/* 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. */
744int roll_stat(void) { 611static int
612roll_stat ()
613{
745 int a[4],i,j,k; 614 int a[4], i, j, k;
746 615
747 for(i=0;i<4;i++) 616 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 617 a[i] = rndm (1, 6);
749 618
750 for(i=0,j=0,k=7;i<4;i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 620 if (a[i] < k)
752 k=a[i],j=i; 621 k = a[i], j = i;
753 622
754 for(i=0,k=0;i<4;i++) { 623 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 624 if (i != j)
756 k+=a[i]; 625 k += a[i];
757 } 626
758 return k; 627 return k;
759} 628}
760 629
761void roll_stats(object *op) { 630void
631object::roll_stats ()
632{
633 int statsort [NUM_STATS];
634
635 for (;;)
636 {
762 int sum=0; 637 int sum = 0;
763 int i = 0, j = 0; 638 for (int i = NUM_STATS; i--; )
764 int statsort[7]; 639 sum += statsort [i] = roll_stat ();
765 640
766 do { 641 if (sum >= 82 && sum <= 116)
767 op->stats.Str=roll_stat(); 642 break;
768 op->stats.Dex=roll_stat(); 643 }
769 op->stats.Int=roll_stat();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 644
779 /* Sort the stats so that rerolling is easier... */ 645 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 647
788 /* a quick and dirty bubblesort? */ 648 for (int i = 0; i < NUM_STATS; ++i)
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 649 stats.stat (i) = statsort [i];
801 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6];
807 650
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 651 stats.exp = 0;
819 op->stats.ac=0; 652 stats.ac = 0;
820 653
654 stats.hp = stats.maxhp;
655 stats.sp = stats.maxsp;
656 stats.grace = stats.maxgrace;
657
658 if (contr)
659 {
821 op->contr->levhp[1] = 9; 660 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 661 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 662 contr->levgrace[1] = 3;
824 663
825 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
826 op->stats.hp = op->stats.maxhp; 684 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 685 stats.sp = stats.maxsp;
828 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
829 op->contr->orig_stats=op->stats; 694 contr->orig_stats = stats;
695 }
830} 696}
831 697
832void Roll_Again(object *op) 698static void
699start_info (object *op)
833{ 700{
834 esrv_new_player(op->contr, 0);
835 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)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
842 702
843 if ( op->contr->Swap_First == -1 ) { 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf);
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 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");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 705}
951 706
952/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
956 * not the class. 711 * not the class.
957 */ 712 */
958 713void
959int key_change_class(object *op, char key) 714player::chargen_race_done ()
960{ 715{
961 int tmp_loop;
962
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') {
969 char buf[MAX_BUF];
970
971 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 717 esrv_new_player (ob->contr);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 718
719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
720 if (tl)
721 create_treasure (tl, ob, 0, 0, 0);
722
975 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
976 INVOKE_PLAYER (LOGIN, op->contr);
977 724
978 op->contr->state=ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
979 726
980 if (op->msg) 727 if (ob->msg)
981 op->msg=NULL; 728 ob->msg = 0;
982 729
983 /* We create this now because some of the unique maps will need it
984 * to save here.
985 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 make_path_to_file(buf);
988
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op); 730 start_info (ob);
993 CLEAR_FLAG(op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 732 give_initial_items (ob, ob->randomitems);
995 link_player_skills(op);
996 esrv_send_inventory(op, op); 733 esrv_send_inventory (ob, ob);
997 fix_player(op); 734 ob->update_stats ();
998 735
999 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
1000 * is one for this race 737 * is one for this race
1001 */ 738 */
1002 if(*first_map_ext_path) { 739 if (*first_map_ext_path)
1003 object *tmp; 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1004 mapstruct *oldmap = op->map; 741 else
1005 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 first_map_ext_path, &op->arch->name);
1008 tmp=get_object();
1009 EXIT_PATH(tmp) = mapname;
1010 EXIT_X(tmp) = op->x;
1011 EXIT_Y(tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the
1014 * default initial map */
1015 free_object(tmp);
1016 } else {
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 743}
1019 return 0;
1020 }
1021 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{
1022 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
1024 */ 769 */
1025 770
1026 tmp_loop = 0; 771 do
1027 while(!tmp_loop) { 772 {
1028 shstr name = op->name; 773 shstr name = ob->name;
1029 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
775
1030 remove_statbonus(op); 776 ob->remove_statbonus ();
1031 remove_ob (op); 777 ob->remove ();
1032 op->arch = get_player_archetype(op->arch); 778 ob->arch = get_player_archetype (ob->arch);
1033 copy_object (&op->arch->clone, op); 779 ob->arch->copy_to (ob);
1034 op->instantiate (); 780 ob->instantiate ();
1035 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
1036 op->name = op->name_pl = name; 782 ob->name = ob->name_pl = name;
1037 op->x = x; 783 ob->x = x;
1038 op->y = y; 784 ob->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 787 assign (ob->contr->title, ob->arch->object::name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 788 ob->add_statbonus ();
1044 tmp_loop=allowed_class(op);
1045 } 789 }
790 while (!allowed_class (ob));
791
1046 update_object(op,UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 793 esrv_update_item (UPD_FACE, ob, ob);
1048 fix_player(op); 794 ob->update_stats ();
1049 op->stats.hp=op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
1051 op->stats.grace=0; 797 ob->stats.grace = 0;
1052 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0;
1056} 798}
1057 799
1058int key_confirm_quit(object *op, char key) 800static void
1059{
1060 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) {
1092 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf)))
1094 delete_map(mp);
1095 }
1096
1097 delete_character(op->name, 1);
1098 }
1099 play_again(op);
1100 return 1;
1101}
1102
1103void flee_player(object *op) { 801flee_player (object *op)
802{
1104 int dir,diff; 803 int dir, diff;
1105 rv_vector rv; 804 rv_vector rv;
1106 805
1107 if(op->stats.hp < 0) { 806 if (op->stats.hp < 0)
807 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1109 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))))
1110 return; 835 return;
1111 } 836 }
1112 837
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1146 op->enemy=NULL; 840 op->enemy = NULL;
1147} 841}
1148
1149 842
1150/* 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.
1151 * 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
1152 * stop. 845 * stop.
1153 */ 846 */
847int
1154int check_pick(object *op) { 848check_pick (object *op)
849{
1155 object *tmp, *next; 850 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 851 int stop = 0;
1158 int j, k, wvratio; 852 int wvratio;
1159 char putstring[128], tmpstr[16];
1160 853
1161
1162 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1164 return 1; 856 return 1;
1165 857
1166 op_tag = op->count;
1167
1168 next = op->below; 858 next = op->below;
1169 if (next) 859
1170 next_tag = next->count; 860 int cnt = MAX_ITEM_PER_ACTION;
861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1171 862
1172 /* 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
1173 * destroyed */ 864 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 865 while (next && !next->destroyed ())
1175 { 866 {
1176 tmp = next; 867 tmp = next;
1177 next = tmp->below; 868 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 869
1181 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 ())
1182 return 0; 877 return 0;
1183 878
1184 if ( ! can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1185 continue; 880 continue;
1186 881
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 883 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1191 continue; 887 continue;
1192 }
1193
1194 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) {
1196 switch (op->contr->mode) {
1197 case 0: return 1; /* don't pick up */
1198 case 1: pick_up (op, tmp);
1199 return 1;
1200 case 2: pick_up (op, tmp);
1201 return 0;
1202 case 3: return 0; /* stop before pickup */
1203 case 4: pick_up (op, tmp);
1204 break;
1205 case 5: pick_up (op, tmp);
1206 stop = 1;
1207 break;
1208 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp);
1212 break;
1213
1214 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp);
1217 break;
1218
1219 default:
1220 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp);
1226 } 888 }
1227 } 889
1228 else { /* old model */
1229 /* NEW pickup handling */ 890 /* pickup handling */
1230 if(op->contr->mode & PU_DEBUG) 891 if (op->contr->mode & PU_DEBUG)
1231 { 892 {
1232 /* some debugging code to figure out item information */ 893 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL) 894 const char *str = tmp->name
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 895 ? format ("item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (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))))
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 897 : format ("item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (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
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring); 900 new_draw_info (NDI_UNIQUE, 0, op, str);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 }
1253 } 901 }
1254 }
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256 902
1257#if 0 903 if (op->contr->mode & PU_INHIBIT)
1258 /* print the flags too */ 904 return 1;
1259 for(k=0;k<4;k++) 905
1260 { 906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 907 return 1;
1262 for(j=0;j<32;j++) 908
1263 {
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1265 if(!((j+1)%4))fprintf(stderr," ");
1266 }
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif
1270 }
1271 /* philosophy: 909 /* philosophy:
1272 * 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
1273 * generic. This takes no game-time. For more detailed pickups 911 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a 912 * and selections, select-items should be used. This is a
1275 * 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
1276 * example. 914 * example.
1277 * 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
1278 * 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
1279 * convert to decimal and then 'pickup <#> 917 * convert to decimal and then 'pickup <#>
1282 /* the first two modes are exclusive: if NOTHING we return, if 920 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially, 921 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */ 922 * meaning if any test passes, the item gets picked up. */
1285 923
1286 /* if mode is set to pick nothing up, return */ 924 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1; 925 if (op->contr->mode == PU_NOTHING)
926 return 1;
1289 927
1290 /* if mode is set to stop when encountering objects, return */ 928 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick 929 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */ 930 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0; 931 if (op->contr->mode & PU_STOP)
932 return 0;
1295 933
1296 /* useful for going into stores and not losing your settings... */ 934 /* useful for going into stores and not losing your settings... */
1297 /* 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
1298 * fighting */ 936 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1; 937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
1300 939
1301 /* prevent us from turning into auto-thieves :) */ 940 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 941 if (tmp->flag [FLAG_UNPAID])
942 continue;
1303 943
1304 /* ignore known cursed objects */ 944 /* ignore known cursed objects */
1305 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;
1306 947
1307 /* all food and drink if desired */ 948 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */ 949 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD) 950 if (op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD) 951 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
1312 if(op->contr->mode & PU_DRINK) 957 if (op->contr->mode & PU_DRINK)
1313 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]))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
1315 963
1316 if(op->contr->mode & PU_POTION) 964 if (op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION) 965 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
1319 970
1320 /* spellbooks, skillscrolls and normal books/scrolls */ 971 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK) 972 if (op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK) 973 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
1324 if(op->contr->mode & PU_SKILLSCROLL) 979 if (op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL) 980 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
1327 if(op->contr->mode & PU_READABLES) 986 if (op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL) 987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
1330 992
1331 /* wands/staves/rods/horns */ 993 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE) 994 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 995 if (tmp->type == WAND
1334 { 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 }
1335 1003
1336 /* pick up all magical items */ 1004 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL) 1005 if (op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1339 { 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 }
1340 1012
1341 if(op->contr->mode & PU_VALUABLES) 1013 if (op->contr->mode & PU_VALUABLES)
1342 { 1014 {
1343 if (tmp->type == MONEY || tmp->type == GEM) 1015 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1345 } 1020 }
1346 1021
1347 /* rings & amulets - talismans seems to be typed AMULET */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS) 1023 if (op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET) 1024 if (tmp->type == RING
1350 { 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 }
1351 1040
1352 /* bows and arrows. Bows are good for selling! */ 1041 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW) 1042 if (op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW) 1043 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1356 if(op->contr->mode & PU_ARROW) 1049 if (op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW) 1050 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1359 1055
1360 /* all kinds of armor etc. */ 1056 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR) 1057 if (op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR) 1058 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1364 if(op->contr->mode & PU_HELMET) 1064 if (op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET) 1065 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1367 if(op->contr->mode & PU_SHIELD) 1071 if (op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD) 1072 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1370 if(op->contr->mode & PU_BOOTS) 1078 if (op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS) 1079 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1373 if(op->contr->mode & PU_GLOVES) 1085 if (op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES) 1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1376 if(op->contr->mode & PU_CLOAK) 1092 if (op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK) 1093 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1379 1098
1380 /* hoping to catch throwing daggers here */ 1099 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON) 1100 if (op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1384 1106
1385 /* careful: chairs and tables are weapons! */ 1107 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON) 1108 if (op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 } 1109 {
1394 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 }
1395 { 1116 }
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401 1117
1402 /* misc stuff that's useful */ 1118 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY) 1119 if (op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1406 1125
1407 /* 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
1408 * pickups */ 1127 * pickups */
1409 if(op->contr->mode & PU_RATIO) 1128 if (op->contr->mode & PU_RATIO)
1410 { 1129 {
1411 /* use value density to decide what else to grab */ 1130 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */ 1131 /* >=7 was >= op->contr->mode */
1413 /* >=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
1414 * and multiply them by 5, giving 0..15*5== 5..75 */ 1133 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5; 1134 wvratio = op->contr->mode & PU_RATIO;
1416 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)
1417 { 1136 {
1418 pick_up(op, tmp);
1419#if 0 1137#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) { 1139 if (tmp->name != NULL)
1140 {
1422 fprintf(stderr,"%s", tmp->name); 1141 fprintf (stderr, "%s", tmp->name);
1423 } 1142 }
1143 else
1424 else fprintf(stderr,"%s",tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1425 fprintf(stderr,",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1426 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))));
1427#endif 1147#endif
1148 CHK_PICK_PICKUP;
1428 continue; 1149 continue;
1429 } 1150 }
1151 } /* the new pickup model */
1430 } 1152 }
1431 } /* the new pickup model */ 1153
1432 }
1433 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;
1434} 1190}
1435 1191
1436/* 1192/*
1437 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1195 * found object is returned.
1440 */ 1196 */
1197static object *
1441object *find_arrow(object *op, const char *type) 1198find_arrow (object *op, const char *type)
1442{ 1199{
1443 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);
1444 1203
1445 for(op=op->inv; op; op=op->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1447 QUERY_FLAG(op,FLAG_APPLIED)) 1206 if (object *arrow = find_arrow (tmp, type))
1448 tmp = find_arrow (op, type); 1207 {
1449 else if (op->type==ARROW && op->race==type) 1208 splay (tmp);
1450 return op; 1209 return arrow;
1210 }
1211
1451 return tmp; 1212 return 0;
1452} 1213}
1453 1214
1454/* 1215/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1220 */
1460 1221static object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1462{ 1223{
1463 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1465 1226
1466 if (!type) 1227 if (!type)
1467 return NULL; 1228 return NULL;
1468 1229
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1231 {
1470 if (arrow->type==CONTAINER && arrow->race==type && 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1233 {
1472 i = 0; 1234 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1474 if (i > betterby) { 1237 if (i > betterby)
1238 {
1475 tmp = ntmp; 1239 tmp = ntmp;
1476 betterby = i; 1240 betterby = i;
1477 } 1241 }
1242 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1243 else if (arrow->type == ARROW && arrow->race == type)
1244 {
1479 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1246 if (target->race && arrow->slaying.contains (target->race))
1481 strstr(arrow->slaying, target->race)) { 1247 {
1482 if (arrow->attacktype & AT_DEATH) { 1248 if (arrow->attacktype & AT_DEATH)
1249 {
1483 *better = 100; 1250 *better = 100;
1484 return arrow; 1251 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1252 }
1489 } else { 1253 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1254 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1255 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1256 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1257 }
1506 } 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 }
1507 } 1283 }
1284 }
1508 } 1285 }
1286
1509 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1288 return find_arrow (op, type);
1511 1289
1512 *better = betterby; 1290 *better = betterby;
1513 return tmp; 1291 return tmp;
1514} 1292}
1515 1293
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1296 * op = the shooter
1519 * type = bow->race 1297 * type = bow->race
1520 * dir = fire direction 1298 * dir = fire direction
1521 */ 1299 */
1522 1300static object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1524{ 1302{
1525 object *tmp = NULL; 1303 object *tmp = NULL;
1526 mapstruct *m; 1304 maptile *m;
1527 int i, mflags, found, number; 1305 int i, mflags, found, number;
1528 sint16 x, y; 1306 sint16 x, y;
1529 1307
1530 if (op->map == NULL) 1308 if (op->map == NULL)
1531 return find_arrow(op, type); 1309 return find_arrow (op, type);
1532 1310
1533 /* do a dex check */ 1311 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1312 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 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)))
1536 return find_arrow(op, type); 1314 return find_arrow (op, type);
1537 1315
1538 m = op->map; 1316 m = op->map;
1539 x = op->x; 1317 x = op->x;
1540 y = op->y; 1318 y = op->y;
1541 1319
1542 /* find the first target */ 1320 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1321 for (i = 0, found = 0; i < 20; i++)
1544 x += freearr_x[dir]; 1322 {
1545 y += freearr_y[dir]; 1323 x += DIRX (dir);
1324 y += DIRY (dir);
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1328 {
1548 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])
1549 break; 1344 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1345 }
1567 if (tmp == NULL) 1346
1347 if (!tmp)
1568 return find_arrow(op, type); 1348 return find_arrow (op, type);
1569 1349
1570 if (tmp->head) 1350 if (tmp->head)
1571 tmp = tmp->head; 1351 tmp = tmp->head;
1572 1352
1573 return find_better_arrow(op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1574} 1354}
1575 1355
1576/* 1356/*
1577 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1579 * op is the object firing the bow. 1359 * op is the object firing the bow.
1580 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1581 * dir is the direction of fire. 1361 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1364 * player fire modes.
1585 */ 1365 */
1366int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1368{
1589 object *left, *bow; 1369 object *left, *bow;
1590 tag_t left_tag, tag; 1370 int mflags;
1591 int bowspeed, mflags; 1371 maptile *m;
1592 mapstruct *m;
1593 1372
1594 if (!dir) { 1373 if (!dir)
1374 {
1595 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!");
1596 return 0; 1376 return 0;
1377 }
1378
1379 if (op->contr)
1380 bow = op->current_weapon;
1381 else
1597 } 1382 {
1598 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow];
1600 else {
1601 for(bow=op->inv; bow; bow=bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1386 */
1605 if(bow->type==BOW) 1387 if (bow->type == BOW)
1606 break; 1388 break;
1607 1389
1608 if (!bow) { 1390 if (!bow)
1391 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1393 return 0;
1611 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1612 } 1398 }
1399
1613 if( !bow->race || !bow->skill) { 1400 if (!bow->race || !bow->skill)
1401 {
1614 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);
1615 return 0; 1403 return 0;
1616 } 1404 }
1617 1405
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625
1626 if (arrow == NULL) { 1406 if (arrow == NULL)
1407 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1409 {
1628 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* 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 */
1632 else 1413 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1634 return 0; 1416 return 0;
1635 } 1417 }
1636 } 1418 }
1419
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1421 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1422 return 0;
1640 } 1423
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1424 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1425 {
1642 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.");
1643 return 0; 1427 return 0;
1644 } 1428 }
1645 1429
1646 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1431 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1432 {
1649 free_object(arrow); 1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1434 arrow->destroy ();
1650 return 0; 1435 return 0;
1651 } 1436 }
1652 1437
1653 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count; 1439 arrow = arrow->split ();
1655 arrow = get_split_ob(arrow, 1); 1440 if (!arrow)
1656 if (arrow == NULL) { 1441 {
1657 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);
1658 return 0; 1443 return 0;
1659 } 1444 }
1660 set_owner(arrow, op); 1445
1446 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1447 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1448 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1449
1667 if (op->type == PLAYER) {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1669 fix_player(op);
1670 }
1671
1672 SET_ANIMATION(arrow, arrow->direction);
1673 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 */
1674 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1453 arrow->custom_name = arrow->slaying;
1677 arrow->spellarg = strdup_local(arrow->slaying);
1678 1454
1679 /* Note that this was different for monsters - they got their level 1455#if 0
1680 * added to the damage. I think the strength bonus is more proper. 1456 if (player *pl = op->contr)
1681 */
1682 1457 {
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1458 float speed = pl->weapon_sp;
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1472 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1689 0 : dam_bonus[op->stats.Str]) +
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692 1473
1693 if (arrow->speed < 1.0)
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 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 ));
1697 1479
1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1481
1698 if (op->type == PLAYER) { 1482 if (op->type == PLAYER)
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1483 {
1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1484 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1485 wc -= dex_bonus[op->stats.Dex];
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708 1486
1487 if (!arrow->slaying)
1488 arrow->slaying = op->slaying;
1489
1490 arrow->attacktype |= op->attacktype;
1491 }
1492 else
1493 {
1709 arrow->level = op->level; 1494 arrow->level = op->level;
1710 } 1495 arrow->stats.wc -= bow->magic;
1711 if (arrow->attacktype == AT_PHYSICAL) 1496
1712 arrow->attacktype |= bow->attacktype; 1497 if (!arrow->slaying)
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1498 arrow->slaying = bow->slaying;
1715 1499
1716 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);
1717 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1719 1510
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1721 tag = arrow->count; 1512 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1513
1724 if (!was_destroyed(arrow, tag)) 1514 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1515 move_arrow (arrow);
1726 1516
1727 if (op->type == PLAYER) {
1728 if (was_destroyed (left, left_tag))
1729 esrv_del_item(op->contr, left_tag);
1730 else
1731 esrv_send_item(op, left);
1732 }
1733 return 1; 1517 return 1;
1734} 1518}
1735 1519
1736/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1521 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1525 * hence the function name.
1742 */ 1526 */
1527static int
1743int player_fire_bow(object *op, int dir) 1528player_fire_bow (object *op, int dir)
1744{ 1529{
1745 int ret=0, wcmod=0; 1530 int ret;
1746 1531
1747 if (op->contr->bowtype == bow_bestarrow) { 1532 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1533 {
1749 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);
1750 dir, 0, op->x, op->y); 1535 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1753 wcmod =-1;
1754 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);
1755 op->x, op->y); 1540 }
1756 } 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 */
1757 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);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1759 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1760 } else if (op->contr->bowtype == bow_spreadshot) {
1761 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1763 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1764
1765 } else {
1766 /* Simple case */
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1768 } 1557 }
1558
1769 return ret; 1559 return ret;
1770} 1560}
1771
1772 1561
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1775 */ 1564 */
1565static void
1776void fire_misc_object(object *op, int dir) 1566fire_misc_object (object *op, int dir)
1777{ 1567{
1778 object *item; 1568 object *item = op->contr->ranged_ob;
1779 1569
1780 if (!op->contr->ranges[range_misc]) { 1570 if (!item)
1571 {
1781 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.");
1782 return; 1573 return;
1783 } 1574 }
1784 1575
1785 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1576 if (!item->inv)
1577 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1579 return;
1789 } 1580 }
1581
1582 if (!op->apply (item))
1583 return;
1584
1790 if (item->type == WAND) { 1585 if (item->type == WAND)
1586 {
1791 if(item->stats.food<=0) { 1587 if (item->stats.food <= 0)
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1588 {
1589 op->contr->play_sound (sound_find ("wand_poof"));
1793 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
1794 return; 1592 return;
1795 } 1593 }
1594 }
1796 } else if (item->type == ROD || item->type==HORN) { 1595 else if (item->type == ROD || item->type == HORN)
1797 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1596 {
1798 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
1799 if (item->type== ROD) 1605 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "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));
1802 else 1607 else
1803 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));
1804 "The %s needs more time to charge.", query_base_name(item,0)); 1609
1805 return; 1610 return;
1806 } 1611 }
1807 } 1612 }
1808 1613
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1615 {
1810 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
1811 if (item->type == WAND) { 1618 if (item->type == WAND)
1619 {
1812 if (!(--item->stats.food)) { 1620 if (!(--item->stats.food))
1813 object *tmp; 1621 {
1814 if (item->arch) { 1622 if (item->arch)
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1623 {
1624 item->clr_flag (FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
1817 item->speed = 0; 1626 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1627 }
1820 if ((tmp=is_player_inv(item))) 1628
1629 if (object *pl = item->visible_to ())
1821 esrv_update_item(UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
1822 } 1631 }
1823 } 1632 }
1824 else if (item->type == ROD || item->type==HORN) { 1633 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1634 drain_rod_charge (item);
1826 }
1827 } 1635 }
1828} 1636}
1829 1637
1830/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1831 */ 1639 */
1640bool
1832void fire(object *op,int dir) { 1641fire (object *who, int dir)
1642{
1833 int spellcost=0; 1643 int spellcost = 0;
1834 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
1835 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1667 if (action_makes_visible (who))
1668 make_visible (who);
1837 1669
1838 switch(op->contr->shoottype) { 1670 switch (ob->type)
1839 case range_none: 1671 {
1840 return; 1672 case BOW:
1841
1842 case range_bow:
1843 player_fire_bow(op, dir); 1673 player_fire_bow (who, dir);
1844 return; 1674 break;
1845 1675
1846 case range_magic: /* Casting spells */ 1676 case SPELL:
1847 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);
1848 return; 1678 break;
1849 1679
1850 case range_misc: 1680 case BUILDER:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1872 return;
1873 case range_builder:
1874 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)
1875 return; 1736 return 0;
1876 default: 1737 }
1877 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)
1878 return; 1746 return 0;
1879 }
1880}
1881 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 }
1882 1770
1771 return tmp;
1772}
1883 1773
1884/* find_key 1774/* find_key
1885 * 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
1886 * and successfully use it, we return the key, otherwise NULL 1776 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic 1777 * This function merges both normal and locked door, since the logic
1888 * for both is the same - just the specific key is different. 1778 * for both is the same - just the specific key is different.
1889 * pl is the player, 1779 * pl is the player,
1890 * inv is the objects inventory to searched 1780 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1781 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1782 * This function can be called recursively to search containers.
1893 */ 1783 */
1894 1784object *
1895object * find_key(object *pl, object *container, object *door) 1785find_key (object *pl, object *container, object *door)
1896{ 1786{
1897 object *tmp,*key; 1787 if (door->slaying && is_match_expr (door->slaying))
1898
1899 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL;
1901
1902 /* First, lets try to find a key in the top level inventory */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1904 if (door->type==DOOR && tmp->type==KEY) break;
1905 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys
1907 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1909 tmp->slaying==door->slaying) break;
1910 } 1788 {
1911 /* No key found - lets search inventories now */ 1789 // for match expressions, we try to find the key by applying the match
1912 /* 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
1913 * otherwise, if we search all the inventories and still don't find 1791 // of searching through containers ourselves.
1914 * a key, return 1792
1915 */ 1793 return match_one (door->slaying, container, door, pl, pl);
1916 if (!tmp) {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1918 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1921 }
1922 }
1923 if (!tmp) return NULL;
1924 } 1794 }
1925 /* We get down here if we have found a key. Now if its in a container, 1795 else
1926 * see if we actually want to use it 1796 return find_key_ (pl, container, door);
1927 */
1928 if (pl!=container) {
1929 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL;
1931 /* cases where this fails:
1932 * If we only search the player inventory, return now since we
1933 * are not in the players inventory.
1934 * If the container is not active, return now since only active
1935 * containers can be used.
1936 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active.
1940 *
1941 * Change the color so that the message doesn't disappear with
1942 * all the others.
1943 */
1944 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys")))
1948 ) {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door",
1951 query_name(tmp), query_name(container));
1952 return NULL;
1953 }
1954 }
1955 return tmp;
1956} 1797}
1957 1798
1958/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1961 * 0 otherwise 1802 * 0 otherwise
1962 */ 1803 */
1804static int
1963static int player_attack_door(object *op, object *door) 1805player_attack_door (object *op, object *door)
1964{ 1806{
1965
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1969 */ 1810 */
1970 object *key=find_key(op, op, door); 1811 object *key = find_key (op, op, door);
1971 1812
1972 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1973 if (key) { 1814 if (key)
1815 {
1974 object *container=key->env; 1816 object *container = key->env;
1975 1817
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1977 if(action_makes_visible(op)) make_visible(op); 1818 if (action_makes_visible (op))
1819 make_visible (op);
1820
1978 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
1979 if (door->type == DOOR) { 1824 if (door->type == DOOR)
1980 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 */
1981 }
1982 else if(door->type==LOCKED_DOOR) { 1826 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1827 {
1984 "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);
1985 remove_door2(door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1830 }
1831
1987 /* Do this after we print the message */ 1832 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1834
1990 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
1836 }
1993 } else if (door->type==LOCKED_DOOR) { 1837 else if (door->type == LOCKED_DOOR)
1838 {
1994 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
1995 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...");
1996 return 1; 1841 return 1;
1997 } 1842 }
1843
1998 return 0; 1844 return 0;
1999} 1845}
2000 1846
2001/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2006 */ 1852 */
2007 1853bool
2008void move_player_attack(object *op, int dir) 1854move_player_attack (object *op, int dir)
2009{ 1855{
2010 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2011 sint16 nx, ny; 1857 {
2012 int on_battleground; 1858 --op->speed_left;
2013 mapstruct *m; 1859 return true;
1860 }
2014 1861
2015 nx=freearr_x[dir]+op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2016 ny=freearr_y[dir]+op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2017 1864
2018 on_battleground = op_on_battleground(op, NULL, NULL); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2019 1867
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2024 * 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
2025 * 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
2026 * 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
2027 * move_ob uses. 1875 * move_ob uses.
2028 */ 1876 */
2029 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);
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 }
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2038 return;
2039 }
2040 1878
2041 mon = NULL;
2042 /* 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
2043 * 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.
2044 * 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
2045 * 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)
2046 */ 1899 {
2047 while (tmp!=NULL) { 1900 if (ob->move_block == MOVE_ALL)
2048 if (tmp == op) { 1901 move_into_wall (op, ob);
2049 tmp=tmp->above; 1902 else
2050 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);
2051 } 1990 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1991 else
2053 mon = tmp; 1992 op->statusmsg ("You withhold your attack");
2054 break;
2055 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063 1993
2064 if(mon->head != NULL) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2065 mon = mon->head; 1995 make_visible (op);
2066 1996
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1997 return true;
2068 if (player_attack_door(op, mon)) return;
2069
2070 /* The following deals with possibly attacking peaceful
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */
2077
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 { 1998 }
2095 /* If we're braced, we don't want to switch places with it */ 1999 }
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) {
2118 if (!op->contr->braced) {
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 (void) push_ob(mon,dir,op);
2121 } else {
2122 new_draw_info(0, 0,op,"You withhold your attack");
2123 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126
2127 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2128 * 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)
2129 */ 2006 {
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2007 --op->speed_left;
2008
2131 recursive_roll(mon,dir,op); 2009 recursive_roll (mon, dir, op);
2132 if(action_makes_visible(op)) make_visible(op); 2010 if (action_makes_visible (op))
2133 } 2011 make_visible (op);
2134 2012
2013 return true;
2014 }
2015 }
2135 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2136 * 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
2137 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2138 * 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
2139 * 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.
2140 */ 2021 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL || 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2144 op->contr->party!=mon->contr->party))) { 2024 {
2145 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 } 2026 {
2173 } /* if player should attack something */ 2027 --op->contr->weapon_sp_left;
2174}
2175 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
2176int move_player(object *op,int dir) { 2042move_player (object *op, int dir)
2177 int pick; 2043{
2178 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 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;
2220} 2091}
2221 2092
2222/* 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
2223 * new client/server stuff. 2094 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2096 * the new speed values for commands.
2226 * 2097 *
2227 * 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.
2228 */ 2101 */
2102bool
2229int handle_newcs_player(object *op) 2103handle_newcs_player (object *op)
2230{ 2104{
2231 if (op->contr->hidden) { 2105 if (op->flag [FLAG_SCARED])
2232 op->invisible = 1000; 2106 {
2233 /* the socket code flashes the player visible/invisible 2107 if (op->speed_left > 0.f)
2234 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly.
2236 */
2237 if (pticks & 2) op->invisible--;
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--;
2241 if(!op->invisible) {
2242 make_visible(op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 } 2108 {
2245 } 2109 --op->speed_left;
2246
2247 if (QUERY_FLAG(op, FLAG_SCARED)) {
2248 flee_player(op); 2110 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2111
2250 if (QUERY_FLAG(op, FLAG_SCARED)) {
2251 op->speed_left--;
2252 return 0; 2112 return true;
2253 } 2113 }
2114 else
2115 return false;
2254 } 2116 }
2255 2117
2256 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer.
2260 */
2261 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0;
2266 }
2267
2268 /* 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
2269 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2120 * called, so we recheck it here.
2271 */ 2121 */
2272 HandleClient(&op->contr->socket, op->contr); 2122 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2123 return true;
2274 2124
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2125 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction); 2126 return move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2127
2285 else return 0; 2128 return false;
2286 } 2129}
2130
2131static int
2132save_life (object *op)
2133{
2134 if (!op->flag [FLAG_LIFESAVE])
2287 return 0; 2135 return 0;
2288}
2289 2136
2290int save_life(object *op) { 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2291 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));
2292 2142
2293 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 ();
2294 return 0; 2153 return 1;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2299 new_draw_info_format(NDI_UNIQUE, 0,op,
2300 "Your %s vibrates violently, then evaporates.",
2301 query_name(tmp));
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 } 2154 }
2155
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2159 return 0;
2318} 2160}
2319 2161
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2165 * from.
2324 */ 2166 */
2167static void
2325void remove_unpaid_objects(object *op, object *env) 2168drop_unpaid_items (object *op, object *env)
2326{ 2169{
2327 object *next;
2328
2329 while (op) { 2170 while (op)
2171 {
2330 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' */
2331 * we remove object 'op' 2173
2332 */ 2174 if (op->flag [FLAG_UNPAID])
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2175 op->insert_at (env);
2334 remove_ob(op); 2176 else if (op->inv)
2335 op->x = env->x; 2177 drop_unpaid_items (op->inv, env);
2336 op->y = env->y; 2178
2337 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0);
2340 }
2341 else if (op->inv) remove_unpaid_objects(op->inv, env);
2342 op=next; 2179 op = next;
2343 } 2180 }
2344} 2181}
2345 2182
2346 2183void
2347/* 2184object::drop_unpaid_items ()
2348 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory.
2353 */
2354char *gravestone_text (object *op)
2355{ 2185{
2356 static char buf2[MAX_BUF]; 2186 if (!flag [FLAG_REMOVED])
2357 char buf[MAX_BUF]; 2187 ::drop_unpaid_items (inv, this);
2358 time_t now = time (NULL);
2359
2360 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else
2364 sprintf (buf, "%s\n", &op->name);
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 if (op->type == PLAYER) {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 }
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 return buf2;
2382} 2188}
2383 2189
2384 2190void
2385
2386void do_some_living(object *op) { 2191do_some_living (object *op)
2192{
2387 int last_food=op->stats.food; 2193 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace;
2390 int i;
2391 int rate_hp = 1200; 2195 int rate_hp = 1200;
2392 int rate_sp = 2500; 2196 int rate_sp = 2500;
2393 int rate_grace = 2000; 2197 int rate_grace = 2000;
2394 const int max_hp = 1; 2198 const int max_hp = 1;
2395 const int max_sp = 1; 2199 const int max_sp = 1;
2396 const int max_grace = 1; 2200 const int max_grace = 1;
2397 2201
2398 if (op->contr->outputs_sync) { 2202#if 0
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2203 if (op->contr->hidden)
2400 if (op->contr->outputs[i].buf!=NULL && 2204 {
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2205 op->invisible = 1000;
2402 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--;
2403 } 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 }
2404 2223
2405 if(op->contr->state==ST_PLAYING) { 2224 if (op->contr->ns->state == ST_PLAYING)
2406 2225 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2226 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2227 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2228 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2229 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2230 else
2231 {
2412 gen_hp = op->stats.maxhp; 2232 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2233 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2234 }
2235
2415 if(op->contr->gen_sp >= 0 ) 2236 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2237 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2238 else
2239 {
2418 gen_sp = op->stats.maxsp; 2240 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2241 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2242 }
2243
2421 if(op->contr->gen_grace >= 0) 2244 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2245 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2246 else
2247 {
2424 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 }
2427
2428 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 } 2250 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) {
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--;
2450 if(op->stats.sp>op->stats.maxsp)
2451 op->stats.sp=op->stats.maxsp;
2452 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461 2251
2462 /* Regenerate Grace */ 2252 /* Regenerate Grace */
2463 /* 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. */
2464 if(--op->last_grace<0) { 2254 if (--op->last_grace < 0)
2255 {
2465 if(op->stats.grace<op->stats.maxgrace/2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2466 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
2467 if(max_grace>1) { 2261 if (max_grace > 1)
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2262 {
2263 int over_grace = temp / rate_grace;
2264
2469 if (over_grace > 0) { 2265 if (over_grace > 0)
2470 op->stats.sp += over_grace 2266 {
2471 + (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;
2472 op->last_grace=0; 2268 op->last_grace = 0;
2269 }
2473 } else { 2270 else
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2271 op->last_grace = rate_grace / temp;
2475 } 2272 }
2476 } else { 2273 else
2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2274 op->last_grace = rate_grace / temp;
2478 } 2275
2479 /* wearing stuff doesn't detract from grace generation. */ 2276 /* wearing stuff doesn't detract from grace generation. */
2480 }
2481
2482 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) {
2484 if(op->stats.hp<op->stats.maxhp) {
2485 op->stats.hp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2488 op->stats.food--;
2489 if(op->contr->digestion<0)
2490 op->stats.food+=op->contr->digestion;
2491 else if(op->contr->digestion>0 &&
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food;
2494 } 2277 }
2495 } 2278
2496 if(max_hp>1) { 2279 if (op->stats.food > 0)
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 } 2280 {
2505 } else { 2281 /* Regenerate Spell Points */
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2282 if (!op->contr->golem && --op->last_sp < 0)
2507 } 2283 {
2508 } 2284 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2509 2285
2510 /* Digestion */ 2286 if (op->stats.sp < op->stats.maxsp)
2511 if(--op->last_eat<0) { 2287 {
2512#ifdef COZY_SERVER 2288 op->stats.sp++;
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2514 int bonus=dg>0?dg:0,
2515 penalty=dg<0?-dg:0;
2516#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif
2520 2289
2521 if(op->contr->gen_hp > 0)
2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2523 else
2524 op->last_eat=25*(1+bonus)/(penalty +1);
2525 /* dms do not consume food */ 2290 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2291 if (!op->flag [FLAG_WIZ])
2527 }
2528 }
2529
2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2531 object *tmp, *flesh=NULL;
2532
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2537 manual_apply(op,tmp,0);
2538 if(op->stats.food>=0||op->stats.hp<0)
2539 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 }
2540 } 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 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2396 else if (tmp->type == FLESH)
2542 } /* End if paid for object */ 2397 flesh = tmp;
2543 } /* end of for loop */ 2398 }
2399
2544 /* 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
2545 * eat flesh instead. 2401 * eat flesh instead.
2546 */ 2402 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2404 {
2549 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)
2550 } 2417 {
2551 } /* end if player is starving */ 2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2552 2420
2553 while(op->stats.food<0&&op->stats.hp>0) 2421 if (op->stats.hp < 0)
2554 op->stats.food++,op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2555 2427
2556 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])
2557 kill_player(op); 2430 kill_player (op);
2431 }
2558} 2432}
2559
2560
2561 2433
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2436 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2437 * file.
2566 */ 2438 */
2439void
2567void kill_player(object *op) 2440kill_player (object *op)
2568{ 2441{
2569 char buf[MAX_BUF];
2570 int x,y,i; 2442 int x, y;
2571 mapstruct *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2572 int z;
2573 int num_stats_lose;
2574 int lost_a_stat;
2575 int lose_this_stat;
2576 int this_stat;
2577 int will_kill_again; 2444 int will_kill_again;
2578 archetype *at; 2445 archetype *at;
2579 object *tmp; 2446 object *tmp;
2580 2447
2581 if(save_life(op)) 2448 if (save_life (op))
2582 return; 2449 return;
2583 2450
2451 dynbuf_text deathtab;
2584 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
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2490 */
2589 if (op_on_battleground(op, &x, &y)) { 2491 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2492 {
2591 "You have been defeated in combat!"); 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2593 "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = find_archetype("poisoning");
2597 tmp=present_arch_in_ob(at,op);
2598 if (tmp) {
2599 remove_ob(tmp);
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2602 }
2603 2494
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2610 }
2611
2612 cure_disease(op,0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999;
2615
2616 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2618 if (tmp != NULL) 2497
2619 { 2498 tmp->name = format ("%s's finger" , &op->name);
2620 sprintf(buf,"%s's finger", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2621 tmp->name = buf; 2500 tmp->msg = format (
2622 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",
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2502 &op->name, op->contr->title,
2624 &op->name, op->contr->title, (int)(op->level), 2503 (int)op->level,
2625 op->contr->killer); 2504 op->contr->killer_name ()
2626 tmp->msg=buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0;
2628 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2505 );
2506 tmp->value = 0, tmp->type = 0;
2507 tmp->material = name_to_material (shstr_organic);
2508 tmp->insert_at (op, tmp);
2509
2633 /* teleport defeated player to new destination*/ 2510 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2636 return; 2515 return;
2637 } 2516 }
2638 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2639 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2640 2522
2641 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2642 2524
2643 if(op->stats.food<0) { 2525 op->contr->play_sound (sound_find ("player_dies"));
2644 if (op->contr->explore) {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name);
2651 strcpy(op->contr->killer,"starvation");
2652 }
2653 else {
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2526
2664 /* save the map location for corpse, gravestone*/ 2527 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2528 x = op->x;
2529 y = op->y;
2530 map = op->map;
2666 2531
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2532 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2535 */
2673 2536
2674 /* Basically two ways to go - remove a stat permanently, or just 2537 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2538 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2539 * of death.
2677 */ 2540 */
2678#ifndef COZY_SERVER 2541#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2542 if (settings.balanced_stat_loss)
2543 {
2680 /* If stat loss is permanent, lose one stat only. */ 2544 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2546 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2547 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2548 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2549 little bit harder. */
2686 /* GD */ 2550 /* GD */
2687 if (settings.stat_loss_on_death) 2551 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2552 num_stats_lose = 1;
2693 } 2553 else
2554 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2555 }
2556 else
2557 num_stats_lose = 1;
2558
2694 lost_a_stat = 0; 2559 lost_a_stat = 0;
2695 2560
2696 for (z=0; z<num_stats_lose; z++) { 2561 for (z = 0; z < num_stats_lose; z++)
2697 i = RANDOM() % NUM_STATS; 2562 {
2563 i = rndm (NUM_STATS);
2698 2564
2699 if (settings.stat_loss_on_death) { 2565 if (settings.stat_loss_on_death)
2566 {
2700 /* 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
2701 * what he lost. 2568 * what he lost.
2702 */ 2569 */
2703 change_attr_value(&(op->stats), i,-1); 2570 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2571 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2572 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2573 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2574 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2575 lost_a_stat = 1;
2709 } else { 2576 }
2577 else
2578 {
2710 /* deplete a stat */ 2579 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2712 object *dep; 2581 object *dep;
2582
2583 dep = present_arch_in_ob (deparch, op);
2584 if (!dep)
2713 2585 {
2714 dep = present_arch_in_ob(deparch,op); 2586 dep = deparch->instance ();
2715 if(!dep) {
2716 dep = arch_to_object(deparch);
2717 insert_ob_in_ob(dep, op); 2587 insert_ob_in_ob (dep, op);
2718 } 2588 }
2719 lose_this_stat = 1; 2589 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2590 if (settings.balanced_stat_loss)
2591 {
2721 /* GD */ 2592 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2593 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2594 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2595 if (this_stat < 0)
2596 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2597 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2598 int keep_chance = this_stat * this_stat;
2599
2727 /* Yes, I am paranoid. Sue me. */ 2600 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2601 if (keep_chance < 1)
2729 keep_chance = 1; 2602 keep_chance = 1;
2730 2603
2731 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2606 {
2733 lose_this_stat = 0; 2607 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2609 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2610 }
2745 } 2611 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2612 {
2755 if (this_stat>=-50) { 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 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"); */
2761 } 2618 }
2762 } 2619 }
2763 } 2620 }
2764 } 2621
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2622 if (lose_this_stat)
2767 { 2623 {
2768 /* determine_god() seems to not work sometimes... why is this? 2624 this_stat = get_attr_value (&dep->stats, i);
2769 Should I be using something else? GD */ 2625 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2626 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2627 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2628 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2629 * difference.
2774 " you.", god); 2630 */
2631 if (this_stat >= -50)
2775 else 2632 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2633 change_attr_value (&(dep->stats), i, -1);
2777 " 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 }
2778 } 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.";
2779#endif 2657#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2658
2783 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2660 * exp loss on the stone.
2785 */ 2661 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2663 tmp->name = format ("%s's gravestone", &op->name);
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2789 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",
2790 "who was killed\n" 2666 &op->name, op->contr->title, op->contr->killer_name ());
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2669
2798 /**************************************/ 2670 /**************************************/
2799 /* */ 2671 /* */
2800 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2673 /* */
2804 /**************************************/ 2674 /**************************************/
2805 2675
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2677 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 2678
2832 /* 2679 /*
2833 * 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
2834 * the player has any unpaid items. If so, remove them and put them back 2681 * and put them back in the map.
2835 * in the map. 2682 */
2836 */ 2683 op->drop_unpaid_items ();
2837 2684
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2685 /****************************************/
2842 /* */ 2686 /* */
2843 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2845 /* */ 2689 /* */
2846 /****************************************/ 2690 /****************************************/
2847 2691
2848 enter_player_savebed(op); 2692 enter_player_savebed (op);
2849 2693
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2694 op->contr->braced = 0;
2854 save_player(op,1);
2855 2695
2856 /* it is possible that the player has blown something up 2696 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2697 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2698 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2699 * on the space that might harm the player.
2860 */ 2700 */
2861 will_kill_again=0; 2701 will_kill_again = 0;
2862 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)
2863 if (tmp->type ==SPELL_EFFECT) 2703 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2704 will_kill_again |= tmp->attacktype;
2865 } 2705
2866 if (will_kill_again) { 2706 if (will_kill_again)
2707 {
2867 object *force; 2708 object *force;
2868 int at; 2709 int at;
2869 2710
2870 force=get_archetype(FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1;
2873 force->speed_left=-5.0; 2713 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2875 for (at=0; at<NROFATTACKS; at++) { 2717 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2877 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);
2878 } 2754 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2755 else
2937 delete_character(op->name,1); 2756 tmp->destroy ();
2938 } 2757 }
2939 } 2758 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2759 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2760 }
2981} 2761}
2982 2762
2983/* 2763/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2766 * was changed.
2987 */ 2767 */
2768void
2769fix_weight ()
2770{
2771 for_all_players (pl)
2772 {
2773 weight_t old = pl->ob->carrying;
2988 2774
2989void fix_weight(void) { 2775 pl->ob->update_weight ();
2990 player *pl; 2776
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2777 if (old != pl->ob->carrying)
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2778 {
2993 if(old == sum) 2779 pl->ob->update_stats ();
2994 continue; 2780 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2995 fix_player(pl->ob); 2781 }
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2997 &pl->ob->name, old, sum);
2998 } 2782 }
2999} 2783}
3000 2784
3001void fix_luck(void) { 2785void
3002 player *pl; 2786fix_luck ()
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2787{
2788 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2789 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2790 pl->ob->change_luck (0);
3006} 2791}
3007
3008 2792
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2793/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2794 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2795 * just treat this as any other spell casting object.
3012 */ 2796 */
3013
3014void 2797void
3015cast_dust (object * op, object * throw_ob, int dir) 2798cast_dust (object *op, object *throw_ob, int dir)
3016{ 2799{
3017 object *skop, *spob; 2800 object *skop, *spob;
3018 2801
3019 skop = find_skill_by_name (op, throw_ob->skill); 2802 skop = find_skill_by_name (op, throw_ob->skill);
3020 2803
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2804 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2805 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2806 {
3024 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);
3025 &op->name);
3026 return; 2808 return;
3027 } 2809 }
3028 2810
3029 spob = throw_ob->inv; 2811 spob = throw_ob->inv;
3030 2812
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 2815 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2816 if (!spob)
3035 { 2817 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 2819 return;
3039 } 2820 }
3040 2821
3041 if (op->type == PLAYER) 2822 if (op->type == PLAYER)
3042 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);
3043 2824
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2825 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2826
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2827 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 2828}
3050 2829
2830void
3051void make_visible (object *op) { 2831make_visible (object *op)
3052 op->hide = 0; 2832{
2833 op->flag [FLAG_HIDDEN] = 0;
3053 op->invisible = 0; 2834 op->invisible = 0;
2835
3054 if(op->type==PLAYER) { 2836 if (op->type == PLAYER)
2837 {
3055 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3057 } 2840 }
2841
3058 update_object(op,UP_OBJ_FACE); 2842 update_object (op, UP_OBJ_CHANGE);
3059} 2843}
3060 2844
2845int
3061int is_true_undead(object *op) { 2846is_true_undead (object *op)
3062 object *tmp=NULL; 2847{
3063 2848 if (op->arch->flag [FLAG_UNDEAD])
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2849 return 1;
3065 2850
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 2851 return 0;
3071} 2852}
3072 2853
3073/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 2856 * indicate greater hideability.
3076 */ 2857 */
3077 2858int
3078int hideability(object *ob) { 2859hideability (object *ob)
2860{
3079 int i,level=0, mflag; 2861 int i, level = 0, mflag;
3080 sint16 x,y; 2862 sint16 x, y;
3081 2863
3082 if(!ob||!ob->map) return 0; 2864 if (!ob || !ob->map)
2865 return 0;
3083 2866
3084 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3086 2869
3087 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2873 if (ob->has_carried_lights ())
2874 level = -(10 + (2 * ob->map->darklevel ()));
3091 2875
3092 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 2882 if (mflag & P_OUT_OF_MAP)
2883 continue;
2884
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 2886 level += 2;
3098 else /* open terrain! */ 2887 else /* open terrain! */
3099 level -= 1; 2888 level -= 1;
3100 } 2889 }
3101 2890
3102#if 0 2891#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2892 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 2893#endif
3105 return level; 2894 return level;
3106} 2895}
3107 2896
3108/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 2901 */
3113 2902void
3114void do_hidden_move (object *op) { 2903do_hidden_move (object *op)
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2904{
3116 object *skop; 2905 int hide = 0;
3117 2906
3118 if(!op || !op->map) return; 2907 if (!op || !op->map)
2908 return;
3119 2909
3120 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);
3121 2912
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 2914 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 2915 if (!skop || num >= skop->level)
2916 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 2918 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2919 return;
3136 "You moved out of hiding! You are visible!");
3137 } 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 }
3138 else if (op->type == PLAYER && skop) { 2935 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 2937}
3142 2938
3143/* determine if who is standing near a hostile creature. */ 2939/* determine if who is standing near a hostile creature. */
3144 2940
2941int
3145int stand_near_hostile( object *who ) { 2942stand_near_hostile (object *who)
2943{
3146 object *tmp=NULL; 2944 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 2945 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 2946 maptile *m;
3149 sint16 x,y; 2947 sint16 x, y;
3150 2948
3151 if(!who) return 0; 2949 if (!who)
3152
3153 if(who->type==PLAYER) player=1;
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3155
3156 /* search adjacent squares */
3157 for(i=1;i<9;i++) {
3158 x = who->x+freearr_x[i];
3159 y = who->y+freearr_y[i];
3160 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space.
3164 */
3165 if (mflags & P_OUT_OF_MAP) continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3167
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3169 if((player||friendly)
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3171 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 }
3178 }
3179 }
3180 return 0; 2950 return 0;
3181}
3182 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
3183/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3185 * 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
3186 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2994 * -b.t.
3194 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3195 */ 2996 */
3196 2997int
3197int player_can_view (object *pl,object *op) { 2998player_can_view (object *pl, object *op)
2999{
3198 rv_vector rv; 3000 rv_vector rv;
3199 int dx,dy; 3001 int dx, dy;
3200 3002
3201 if(pl->type!=PLAYER) { 3003 if (pl->type != PLAYER)
3004 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3005 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3006 return -1;
3204 } 3007 }
3205 if (!pl || !op) return 0;
3206 3008
3207 if(op->head) { op = op->head; } 3009 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 3010 return 0;
3231}
3232 3011
3233/* routine for both players and monsters. We call this when 3012 op = op->head_ ();
3234 * there is a possibility for our action distrubing our hiding 3013
3235 * place or invisiblity spell. Artefact invisiblity is not 3014 get_rangevector (pl, op, &rv, 0x1);
3236 * effected by this. If we arent invisible to begin with, we 3015
3237 * 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.
3238 */ 3021 */
3239int 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;
3240 3026
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3243 return 0;
3244
3245 if (op->contr && op->contr->tmp_invis == 0) return 0;
3246
3247 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3250 return 1; 3028 return 1;
3251 } 3029
3030 op = op->more;
3252 } 3031 }
3032
3253 return 0; 3033 return 0;
3254} 3034}
3255 3035
3256/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3038 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3039 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3040 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3041 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3043 */
3044int
3264int op_on_battleground (object *op, int *x, int *y) { 3045op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3046{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3054 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3055 if (tmp->flag [FLAG_IS_FLOOR])
3276 strcmp(tmp->name, "battleground")==0 && 3056 {
3277 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 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3062 /* before we assign the exit, check if this is a teambattle */
3279 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))
3280 object *invtmp;
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3066 {
3284 if (x != NULL && y != NULL) 3067 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3286 return 1; 3070 return 1;
3287 }
3288 } 3071 }
3289 } 3072
3290 if (x != NULL && y != NULL) 3073 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3292 return 1; 3076 return 1;
3077 }
3293 } 3078 }
3294 }
3295 } 3079 }
3080
3296 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3297 return 0; 3082 return 0;
3298} 3083}
3299 3084
3300/* 3085/*
3304 * attributes: 3089 * attributes:
3305 * object *who the dragon player 3090 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3091 * int atnr the attack-number of the ability focus
3307 * int level ability level 3092 * int level ability level
3308 */ 3093 */
3094void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3095dragon_ability_gain (object *who, int atnr, int level)
3096{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3097 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3098 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3099 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3100 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3102 int i = 0, j = 0;
3316 3103
3317 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3113
3327 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))
3328 return; 3131 return;
3329 3132
3330 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);
3331 tr = tr->next, i++); 3134 do_learn_spell (who, item, 0);
3332 3135 return;
3333 if (tr == NULL || tr->item == NULL) { 3136 }
3334 /* 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))
3335 return; 3147 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3148 if (item->invisible)
3149 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3151 do_learn_spell (who, item->inv, 0);
3361 return; 3152 return;
3362 } 3153 }
3363 } 3154 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3155 else if (item->type == SKILL_TOOL && item->invisible)
3156 {
3365 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 {
3366 3159
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3160 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3161 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3162 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3163 * but not all of them, he gets nothing.
3371 */ 3164 */
3372 if (!(skop->attacktype & item->attacktype)) { 3165 if (!(skop->attacktype & item->attacktype))
3166 {
3373 /* Give new attacktype */ 3167 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3168 skop->attacktype |= item->attacktype;
3375 3169
3376 /* always add physical if there's none */ 3170 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3171 skop->attacktype |= AT_PHYSICAL;
3378 3172
3379 if (item->msg != NULL) 3173 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3174 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3175
3382 /* Give player new face */ 3176 /* Give player new face */
3383 if (item->animation_id) { 3177 if (item->animation_id)
3178 {
3384 who->face = skop->face; 3179 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3180 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3181 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3182 who->last_anim = 0;
3388 who->state = 0; 3183 who->state = 0;
3389 animate_object(who, who->direction); 3184 animate_object (who, who->direction);
3390 } 3185 }
3391 } 3186 }
3392 } 3187 }
3393 } 3188 }
3394 else if (item->type == FORCE) { 3189 else if (item->type == FORCE)
3190 {
3395 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3192 object *skin;
3193
3397 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3398 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)
3399 skin=skin->below); 3196 ;
3400 if (skin == NULL) return; 3197
3401 3198 if (!skin)
3199 return;
3200
3402 /* adding new spellpath attunements */ 3201 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3202 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3203 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3204 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3205
3406 /* print message */ 3206 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3207 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3208 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3209 {
3409 if(item->path_attuned & (1<<i)) { 3210 if (item->path_attuned & (1 << i))
3211 {
3410 if (j) 3212 if (j)
3411 strcat(buf," and "); 3213 strcat (buf, " and ");
3412 else 3214 else
3413 j = 1; 3215 j = 1;
3414 strcat(buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3415 } 3217 }
3416 } 3218 }
3219
3417 strcat(buf,"."); 3220 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3222 }
3420 3223
3421 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3423 SET_FLAG(skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3425 SET_FLAG(skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3428 3231
3429 /* print message if there is one */ 3232 /* print message if there is one */
3430 if (item->msg != NULL) 3233 if (item->msg != NULL)
3431 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
3432 } 3237 {
3433 else {
3434 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3438 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp);
3440 } 3242 }
3441} 3243}
3442 3244
3443/** 3245//-GPL
3444 * Unready an object for a player. This function does nothing if the object was
3445 * not readied.
3446 */
3447void player_unready_range_ob(player *pl, object *ob) {
3448 rangetype i;
3449 3246
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3247sint8
3451 if (pl->ranges[i] == ob) { 3248player::darkness_at (maptile *map, int x, int y) const
3452 pl->ranges[i] = NULL; 3249{
3453 if (pl->shoottype == i) { 3250 if (!ns)
3454 pl->shoottype = range_none; 3251 return LOS_BLOCKED;
3455 } 3252
3456 } 3253 int dx, dy;
3457 } 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);
3458} 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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