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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.273 by root, Sun Apr 18 05:54:18 2010 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 1.6 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
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 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
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} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 player *tmp; 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
208 80
209 p = (player *) malloc(sizeof(player)); 81 players.erase (this);
210 if(p==NULL) 82}
211 fatal(OUT_OF_MEMORY);
212 83
213 /* This adds the player in the linked list. There is extra 84// connect the player with a specific client
214 * complexity here because we want to add the new player at the 85// also changes, rationalises, and fixes some incorrect settings
215 * end of the list - there is in fact no compelling reason that 86void
216 * that needs to be done except for things like output of 87player::connect (client *ns)
217 * 'who'. 88{
218 */ 89 this->ns = ns;
219 tmp=first_player; 90 ns->pl = this;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 91
227 p->next = NULL; 92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
228 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
229 116
230 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 * for next and socket. 118 if (tmp->type == FORCE)
232 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
234 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
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;
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=1; /* 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
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 */
258 219
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; 224 peaceful = 1; /* default peaceful */
271 p->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 = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 229}
301 230
302 231void
303/* This loads the first map an puts the player on it. */ 232player::do_destroy ()
304static void set_first_map(object *op)
305{ 233{
306 strcpy(op->contr->maplevel, first_map_path); 234 disconnect ();
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311 235
312/* Tries to add player on the connection passwd in ns. 236 attachable::do_destroy ();
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316 237
317int add_player(NewSocket *ns) { 238 if (ob)
318 player *p; 239 ob->destroy ();
319 240
320 p=get_player(NULL); 241 ob = observe = viewpoint = 0;
321 p->socket = *ns; 242}
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332 243
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 244player::~player ()
334 add_friendly_object(p->ob); 245{
335 send_rules(p->ob); 246 /* Clear item stack */
336 send_news(p->ob); 247 free (stack_items);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340} 248}
341 249
342/* 250/*
343 * get_player_archetype() return next player archetype from archetype 251 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 252 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 253 * Note: there MUST be at least one player archetype!
346 */ 254 */
255static archetype *
347archetype *get_player_archetype(archetype* at) 256get_player_archetype (archetype *at)
348{ 257{
349 archetype *start = at; 258 // archetypes could have been reloaded
350 for (;;) { 259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 260
352 at=first_archetype; 261 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 262 return at;
357 if (at == start) { 263
358 LOG (llevError, "No Player archetypes\n"); 264 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 265
360 } 266 for (;;)
361 } 267 {
362} 268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
363 272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
276}
364 277
278/* Tries to add player on the connection passed in ns.
279 * All we can really get in this is some settings like host and display
280 * mode.
281 */
282player *
283player::create ()
284{
285 player *pl = new player;
286
287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
293 set_first_map (pl->ob);
294
295 return pl;
296}
297
298object *
365object *get_nearest_player(object *mon) { 299get_nearest_player (object *mon)
300{
366 object *op = NULL; 301 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 302 objectlink *ol;
369 unsigned lastdist; 303 unsigned lastdist;
370 rv_vector rv; 304 rv_vector rv;
371 305
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 307 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 309 continue;
399 310
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 311 if (lastdist > rv.distance)
409 op=pl->ob; 312 {
313 op = ol->ob;
410 lastdist=rv.distance; 314 lastdist = rv.distance;
315 }
411 } 316 }
412 } 317
413 } 318 for_all_players (pl)
319 if (can_detect_enemy (mon, pl->ob, &rv))
320 if (lastdist > rv.distance)
321 {
322 op = pl->ob;
323 lastdist = rv.distance;
324 }
325
414#if 0 326#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 327 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 328#endif
417 return op; 329 return op;
418} 330}
419 331
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 332/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 333 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 334 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 348 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 349 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 350 * is probably not a good thing.
439 */ 351 */
440#define MAX_SPACES 50 352#define MAX_SPACES 50
441
442 353
443/* 354/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 355 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 356 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 357 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 370 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 371 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 372 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 373 * is blocking itself.
463 */ 374 */
375int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 376path_to_player (object *mon, object *pl, unsigned mindiff)
377{
465 rv_vector rv; 378 rv_vector rv;
466 sint16 x,y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap;
469 380
470 get_rangevector(mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
471 382
472 if (rv.distance<mindiff) return 0; 383 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
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 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 384 return 0;
725}
726 385
727void confirm_password(object *op) { 386 mapxy pos (mon);
387 dir = rv.direction;
388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 390
729 op->contr->write_buf[0]='\0'; 391 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 392 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 393 return 0;
732}
733 394
395 while (diff > 1 && max > 0)
396 {
397 mapxy lastpos = pos;
398 pos.move (dir);
399
400 MoveType blocked;
401 bool blocksview;
402
403 if (pos.normalise ())
404 {
405 mapspace &ms = *pos;
406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
415
416 /* Space is blocked - try changing direction a little */
417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked))
418 && (blocked_link (mon, pos.m, pos.x, pos.y)))
419 {
420 /* recalculate direction from last good location. Possible
421 * we were not traversing ideal location before.
422 */
423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
424 if (rv.direction != dir)
425 {
426 /* OK - says direction should be different - lets reset the
427 * the values so it will try again.
428 */
429 pos = lastpos;
430 dir = firstdir = rv.direction;
431 }
432 else
433 {
434 /* direct path is blocked - try taking a side step to
435 * either the left or right.
436 * Note increase the values in the loop below to be
437 * more than -1/1 respectively will mean the monster takes
438 * bigger detour. Have to be careful about these values getting
439 * too big (3 or maybe 4 or higher) as the monster may just try
440 * stepping back and forth
441 */
442 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
443 {
444 if (i == 0)
445 continue; /* already did this, so skip it */
446
447 /* Use lastdir here - otherwise,
448 * since the direction that the creature should move in
449 * may change, you could get infinite loops.
450 * ie, player is northwest, but monster can only
451 * move west, so it does that. It goes some distance,
452 * gets blocked, finds that it should move north,
453 * can't do that, but now finds it can move east, and
454 * gets back to its original point. lastdir contains
455 * the last direction the creature has successfully
456 * moved.
457 */
458 pos = lastpos;
459 pos.move (absdir (lastdir + i));
460
461 if (!pos.normalise ())
462 continue;
463
464 mapspace &ms = *pos;
465
466 if (ms.flags () & P_BLOCKSVIEW)
467 continue;
468
469 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
470 continue;
471
472 if (blocked_link (mon, pos.m, pos.x, pos.y))
473 break;
474 }
475
476 /* go through entire loop without finding a valid
477 * sidestep to take - thus, no valid path.
478 */
479 if (i == DETOUR_AMOUNT + 1)
480 return 0;
481
482 diff--;
483 lastdir = dir;
484 max--;
485 if (!firstdir)
486 firstdir = dir + i;
487 } /* else check alternate directions */
488 } /* if blocked */
489 else
490 {
491 /* we moved towards creature, so diff is less */
492 diff--;
493 max--;
494 lastdir = dir;
495
496 if (!firstdir)
497 firstdir = dir;
498 }
499
500 if (diff <= 1)
501 {
502 /* Recalculate diff (distance) because we may not have actually
503 * headed toward player for entire distance.
504 */
505 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
506 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
507 }
508
509 if (diff > max)
510 return 0;
511 }
512
513 /* If we reached the max, didn't find a direction in time */
514 if (!max)
515 return 0;
516
517 return firstdir;
518}
519
520void
521give_initial_items (object *pl, treasurelist *items)
522{
523 if (pl->randomitems)
524 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
525
526 for (object *next, *op = pl->inv; op; op = next)
527 {
528 next = op->below;
529
530 /* Forces get applied per default, unless they have the
531 * flag "neutral" set. Sorry but I can't think of a better way
532 */
533 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
534 op->set_flag (FLAG_APPLIED);
535
536 /* we never give weapons/armour if these cannot be used
537 * by this player due to race restrictions
538 */
539 if (pl->type == PLAYER)
540 {
541 if ((!pl->flag [FLAG_USE_ARMOUR]
542 &&
543 (op->type == ARMOUR || op->type == BOOTS
544 || op->type == CLOAK || op->type == HELMET
545 || op->type == SHIELD || op->type == GLOVES
546 || op->type == BRACERS || op->type == GIRDLE))
547 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
548 {
549 op->destroy ();
550 continue;
551 }
552 }
553
554 /* Here we remove duplicated skills (as duplicated spell objects have
555 * _very_ confusing effects for players), which could for instance be
556 * generated by bad treasurelists. - elmex
557 */
558 if (op->type == SKILL)
559 {
560 for (object *tmp = op->below; tmp; tmp = tmp->below)
561 if (tmp->type == op->type && tmp->name == op->name)
562 {
563 op->destroy ();
564 LOG (llevError,
565 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
566 break;
567 }
568
569 if (op->nrof > 1)
570 op->nrof = 1;
571 }
572
573 if (op->type == SPELLBOOK && op->inv)
574 op->inv->clr_flag (FLAG_STARTEQUIP);
575
576 /* Give starting characters identified, uncursed, and undamned
577 * items. Just don't identify gold or silver, or it won't be
578 * merged properly.
579 */
580 if (op->need_identify ())
581 {
582 op->set_flag (FLAG_IDENTIFIED);
583 op->clr_flag (FLAG_CURSED);
584 op->clr_flag (FLAG_DAMNED);
585 }
586
587 if (op->type == SPELL)
588 {
589 op->destroy ();
590 continue;
591 }
592 else if (op->type == SKILL)
593 {
594 op->set_flag (FLAG_CAN_USE_SKILL);
595 op->stats.exp = 0;
596 op->level = 1;
597 }
598 else /* lock all 'normal items by default */
599 op->set_flag (FLAG_INV_LOCKED);
600 } /* for loop of objects in player inv */
601
602 /* Need to set up the skill pointers */
603 pl->contr->link_skills ();
604}
605
606void
734void get_party_password(object *op, partylist *party) { 607get_party_password (object *op, partylist *party)
608{
735 if (party == NULL) { 609 if (party == NULL)
610 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 611 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 612 return;
738 } 613 }
614
739 op->contr->write_buf[0]='\0'; 615 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 616 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 617 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 618 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 619}
744
745 620
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 621/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747int roll_stat(void) { 622static int
623roll_stat ()
624{
748 int a[4],i,j,k; 625 int a[4], i, j, k;
749 626
750 for(i=0;i<4;i++) 627 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 628 a[i] = (int) rndm (6) + 1;
752 629
753 for(i=0,j=0,k=7;i<4;i++) 630 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 631 if (a[i] < k)
755 k=a[i],j=i; 632 k = a[i], j = i;
756 633
757 for(i=0,k=0;i<4;i++) { 634 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 635 if (i != j)
759 k+=a[i]; 636 k += a[i];
760 } 637
761 return k; 638 return k;
762} 639}
763 640
764void roll_stats(object *op) { 641void
642object::roll_stats ()
643{
644 int statsort [NUM_STATS];
645
646 for (;;)
647 {
765 int sum=0; 648 int sum = 0;
766 int i = 0, j = 0; 649 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 650 sum += statsort [i] = roll_stat ();
768 651
769 do { 652 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 653 break;
771 op->stats.Dex=roll_stat(); 654 }
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 655
782 /* Sort the stats so that rerolling is easier... */ 656 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 657 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 658
791 /* a quick and dirty bubblesort? */ 659 for (int i = 0; i < NUM_STATS; ++i)
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 660 stats.stat (i) = statsort [i];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810 661
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 662 stats.exp = 0;
822 op->stats.ac=0; 663 stats.ac = 0;
823 664
665 stats.hp = stats.maxhp;
666 stats.sp = stats.maxsp;
667 stats.grace = stats.maxgrace;
668
669 if (contr)
670 {
824 op->contr->levhp[1] = 9; 671 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 672 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 673 contr->levgrace[1] = 3;
827 674
828 fix_player(op); 675 contr->orig_stats = stats;
676 }
677}
678
679void
680object::swap_stats (int a, int b)
681{
682 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
683
684 for (int i = 0; i < NUM_STATS; ++i)
685 stats.stat (i) = contr->orig_stats.stat (i);
686
687 //TODO: the following code looks so borked and should, at the very least,
688 // be merged with the similar code in roll_stats
689 stats.ac = 0;
690
691 level = 1;
692 stats.exp = 0;
693 stats.ac = 0;
694
829 op->stats.hp = op->stats.maxhp; 695 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 696 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 697 stats.grace = stats.maxgrace;
698
699 if (contr)
700 {
701 contr->levhp[1] = 9;
702 contr->levsp[1] = 6;
703 contr->levgrace[1] = 3;
704
832 op->contr->orig_stats=op->stats; 705 contr->orig_stats = stats;
706 }
833} 707}
834 708
835void Roll_Again(object *op) 709static void
710start_info (object *op)
836{ 711{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 712 char buf[MAX_BUF];
845 713
846 if ( op->contr->Swap_First == -1 ) { 714 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 715 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf);
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 716}
954 717
955/* This function takes the key that is passed, and does the 718/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 719 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 720 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 721 * separate race and class; this actually changes the RACE,
959 * not the class. 722 * not the class.
960 */ 723 */
961 724void
962int key_change_class(object *op, char key) 725player::chargen_race_done ()
963{ 726{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 727 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 728 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 729
730 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
731 if (tl)
732 create_treasure (tl, ob, 0, 0, 0);
733
978 INVOKE_PLAYER (BIRTH, op->contr); 734 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 735 INVOKE_PLAYER (LOGIN, ob->contr);
980 736
981 op->contr->state=ST_PLAYING; 737 ob->contr->ns->state = ST_PLAYING;
982 738
983 if (op->msg) { 739 if (ob->msg)
984 free_string(op->msg); 740 ob->msg = 0;
985 op->msg=NULL;
986 }
987 741
988 /* We create this now because some of the unique maps will need it
989 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op); 742 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 743 ob->clr_flag (FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 744 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 745 esrv_send_inventory (ob, ob);
1002 fix_player(op); 746 ob->update_stats ();
1003 747
1004 /* This moves the player to a different start map, if there 748 /* This moves the player to a different start map, if there
1005 * is one for this race 749 * is one for this race
1006 */ 750 */
1007 if(*first_map_ext_path) { 751 if (*first_map_ext_path)
1008 object *tmp; 752 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 753 else
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 754 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 755}
1024 return 0;
1025 }
1026 756
757void
758player::chargen_race_next ()
759{
1027 /* Following actually changes the race - this is the default command 760 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 761 * if we don't match with one of the options above.
1029 */ 762 */
1030 763
1031 tmp_loop = 0; 764 do
1032 while(!tmp_loop) { 765 {
1033 const char *name = add_string (op->name); 766 shstr name = ob->name;
1034 int x = op->x, y = op->y; 767 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 768
1036 remove_ob (op); 769 ob->remove_statbonus ();
770 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 771 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 772 ob->arch->copy_to (ob);
1039 op->instantiate (); 773 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 774 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 775 ob->name = ob->name_pl = name;
1042 op->name = name; 776 ob->x = x;
1043 free_string(op->name_pl); 777 ob->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 778 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 779 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 780 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 781 ob->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 782 }
783 while (!allowed_class (ob));
784
1056 update_object(op,UP_OBJ_FACE); 785 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 786 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 787 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 788 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 789 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 790 ob->stats.grace = 0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066} 791}
1067 792
1068int key_confirm_quit(object *op, char key) 793static void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 794flee_player (object *op)
795{
1114 int dir,diff; 796 int dir, diff;
1115 rv_vector rv; 797 rv_vector rv;
1116 798
1117 if(op->stats.hp < 0) { 799 if (op->stats.hp < 0)
800 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 801 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
1120 return; 803 return;
804 }
805
806 if (!op->enemy)
1121 } 807 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 808 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
1126 return; 810 return;
1127 } 811 }
1128 812
1129 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled.
1132 */
1133 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL;
1136 return;
1137 }
1138
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 813 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1140 op->enemy=NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED);
1142 return;
1143 } 814 {
815 op->enemy = NULL;
816 op->clr_flag (FLAG_SCARED);
817 return;
818 }
819
1144 get_rangevector(op, op->enemy, &rv, 0); 820 get_rangevector (op, op->enemy, &rv, 0);
1145 821
1146 dir=absdir(4+rv.direction); 822 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 823 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 824 {
825 int m = 1 - rndm (2) * 2;
826
827 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
828 return;
829 }
830
1154 /* Cornered, get rid of scared */ 831 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 832 op->clr_flag (FLAG_SCARED);
1156 op->enemy=NULL; 833 op->enemy = NULL;
1157} 834}
1158
1159 835
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 836/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 837 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 838 * stop.
1163 */ 839 */
840int
1164int check_pick(object *op) { 841check_pick (object *op)
842{
1165 object *tmp, *next; 843 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 844 int stop = 0;
1168 int j, k, wvratio; 845 int wvratio;
1169 char putstring[128], tmpstr[16];
1170 846
1171
1172 /* if you're flying, you cna't pick up anything */ 847 /* if you're flying, you can't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 848 if (op->move_type & MOVE_FLYING)
1174 return 1; 849 return 1;
1175 850
1176 op_tag = op->count;
1177
1178 next = op->below; 851 next = op->below;
1179 if (next) 852
1180 next_tag = next->count; 853 int cnt = MAX_ITEM_PER_ACTION;
854#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 855
1182 /* loop while there are items on the floor that are not marked as 856 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 857 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 858 while (next && !next->destroyed ())
1185 { 859 {
1186 tmp = next; 860 tmp = next;
1187 next = tmp->below; 861 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 862
1191 if (was_destroyed (op, op_tag)) 863 if (cnt <= 0)
864 {
865 op->failmsg ("Couldn't pickup all items at once.");
866 return 0;
867 }
868
869 if (op->destroyed ())
1192 return 0; 870 return 0;
1193 871
1194 if ( ! can_pick (op, tmp)) 872 if (!can_pick (op, tmp))
1195 continue; 873 continue;
1196 874
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 875 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 876 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 877 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 878 CHK_PICK_PICKUP;
879
1201 continue; 880 continue;
1202 } 881 }
1203 882
1204 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp);
1209 return 1;
1210 case 2: pick_up (op, tmp);
1211 return 0;
1212 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp);
1214 break;
1215 case 5: pick_up (op, tmp);
1216 stop = 1;
1217 break;
1218 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp);
1222 break;
1223
1224 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp);
1227 break;
1228
1229 default:
1230 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode)
1235 pick_up(op,tmp);
1236 }
1237 }
1238 else { /* old model */
1239 /* NEW pickup handling */ 883 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 884 if (op->contr->mode & PU_DEBUG)
1241 { 885 {
1242 /* some debugging code to figure out item information */ 886 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 887 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 888 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 889 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 890 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 891 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 892
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 893 new_draw_info (NDI_UNIQUE, 0, op, str);
1252
1253 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++)
1255 {
1256 for(j=0;j<32;j++)
1257 {
1258 if((tmp->flags[k]>>j)&0x01)
1259 {
1260 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr);
1262 }
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266
1267#if 0
1268 /* print the flags too */
1269 for(k=0;k<4;k++)
1270 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++)
1273 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," ");
1276 }
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif
1280 } 894 }
895
896 if (op->contr->mode & PU_INHIBIT)
897 return 1;
898
899 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
900 return 1;
901
1281 /* philosophy: 902 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 903 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups 904 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 905 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 906 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 907 * example.
1287 * The drawback: right now it has no frontend, so you need to 908 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then 909 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 910 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 913 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 914 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 915 * meaning if any test passes, the item gets picked up. */
1295 916
1296 /* if mode is set to pick nothing up, return */ 917 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 918 if (op->contr->mode == PU_NOTHING)
919 return 1;
1299 920
1300 /* if mode is set to stop when encountering objects, return */ 921 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 922 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 923 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 924 if (op->contr->mode & PU_STOP)
925 return 0;
1305 926
1306 /* useful for going into stores and not losing your settings... */ 927 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 928 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 929 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 930 if (op->contr->mode & PU_INHIBIT)
931 return 1;
1310 932
1311 /* prevent us from turning into auto-thieves :) */ 933 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 934 if (tmp->flag [FLAG_UNPAID])
935 continue;
1313 936
1314 /* ignore known cursed objects */ 937 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 938 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
939 continue;
1316 940
1317 /* all food and drink if desired */ 941 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 942 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 943 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 944 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 945 {
946 CHK_PICK_PICKUP;
947 continue;
948 }
949
1322 if(op->contr->mode & PU_DRINK) 950 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 951 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
1325 956
1326 if(op->contr->mode & PU_POTION) 957 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 958 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
1329 963
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 964 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 965 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 966 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
1334 if(op->contr->mode & PU_SKILLSCROLL) 972 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 973 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
1337 if(op->contr->mode & PU_READABLES) 979 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 980 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
1340 985
1341 /* wands/staves/rods/horns */ 986 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 987 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 988 if (tmp->type == WAND
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 989 || tmp->type == ROD
990 || tmp->type == HORN
991 || tmp->type == POWER_CRYSTAL)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
1345 996
1346 /* pick up all magical items */ 997 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 998 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 999 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1000 && !tmp->flag [FLAG_KNOWN_CURSED])
1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1350 1005
1351 if(op->contr->mode & PU_VALUABLES) 1006 if (op->contr->mode & PU_VALUABLES)
1352 { 1007 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1008 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1355 } 1013 }
1356 1014
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1016 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1017 if (tmp->type == RING
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1018 || tmp->type == AMULET
1019 || tmp->type == GIRDLE
1020 || tmp->type == SKILL_TOOL)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 /* we don't forget dragon food */
1027 if (op->contr->mode & PU_FLESH)
1028 if (tmp->type == FLESH)
1029 {
1030 CHK_PICK_PICKUP;
1031 continue;
1032 }
1361 1033
1362 /* bows and arrows. Bows are good for selling! */ 1034 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1035 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1036 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1366 if(op->contr->mode & PU_ARROW) 1042 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1043 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1369 1048
1370 /* all kinds of armor etc. */ 1049 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1050 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1051 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1374 if(op->contr->mode & PU_HELMET) 1057 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1058 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1377 if(op->contr->mode & PU_SHIELD) 1064 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1065 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1380 if(op->contr->mode & PU_BOOTS) 1071 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1072 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1383 if(op->contr->mode & PU_GLOVES) 1078 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1079 if (tmp->type == GLOVES || tmp->type == BRACERS)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1386 if(op->contr->mode & PU_CLOAK) 1085 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1086 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1389 1091
1390 /* hoping to catch throwing daggers here */ 1092 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1093 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1094 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1095 {
1096 CHK_PICK_PICKUP;
1097 continue;
1098 }
1394 1099
1395 /* careful: chairs and tables are weapons! */ 1100 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1101 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1102 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1103 if (tmp->type == WEAPON)
1399 { 1104 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1105 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1106 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1107 continue;
1403 } 1108 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 } 1109 }
1411 1110
1412 /* misc stuff that's useful */ 1111 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1112 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1113 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1114 {
1115 CHK_PICK_PICKUP;
1116 continue;
1117 }
1416 1118
1417 /* any of the last 4 bits set means we use the ratio for value 1119 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1120 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1121 if (op->contr->mode & PU_RATIO)
1420 { 1122 {
1421 /* use value density to decide what else to grab */ 1123 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1124 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1125 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1126 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1127 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1128 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1129 {
1428 pick_up(op, tmp);
1429#if 0 1130#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1131 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1132 if (tmp->name != NULL)
1133 {
1432 fprintf(stderr,"%s", tmp->name); 1134 fprintf (stderr, "%s", tmp->name);
1433 } 1135 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1136 else
1137 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1138 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1139 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1437#endif 1140#endif
1438 continue; 1141 CHK_PICK_PICKUP;
1439 } 1142 continue;
1143 }
1144 } /* the new pickup model */
1440 } 1145 }
1441 } /* the new pickup model */ 1146
1442 }
1443 return ! stop; 1147 return !stop;
1148}
1149
1150/* routine for both players and monsters. We call this when
1151 * there is a possibility for our action distrubing our hiding
1152 * place or invisiblity spell. Artefact invisiblity causes
1153 * "noise" instead. If we arent invisible to begin with, we
1154 * return 0.
1155 */
1156static int
1157action_makes_visible (object *op)
1158{
1159 if (op->invisible && op->flag [FLAG_ALIVE])
1160 {
1161 if (op->flag [FLAG_MAKE_INVIS])
1162 {
1163 // artefact invisibility is permanent, but we still make noise
1164 // this is important for game-balance.
1165 if (op->contr)
1166 op->make_noise ();
1167
1168 return 0;
1169 }
1170
1171 if (op->contr && op->contr->tmp_invis == 0)
1172 return 0;
1173
1174 /* If monsters, they should become visible */
1175 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1178 return 1;
1179 }
1180 }
1181
1182 return 0;
1444} 1183}
1445 1184
1446/* 1185/*
1447 * Find an arrow in the inventory and after that 1186 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1187 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1188 * found object is returned.
1450 */ 1189 */
1190static object *
1451object *find_arrow(object *op, const char *type) 1191find_arrow (object *op, const char *type)
1452{ 1192{
1453 object *tmp = NULL; 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1194 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1195 return splay (tmp);
1454 1196
1455 for(op=op->inv; op; op=op->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1198 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1199 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1200 {
1459 else if (op->type==ARROW && op->race==type) 1201 splay (tmp);
1202 return arrow;
1203 }
1204
1460 return op; 1205 return 0;
1461 return tmp;
1462} 1206}
1463 1207
1464/* 1208/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1209 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1210 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1211 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1212 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1213 */
1470 1214static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1215find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1216{
1473 object *tmp = NULL, *arrow, *ntmp; 1217 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1218 int attacknum, attacktype, betterby = 0, i;
1475 1219
1476 if (!type) 1220 if (!type)
1477 return NULL; 1221 return NULL;
1478 1222
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1223 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1224 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1225 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1482 i = 0; 1226 {
1227 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1228 ntmp = find_better_arrow (arrow, target, type, &i);
1229
1484 if (i > betterby) { 1230 if (i > betterby)
1485 tmp = ntmp; 1231 {
1486 betterby = i; 1232 tmp = ntmp;
1487 } 1233 betterby = i;
1234 }
1235 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1236 else if (arrow->type == ARROW && arrow->race == type)
1237 {
1489 /* allways prefer assasination/slaying */ 1238 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1239 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1240 {
1492 if (arrow->attacktype & AT_DEATH) { 1241 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1242 {
1494 return arrow; 1243 *better = 100;
1495 } else { 1244 return arrow;
1496 tmp = arrow; 1245 }
1246 else
1247 {
1248 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1249 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1250 }
1499 } else { 1251 }
1252 else
1253 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1254 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1255 {
1501 attacktype = 1<<attacknum; 1256 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1257 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1258 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1259 {
1260 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1261 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1262 }
1507 } 1263 }
1264
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1265 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1266 {
1267 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1268 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1269 }
1270
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1271 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1272 {
1273 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1274 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1275 }
1276 }
1277 }
1516 } 1278 }
1517 } 1279
1518 }
1519 if (tmp == NULL && arrow == NULL) 1280 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1281 return find_arrow (op, type);
1521 1282
1522 *better = betterby; 1283 *better = betterby;
1523 return tmp; 1284 return tmp;
1524} 1285}
1525 1286
1526/* looks in a given direction, finds the first valid target, and calls 1287/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1288 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1289 * op = the shooter
1529 * type = bow->race 1290 * type = bow->race
1530 * dir = fire direction 1291 * dir = fire direction
1531 */ 1292 */
1532 1293static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1294pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1295{
1535 object *tmp = NULL; 1296 object *tmp = NULL;
1536 mapstruct *m; 1297 maptile *m;
1537 int i, mflags, found, number; 1298 int i, mflags, found, number;
1538 sint16 x, y; 1299 sint16 x, y;
1539 1300
1540 if (op->map == NULL) 1301 if (op->map == NULL)
1541 return find_arrow(op, type); 1302 return find_arrow (op, type);
1542 1303
1543 /* do a dex check */ 1304 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1305 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1306 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1307 return find_arrow (op, type);
1547 1308
1548 m = op->map; 1309 m = op->map;
1549 x = op->x; 1310 x = op->x;
1550 y = op->y; 1311 y = op->y;
1551 1312
1552 /* find the first target */ 1313 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1314 for (i = 0, found = 0; i < 20; i++)
1315 {
1554 x += freearr_x[dir]; 1316 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1317 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1318 mflags = get_map_flags (m, &m, x, y, &x, &y);
1319
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1320 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1321 {
1559 break; 1322 tmp = 0;
1323 break;
1324 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1325 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1326 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1327 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1328 * perhaps a bad assumption.
1563 */ 1329 */
1564 tmp = NULL; 1330 tmp = 0;
1565 break; 1331 break;
1566 } 1332 }
1333
1567 if (mflags & P_IS_ALIVE) { 1334 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1335 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1336 if (tmp->flag [FLAG_ALIVE])
1570 found++; 1337 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1338 }
1577 if (tmp == NULL) 1339
1340 if (!tmp)
1578 return find_arrow(op, type); 1341 return find_arrow (op, type);
1579 1342
1580 if (tmp->head) 1343 if (tmp->head)
1581 tmp = tmp->head; 1344 tmp = tmp->head;
1582 1345
1583 return find_better_arrow(op, tmp, type, &i); 1346 return find_better_arrow (op, tmp, type, &i);
1584} 1347}
1585 1348
1586/* 1349/*
1587 * Creature fires a bow - op can be monster or player. Returns 1350 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1351 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1354 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1355 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1356 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1357 * player fire modes.
1595 */ 1358 */
1359int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1360fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1361{
1599 object *left, *bow; 1362 object *left, *bow;
1600 tag_t left_tag, tag; 1363 int mflags;
1601 int bowspeed, mflags; 1364 maptile *m;
1602 mapstruct *m;
1603 1365
1604 if (!dir) { 1366 if (!dir)
1367 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1368 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1369 return 0;
1370 }
1371
1372 if (op->contr)
1373 bow = op->current_weapon;
1374 else
1607 } 1375 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1376 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1377 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1378 * don't need to switch back and forth between bows and weapons.
1614 */ 1379 */
1615 if(bow->type==BOW) 1380 if (bow->type == BOW)
1616 break; 1381 break;
1617 1382
1618 if (!bow) { 1383 if (!bow)
1384 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1385 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1386 return 0;
1621 } 1387 }
1388
1389 // optimisation: move object to top so we will find it quickly again
1390 splay (bow);
1622 } 1391 }
1392
1623 if( !bow->race || !bow->skill) { 1393 if (!bow->race || !bow->skill)
1394 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1396 return 0;
1626 } 1397 }
1627 1398
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1399 if (arrow == NULL)
1400 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1401 if ((arrow = find_arrow (op, bow->race)) == NULL)
1402 {
1638 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1404 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1405 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1406 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1407 op->clr_flag (FLAG_READY_BOW);
1408
1644 return 0; 1409 return 0;
1645 } 1410 }
1646 } 1411 }
1412
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1413 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1414 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1415 return 0;
1650 } 1416
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1417 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1418 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1420 return 0;
1654 } 1421 }
1655 1422
1656 /* this should not happen, but sometimes does */ 1423 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1424 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1425 {
1426 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1427 arrow->destroy ();
1428 return 0;
1429 }
1662 1430
1663 left = arrow; /* these are arrows left to the player */ 1431 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1432 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1433 if (!arrow)
1666 if (arrow == NULL) { 1434 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1435 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1436 return 0;
1669 return 0;
1670 } 1437 }
1671 set_owner(arrow, op); 1438
1672 if (arrow->skill) free_string(arrow->skill); 1439 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1440 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1441 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1442
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1443 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1444 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1445 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1446 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1447
1691 /* Note that this was different for monsters - they got their level 1448#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1449 if (player *pl = op->contr)
1693 */
1694 1450 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1451 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1452
1453 /* penalize ROF for bestarrow */
1454 if (pl->bowtype == bow_bestarrow)
1455 speed *= .9f;
1456 else
1457 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1458
1459 op->speed_left += speed - op->speed;
1460 }
1461#endif
1462
1463 SET_ANIMATION (arrow, arrow->direction);
1464
1699 /* update the speed */ 1465 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1466 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1701 0 : dam_bonus[op->stats.Str]) + 1467 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1468
1705 if (arrow->speed < 1.0) 1469 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1470 arrow->speed_left = 0;
1709 1471
1472 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1473
1710 if (op->type == PLAYER) { 1474 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1475 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1476 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1477 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1478
1479 if (!arrow->slaying)
1480 arrow->slaying = op->slaying;
1481
1482 arrow->attacktype |= op->attacktype;
1483 }
1484 else
1485 {
1721 arrow->level = op->level; 1486 arrow->level = op->level;
1722 } 1487 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1488
1489 if (!arrow->slaying)
1490 arrow->slaying = bow->slaying;
1491
1724 arrow->attacktype |= bow->attacktype; 1492 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1493 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1494
1728 arrow->map = m; 1495 wc -= arrow->level;
1496 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1497
1498 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1499 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1500 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1501
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1502 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1503 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1504
1736 if (!was_destroyed(arrow, tag)) 1505 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1506 move_arrow (arrow);
1738 1507
1739 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag);
1742 else
1743 esrv_send_item(op, left);
1744 }
1745 return 1; 1508 return 1;
1746} 1509}
1747 1510
1748/* Special fire code for players - this takes into 1511/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1512 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1513 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1514 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1515 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1516 * hence the function name.
1754 */ 1517 */
1518static int
1755int player_fire_bow(object *op, int dir) 1519player_fire_bow (object *op, int dir)
1756{ 1520{
1757 int ret=0, wcmod=0; 1521 int ret;
1758 1522
1759 if (op->contr->bowtype == bow_bestarrow) { 1523 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1524 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1525 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1526 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1527 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1528 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1529 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1765 wcmod =-1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1530 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1531 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1532 else if (op->contr->bowtype == bow_threewide)
1533 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1535 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1536 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1537 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1538 else if (op->contr->bowtype == bow_spreadshot)
1539 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1541 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1542 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1543 }
1777 } else { 1544 else
1545 {
1778 /* Simple case */ 1546 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1547 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1548 }
1549
1781 return ret; 1550 return ret;
1782} 1551}
1783
1784 1552
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1553/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1554 * Broken apart from 'fire' to keep it more readable.
1787 */ 1555 */
1556static void
1788void fire_misc_object(object *op, int dir) 1557fire_misc_object (object *op, int dir)
1789{ 1558{
1790 object *item; 1559 object *item = op->contr->ranged_ob;
1791 1560
1792 if (!op->contr->ranges[range_misc]) { 1561 if (!item)
1562 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1563 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1564 return;
1795 } 1565 }
1796 1566
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1567 if (!item->inv)
1568 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1569 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1570 return;
1801 } 1571 }
1802 if (item->type == WAND) { 1572
1803 if(item->stats.food<=0) { 1573 if (!op->apply (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1574 return;
1807 } 1575
1576 if (item->type == WAND)
1577 {
1578 if (item->stats.food <= 0)
1579 {
1580 op->contr->play_sound (sound_find ("wand_poof"));
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1582
1583 return;
1584 }
1585 }
1586 else if (item->type == ROD || item->type == HORN)
1587 {
1588 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1589
1590 // using the maximum of the rods charge allows at least one spell cast
1591 // for a rod or horn, this fixes some broken rods.
1592 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1593 {
1594 op->contr->play_sound (sound_find ("wand_poof"));
1595
1596 if (item->type == ROD)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1598 else
1599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1600
1601 return;
1602 }
1603 }
1604
1605 if (cast_spell (op, item, dir, item->inv, NULL))
1606 {
1607 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1608
1609 if (item->type == WAND)
1610 {
1611 if (!(--item->stats.food))
1612 {
1613 object *tmp;
1614
1615 if (item->arch)
1616 {
1617 item->clr_flag (FLAG_ANIMATE);
1618 item->face = item->arch->face;
1619 item->set_speed (0);
1620 }
1621
1622 if (object *pl = item->visible_to ())
1623 esrv_update_item (UPD_ANIM, pl, item);
1624 }
1625 }
1808 } else if (item->type == ROD || item->type==HORN) { 1626 else if (item->type == ROD || item->type == HORN)
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return;
1818 }
1819 }
1820
1821 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) {
1824 if (!(--item->stats.food)) {
1825 object *tmp;
1826 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face;
1829 item->speed = 0;
1830 update_ob_speed(item);
1831 }
1832 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item);
1834 }
1835 }
1836 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item); 1627 drain_rod_charge (item);
1838 }
1839 } 1628 }
1840} 1629}
1841 1630
1842/* Received a fire command for the player - go and do it. 1631/* Received a fire command for the player - go and do it.
1843 */ 1632 */
1633bool
1844void fire(object *op,int dir) { 1634fire (object *who, int dir)
1635{
1845 int spellcost=0; 1636 int spellcost = 0;
1846 1637
1638 player *pl = who->contr;
1639
1640 if (pl->golem)
1641 {
1642 control_golem (who->contr->golem, dir);
1643 return false;
1644 }
1645
1646 object *ob = pl->ranged_ob;
1647
1648 if (!ob)
1649 return false;
1650
1651 if (who->speed_left > 0.f)
1652 --who->speed_left;
1653 else
1654 return false;
1655
1656 if (!who->apply (ob))
1657 return false;
1658
1847 /* check for loss of invisiblity/hide */ 1659 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1660 if (action_makes_visible (who))
1661 make_visible (who);
1849 1662
1850 switch(op->contr->shoottype) { 1663 switch (ob->type)
1851 case range_none: 1664 {
1852 return; 1665 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1666 player_fire_bow (who, dir);
1856 return; 1667 break;
1857 1668
1858 case range_magic: /* Casting spells */ 1669 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1670 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1671 break;
1861 1672
1862 case range_misc: 1673 case BUILDER:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir ); 1674 apply_map_builder (who, dir);
1675 break;
1676
1677 case SKILL:
1678 do_skill (who, who, ob, dir, 0);
1679 break;
1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1685 default:
1686 fire_misc_object (who, dir);
1687 break;
1688 }
1689
1690 return true;
1691}
1692
1693static object *
1694find_key_ (object *pl, object *container, object *door)
1695{
1696 object *tmp, *key;
1697
1698 /* Should not happen, but sanity checking is never bad */
1699 if (!container->inv)
1700 return 0;
1701
1702 /* First, lets try to find a key in the top level inventory */
1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1704 {
1705 if (door->type == DOOR && tmp->type == KEY)
1706 break;
1707
1708 /* For sanity, we should really check door type, but other stuff
1709 * (like containers) can be locked with special keys
1710 */
1711 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1712 break;
1713 }
1714
1715 /* No key found - lets search inventories now */
1716 /* If we find and use a key in an inventory, return at that time.
1717 * otherwise, if we search all the inventories and still don't find
1718 * a key, return
1719 */
1720 if (!tmp)
1721 {
1722 for (tmp = container->inv; tmp; tmp = tmp->below)
1723 /* No reason to search empty containers */
1724 if (tmp->type == CONTAINER && tmp->inv)
1725 if ((key = find_key_ (pl, tmp, door)))
1726 return key;
1727
1728 if (!tmp)
1887 return; 1729 return 0;
1888 default: 1730 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1731
1890 return; 1732 /* We get down here if we have found a key. Now if its in a container,
1733 * see if we actually want to use it
1734 */
1735 if (pl != container)
1891 } 1736 {
1892} 1737 /* Only let players use keys in containers */
1738 if (!pl->contr)
1739 return 0;
1893 1740
1741 /* cases where this fails:
1742 * If we only search the player inventory, return now since we
1743 * are not in the players inventory.
1744 * If the container is not active, return now since only active
1745 * containers can be used.
1746 * If we only search keyrings and the container does not have
1747 * a race/isn't a keyring.
1748 * No checking for all containers - to fall through past here,
1749 * inv must have been an container and must have been active.
1750 *
1751 * Change the color so that the message doesn't disappear with
1752 * all the others.
1753 */
1754 if (pl->contr->usekeys == key_inventory
1755 || !container->flag [FLAG_APPLIED]
1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1757 {
1758 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1760 return NULL;
1761 }
1762 }
1894 1763
1764 return tmp;
1765}
1895 1766
1896/* find_key 1767/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1768 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1769 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1770 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1772 * pl is the player,
1902 * inv is the objects inventory to searched 1773 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1774 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1775 * This function can be called recursively to search containers.
1905 */ 1776 */
1906 1777object *
1907object * find_key(object *pl, object *container, object *door) 1778find_key (object *pl, object *container, object *door)
1908{ 1779{
1909 object *tmp,*key; 1780 if (door->slaying && is_match_expr (door->slaying))
1910
1911 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL;
1913
1914 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys
1919 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break;
1922 } 1781 {
1923 /* No key found - lets search inventories now */ 1782 // for match expressions, we try to find the key by applying the match
1924 /* If we find and use a key in an inventory, return at that time. 1783 // to the op itself, which is supposed to find the "key", instead
1925 * otherwise, if we search all the inventories and still don't find 1784 // of searching through containers ourselves.
1926 * a key, return 1785
1927 */ 1786 return match_one (door->slaying, container, door, pl, pl);
1928 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 } 1787 }
1934 } 1788 else
1935 if (!tmp) return NULL; 1789 return find_key_ (pl, container, door);
1936 }
1937 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it
1939 */
1940 if (pl!=container) {
1941 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL;
1943 /* cases where this fails:
1944 * If we only search the player inventory, return now since we
1945 * are not in the players inventory.
1946 * If the container is not active, return now since only active
1947 * containers can be used.
1948 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active.
1952 *
1953 * Change the color so that the message doesn't disappear with
1954 * all the others.
1955 */
1956 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys")))
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container));
1964 return NULL;
1965 }
1966 }
1967 return tmp;
1968} 1790}
1969 1791
1970/* moved door processing out of move_player_attack. 1792/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1793 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1794 * such that the caller should not do anything more,
1973 * 0 otherwise 1795 * 0 otherwise
1974 */ 1796 */
1797static int
1975static int player_attack_door(object *op, object *door) 1798player_attack_door (object *op, object *door)
1976{ 1799{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1800 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1801 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1802 * otherwise, we fall through to the rest of the code.
1981 */ 1803 */
1982 object *key=find_key(op, op, door); 1804 object *key = find_key (op, op, door);
1983 1805
1984 /* IF we found a key, do some extra work */ 1806 /* If we found a key, do some extra work */
1985 if (key) { 1807 if (key)
1808 {
1986 object *container=key->env; 1809 object *container = key->env;
1987 1810
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1811 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1812 make_visible (op);
1813
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1814 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1815 spring_trap (door->inv, op);
1816
1991 if (door->type == DOOR) { 1817 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1818 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1819 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1820 {
1996 "You open the door with the %s", query_short_name(key)); 1821 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1822 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1823 }
1824
1999 /* Do this after we print the message */ 1825 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1826 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1827
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1828 return 1; /* Nothing more to do below */
1829 }
2005 } else if (door->type==LOCKED_DOOR) { 1830 else if (door->type == LOCKED_DOOR)
1831 {
2006 /* Might as well return now - no other way to open this */ 1832 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1833 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1834 return 1;
2009 } 1835 }
1836
2010 return 0; 1837 return 0;
2011} 1838}
2012 1839
2013/* This function is just part of a breakup from move_player. 1840/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1841 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1842 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1843 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1844 * going to try and move (not fire weapons).
2018 */ 1845 */
2019 1846bool
2020void move_player_attack(object *op, int dir) 1847move_player_attack (object *op, int dir)
2021{ 1848{
2022 object *tmp, *mon, *tpl; 1849 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2023 sint16 nx, ny; 1850 {
2024 int on_battleground; 1851 --op->speed_left;
2025 mapstruct *m; 1852 return true;
1853 }
2026 1854
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1855 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1856 sint16 ny = freearr_y[dir] + op->y;
2031 1857
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1858 if (out_of_map (op->map, nx, ny))
1859 return false;
2033 1860
2034 /* If braced, or can't move to the square, and it is not out of the 1861 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 1862 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 1863 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 1864 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 1865 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 1866 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 1867 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1868 * move_ob uses.
2042 */ 1869 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1870 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 1871
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1872 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 1873 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 1874 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1875 * on the space
2060 */ 1876 */
2061 while (tmp!=NULL) { 1877 object *mon;
2062 if (tmp == op) { 1878 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1879 {
2064 continue; 1880 if ((mon->flag [FLAG_ALIVE]
1881 || mon->type == LOCKED_DOOR
1882 || mon->flag [FLAG_CAN_ROLL])
1883 && mon != op)
1884 break;
2065 } 1885 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1886
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 1887 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 1888 return false; /* into a wall */
2077 1889
2078 if(mon->head != NULL)
2079 mon = mon->head; 1890 mon = mon->head_ ();
2080 1891
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1892 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1893 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1894 if (player_attack_door (op, mon))
1895 {
1896 --op->contr->weapon_sp_left;
1897 return true;
1898 }
2083 1899
2084 /* The following deals with possibly attacking peaceful 1900 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1901 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1902 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1903 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1904 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1905 * and thus will not push them.
2090 */ 1906 */
2091 1907
2092 /* If the creature is a pet, push it even if the player is not 1908 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 1909 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1910 * player owns it and it is either friendly or unagressive.
2095 */ 1911 */
2096 if ((op->type==PLAYER) 1912 if (op->type == PLAYER
2097#if COZY_SERVER 1913 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1914 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1915 || mon->owner == op)
2103 ) 1916 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2104#else 1917 {
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */ 1918 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1919 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1920 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1921
1922 if (op->speed_left > 0.f)
1923 {
1924 --op->speed_left;
1925
1926 op->play_sound (sound_find ("push_player"));
1927 push_ob (mon, dir, op);
1928
1929 if (action_makes_visible (op))
1930 make_visible (op);
1931
1932 return true;
1933 }
1934 else
1935 return false;
1936 }
1937
1938 bool on_battleground = op_on_battleground (op, 0, 0);
1939
2117 /* in certain circumstances, you shouldn't attack friendly 1940 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1941 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1942 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1943 * attack them either.
2121 */ 1944 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1945 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1946 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2124 ( 1947 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1948 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1949 && !on_battleground))
1950 {
1951 if (op->speed_left > 0.f)
1952 {
1953 --op->speed_left;
1954
1955 if (!op->contr->braced)
2131 )) { 1956 {
2132 if (!op->contr->braced) { 1957 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1958 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1959 }
2135 } else { 1960 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1961 op->statusmsg ("You withhold your attack");
1962
1963 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1964 make_visible (op);
1965
1966 return true;
1967 }
2137 } 1968 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 1969 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 1970 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1971 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1972 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1973 {
1974 if (op->speed_left > 0.f)
1975 {
1976 --op->speed_left;
1977
2145 recursive_roll(mon,dir,op); 1978 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 1979 if (action_makes_visible (op))
2147 } 1980 make_visible (op);
2148 1981
1982 return true;
1983 }
1984 }
2149 /* Any generic living creature. Including things like doors. 1985 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 1986 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 1987 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 1988 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 1989 * that party_number -1 is no party, so attacks can still happen.
2154 */ 1990 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1991 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 1992 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 1993 {
1994 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1995 {
1996 --op->contr->weapon_sp_left;
2159 1997
2160 /* If the player hasn't hit something this tick, and does 1998 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 1999
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2000 if (action_makes_visible (op))
2001 make_visible (op);
2002
2003 return true;
2004 }
2169 } 2005 }
2170 2006
2171 skill_attack(mon, op, 0, NULL, NULL); 2007 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2008}
2189 2009
2010bool
2190int move_player(object *op,int dir) { 2011move_player (object *op, int dir)
2191 int pick; 2012{
2192 object *transport = op->contr->transport; 2013 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2014 return 0;
2015
2016 /* Sanity check: make sure dir is valid */
2017 if (dir < 0 || dir > 8)
2018 {
2019 LOG (llevError, "move_player: invalid direction %d\n", dir);
2020 return 0;
2021 }
2022
2023 /* peterm: added following line */
2024 if (op->flag [FLAG_CONFUSED] && dir)
2025 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2026
2027 op->facing = dir;
2028
2029 if (op->flag [FLAG_HIDDEN])
2030 do_hidden_move (op);
2031
2032 bool retval;
2033 int pick = 0;
2034
2035 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2036 retval = RESULT_INT (0);
2037 else if (op->contr->fire_on)
2038 retval = fire (op, dir);
2039 else
2040 {
2041 retval = move_player_attack (op, dir);
2042 pick = check_pick (op);
2043 }
2044
2045 /* Add special check for newcs players and fire on - this way, the
2046 * server can handle repeat firing.
2047 */
2048 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2049 op->direction = dir;
2050 else
2051 op->direction = 0;
2052
2053 /* Update how the player looks. Use the facing, so direction may
2054 * get reset to zero. This allows for full animation capabilities
2055 * for players.
2056 */
2057 animate_object (op, op->facing);
2058
2059 return retval;
2256} 2060}
2257 2061
2258/* This is similar to handle_player, below, but is only used by the 2062/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2063 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2064 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2065 * the new speed values for commands.
2262 * 2066 *
2263 * Returns true if there are more actions we can do. 2067 * Returns true if there are more actions we can do. Should not do
2068 * many actions in a row, as that would be too unfair to other
2069 * players.
2264 */ 2070 */
2071bool
2265int handle_newcs_player(object *op) 2072handle_newcs_player (object *op)
2266{ 2073{
2267 if (op->contr->hidden) { 2074 if (op->flag [FLAG_SCARED])
2268 op->invisible = 1000; 2075 {
2269 /* the socket code flashes the player visible/invisible 2076 if (op->speed_left > 0.f)
2270 * depending on the value of invisible, so we need to 2077 {
2271 * alternate it here for it to work correctly. 2078 --op->speed_left;
2272 */ 2079 flee_player (op);
2273 if (pticks & 2) op->invisible--; 2080
2081 return true;
2082 }
2083 else
2084 return false;
2274 } 2085 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282 2086
2283 if (QUERY_FLAG(op, FLAG_SCARED)) {
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 }
2303
2304 /* call this here - we also will call this in do_ericserver, but 2087 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2088 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2089 * called, so we recheck it here.
2307 */ 2090 */
2308 HandleClient(&op->contr->socket, op->contr); 2091 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2092 return true;
2310 2093
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2094 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2095 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2096
2321 else return 0; 2097 return false;
2322 } 2098}
2099
2100static int
2101save_life (object *op)
2102{
2103 if (!op->flag [FLAG_LIFESAVE])
2323 return 0; 2104 return 0;
2324}
2325 2105
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2107 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2108 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2109 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2110 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2111
2338 if (op->contr) 2112 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count); 2113 op->clr_flag (FLAG_LIFESAVE);
2340 remove_ob(tmp); 2114
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0) 2115 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2116 op->stats.hp = op->stats.maxhp;
2117
2345 if(op->stats.food<0) 2118 if (op->stats.food < 0)
2346 op->stats.food = 999; 2119 op->stats.food = MAX_FOOD;
2347 fix_player(op); 2120
2121 op->update_stats ();
2348 return 1; 2122 return 1;
2349 } 2123 }
2124
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2125 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2126 op->clr_flag (FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2127 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2128 return 0;
2354} 2129}
2355 2130
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2131/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2132 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2133 * function will descend into containers. op is the object to start the search
2359 * from. 2134 * from.
2360 */ 2135 */
2136static void
2361void remove_unpaid_objects(object *op, object *env) 2137drop_unpaid_items (object *op, object *env)
2362{ 2138{
2363 object *next;
2364
2365 while (op) { 2139 while (op)
2366 next=op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op'
2368 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2370 remove_ob(op);
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 } 2140 {
2380} 2141 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2381 2142
2143 if (op->flag [FLAG_UNPAID])
2144 op->insert_at (env);
2145 else if (op->inv)
2146 drop_unpaid_items (op->inv, env);
2382 2147
2383/* 2148 op = next;
2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory.
2389 */
2390char *gravestone_text (object *op)
2391{
2392 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 } 2149 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 return buf2;
2418} 2150}
2419 2151
2152void
2153object::drop_unpaid_items ()
2154{
2155 if (!flag [FLAG_REMOVED])
2156 ::drop_unpaid_items (inv, this);
2157}
2420 2158
2421 2159void
2422void do_some_living(object *op) { 2160do_some_living (object *op)
2161{
2423 int last_food=op->stats.food; 2162 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2163 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2164 int over_hp, over_sp, over_grace;
2426 int i; 2165 int i;
2427 int rate_hp = 1200; 2166 int rate_hp = 1200;
2428 int rate_sp = 2500; 2167 int rate_sp = 2500;
2429 int rate_grace = 2000; 2168 int rate_grace = 2000;
2430 const int max_hp = 1; 2169 const int max_hp = 1;
2431 const int max_sp = 1; 2170 const int max_sp = 1;
2432 const int max_grace = 1; 2171 const int max_grace = 1;
2433 2172
2434 if (op->contr->outputs_sync) { 2173 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2174 {
2436 if (op->contr->outputs[i].buf!=NULL && 2175 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2176 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2177 * depending on the value of invisible, so we need to
2178 * alternate it here for it to work correctly.
2179 */
2180 if (pticks & 2)
2181 op->invisible--;
2439 } 2182 }
2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2184 {
2185 if (!op->invisible--)
2186 {
2187 make_visible (op);
2188 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2189 }
2190 }
2440 2191
2441 if(op->contr->state==ST_PLAYING) { 2192 if (op->contr->ns->state == ST_PLAYING)
2442 2193 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2194 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2195 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 }
2512 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif
2556
2557 if(op->contr->gen_hp > 0) 2196 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2197 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2198 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2199 {
2200 gen_hp = op->stats.maxhp;
2201 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2202 }
2203
2204 if (op->contr->gen_sp >= 0)
2205 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2206 else
2207 {
2208 gen_sp = op->stats.maxsp;
2209 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2210 }
2211
2212 if (op->contr->gen_grace >= 0)
2213 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2214 else
2215 {
2216 gen_grace = op->stats.maxgrace;
2217 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2218 }
2219
2220 /* Regenerate Grace */
2221 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2222 if (--op->last_grace < 0)
2223 {
2224 if (op->stats.grace < op->stats.maxgrace / 2)
2225 op->stats.grace++; /* no penalty in food for regaining grace */
2226
2227 if (max_grace > 1)
2228 {
2229 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2230 if (over_grace > 0)
2231 {
2232 op->stats.sp += over_grace
2233 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2234 op->last_grace = 0;
2235 }
2236 else
2237 {
2238 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2239 }
2240 }
2241 else
2242 {
2243 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2244 }
2245 /* wearing stuff doesn't detract from grace generation. */
2246 }
2247
2248 if (op->stats.food > 0)
2249 {
2250 /* Regenerate Spell Points */
2251 if (!op->contr->golem && --op->last_sp < 0)
2252 {
2253 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2254
2255 if (op->stats.sp < op->stats.maxsp)
2256 {
2257 op->stats.sp++;
2258
2259 /* dms do not consume food */
2260 if (!op->flag [FLAG_WIZ])
2261 {
2262 op->stats.food--;
2263
2264 if (op->contr->digestion < 0)
2265 op->stats.food += op->contr->digestion;
2266 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2267 op->stats.food = last_food;
2268 }
2269 }
2270
2271 if (max_sp > 1)
2272 {
2273 over_sp = (gen_sp + 10) / rate_sp;
2274 if (over_sp > 0)
2275 {
2276 if (op->stats.sp < op->stats.maxsp)
2277 {
2278 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2279
2280 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2281 op->stats.sp--;
2282
2283 if (op->stats.sp > op->stats.maxsp)
2284 op->stats.sp = op->stats.maxsp;
2285 }
2286
2287 op->last_sp = 0;
2288 }
2289 else
2290 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2291 }
2292 else
2293 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2294 }
2295
2296 /* Regenerate Hit Points */
2297 if (--op->last_heal < 0)
2298 {
2299 if (op->stats.hp < op->stats.maxhp)
2300 {
2301 op->stats.hp++;
2302
2303 /* dms do not consume food */
2304 if (!op->flag [FLAG_WIZ])
2305 {
2306 op->stats.food--;
2307
2308 if (op->contr->digestion < 0)
2309 op->stats.food += op->contr->digestion;
2310 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2311 op->stats.food = last_food;
2312 }
2313 }
2314
2315 if (max_hp > 1)
2316 {
2317 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2318
2319 if (over_hp > 0)
2320 {
2321 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2322 op->last_heal = 0;
2323 }
2324 else
2325 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2326 }
2327 else
2328 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2329 }
2330 }
2331
2332 /* Digestion */
2333 if (--op->last_eat < 0)
2334 {
2335 int bonus = max (0, op->contr->digestion),
2336 penalty = max (0, -op->contr->digestion);
2337
2338 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2339
2561 /* dms do not consume food */ 2340 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2341 if (!op->flag [FLAG_WIZ])
2563 } 2342 op->stats.food--;
2564 } 2343 }
2565 2344
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2345 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2346 {
2347 object *flesh = 0;
2568 2348
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2349 for_inv_removable (op, tmp)
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2350 {
2351 if (tmp->flag [FLAG_UNPAID])
2352 continue;
2353
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2354 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2355 {
2573 manual_apply(op,tmp,0); 2356 op->statusmsg ("You blindly grab for a bite of food. "
2357 "H<To prevent you from starving, you ate some random item from your backpack.>");
2358 op->apply (tmp);
2359
2574 if(op->stats.food>=0||op->stats.hp<0) 2360 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2361 break;
2576 } 2362 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2363 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2364 flesh = tmp;
2579 } /* end of for loop */ 2365 }
2366
2580 /* If player is still starving, it means they don't have any food, so 2367 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2368 * eat flesh instead.
2582 */ 2369 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2370 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2371 {
2585 manual_apply(op,flesh,0); 2372 op->statusmsg ("You blindly grab for a bite of food. "
2586 } 2373 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 } /* end if player is starving */ 2374 op->apply (flesh);
2375 }
2588 2376
2589 while(op->stats.food<0&&op->stats.hp>0) 2377 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2378 if (op->stats.food < 0)
2591 2379 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2380 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2381 }
2382
2383 if (op->stats.food < 0)
2384 {
2385 op->stats.hp += op->stats.food;
2386 op->stats.food = 0;
2387
2388 if (op->stats.hp < 0)
2389 {
2390 op->contr->killer = archetype::get ("killer_starvation");
2391 op->contr->killer->destroy ();
2392 }
2393 }
2394
2395 /* killer should be set here already */
2396 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2397 kill_player (op);
2398 }
2399}
2597 2400
2598/* If the player should die (lack of hp, food, etc), we call this. 2401/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2402 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2403 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2404 * file.
2602 */ 2405 */
2406void
2603void kill_player(object *op) 2407kill_player (object *op)
2604{ 2408{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2409 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2410 maptile *map; /* this is for resurrection */
2608 int z;
2609 int num_stats_lose;
2610 int lost_a_stat;
2611 int lose_this_stat;
2612 int this_stat;
2613 int will_kill_again; 2411 int will_kill_again;
2614 archetype *at; 2412 archetype *at;
2615 object *tmp; 2413 object *tmp;
2616 2414
2617 if(save_life(op)) 2415 if (save_life (op))
2618 return; 2416 return;
2619 2417
2418 dynbuf_text deathtab;
2620 2419
2420 /* restore player */
2421 at = archetype::find (shstr_poisoning);
2422 if (object *tmp = present_arch_in_ob (at, op))
2423 {
2424 tmp->destroy ();
2425 deathtab << "Your body feels cleansed...\r";
2426 }
2427
2428 at = archetype::find (shstr_confusion);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your mind feels clearer...\r";
2433 }
2434
2435 cure_disease (op, 0, 0); /* remove any disease */
2436
2437 max_it (op->stats.hp , op->stats.maxhp);
2438 max_it (op->stats.sp , op->stats.maxsp);
2439 max_it (op->stats.grace, op->stats.maxgrace);
2440 max_it (op->stats.food , 200);
2441
2442 // remove all spell effects that are active
2443 // to avoid long-term effects such as word-of-recall
2444 for (object *item = op->inv; item; )
2445 {
2446 object *next = item->below;
2447
2448 if (item->type == SPELL_EFFECT && item->active)
2449 item->destroy ();
2450
2451 item = next;
2452 }
2453
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2454 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2455 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2456 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2457 */
2625 if (op_on_battleground(op, &x, &y)) { 2458 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2459 {
2627 "You have been defeated in combat!"); 2460 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life...");
2630
2631 /* restore player */
2632 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op);
2634 if (tmp) {
2635 remove_ob(tmp);
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 }
2639 2461
2640 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op);
2642 if (tmp) {
2643 remove_ob(tmp);
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 }
2647
2648 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999;
2651
2652 /* create a bodypart-trophy to make the winner happy */ 2462 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2463 object *tmp = archetype::find (shstr_finger)->instance ();
2654 if (tmp != NULL) 2464
2655 { 2465 tmp->name = format ("%s's finger" , &op->name);
2656 sprintf(buf,"%s's finger",op->name); 2466 tmp->name_pl = format ("%s's fingers", &op->name);
2657 tmp->name = add_string(buf); 2467 tmp->msg = format (
2658 sprintf(buf," This finger has been cut off %s\n" 2468 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2469 &op->name, op->contr->title,
2660 op->name, op->contr->title, (int)(op->level), 2470 (int)op->level,
2661 op->contr->killer); 2471 op->contr->killer_name ()
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2472 );
2473 tmp->value = 0, tmp->type = 0;
2474 tmp->material = name_to_material (shstr_organic);
2475 tmp->insert_at (op, tmp);
2476
2669 /* teleport defeated player to new destination*/ 2477 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2478 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2479 op->contr->braced = 0;
2672 return;
2673 }
2674 2480
2481 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2482 return;
2483 }
2484
2485 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2486 deathtab << "T<YOU HAVE DIED>\n\n";
2487
2675 INVOKE_PLAYER (DEATH, op->contr); 2488 INVOKE_PLAYER (DEATH, op->contr);
2676 2489
2677 command_kill_pets (op, 0); 2490 command_kill_pets (op, 0);
2678 2491
2679 if(op->stats.food<0) { 2492 op->contr->play_sound (sound_find ("player_dies"));
2680 if (op->contr->explore) {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name);
2687 strcpy(op->contr->killer,"starvation");
2688 }
2689 else {
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name);
2697 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2493
2700 /* save the map location for corpse, gravestone*/ 2494 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2495 x = op->x;
2496 y = op->y;
2497 map = op->map;
2702 2498
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2499 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2500 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2501 * See the config.h file for a little more in depth detail about this.
2708 */ 2502 */
2709 2503
2710 /* Basically two ways to go - remove a stat permanently, or just 2504 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2505 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2506 * of death.
2713 */ 2507 */
2714#ifndef COZY_SERVER 2508#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2509 if (settings.balanced_stat_loss)
2510 {
2716 /* If stat loss is permanent, lose one stat only. */ 2511 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2512 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2513 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2514 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2515 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2516 little bit harder. */
2722 /* GD */ 2517 /* GD */
2723 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2519 num_stats_lose = 1;
2725 else 2520 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2521 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2522 }
2523 else
2728 num_stats_lose = 1; 2524 num_stats_lose = 1;
2729 } 2525
2730 lost_a_stat = 0; 2526 lost_a_stat = 0;
2731 2527
2732 for (z=0; z<num_stats_lose; z++) { 2528 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2529 {
2530 i = rndm (NUM_STATS);
2734 2531
2735 if (settings.stat_loss_on_death) { 2532 if (settings.stat_loss_on_death)
2533 {
2736 /* Pick a random stat and take a point off it. Tell the player 2534 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2535 * what he lost.
2738 */ 2536 */
2739 change_attr_value(&(op->stats), i,-1); 2537 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2538 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2539 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2540 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2541 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2542 lost_a_stat = 1;
2745 } else { 2543 }
2544 else
2545 {
2746 /* deplete a stat */ 2546 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2547 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2548 object *dep;
2549
2550 dep = present_arch_in_ob (deparch, op);
2551 if (!dep)
2749 2552 {
2750 dep = present_arch_in_ob(deparch,op); 2553 dep = deparch->instance ();
2751 if(!dep) {
2752 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2554 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2555 }
2783 if (lose_this_stat) { 2556 lose_this_stat = 1;
2557 if (settings.balanced_stat_loss)
2558 {
2559 /* GD */
2560 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2561 this_stat = get_attr_value (&(dep->stats), i);
2562 if (this_stat < 0)
2563 {
2564 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2565 int keep_chance = this_stat * this_stat;
2566
2567 /* Yes, I am paranoid. Sue me. */
2568 if (keep_chance < 1)
2569 keep_chance = 1;
2570
2571 /* There is a maximum depletion total per level. */
2572 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2573 {
2574 lose_this_stat = 0;
2575 /* Take loss chance vs keep chance to see if we
2576 retain the stat. */
2577 }
2578 else
2579 {
2580 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2581 lose_this_stat = 0;
2582 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2583 this_stat, keep_chance, loss_chance,
2584 lose_this_stat?"LOSE":"KEEP"); */
2585 }
2586 }
2587 }
2588
2589 if (lose_this_stat)
2590 {
2591 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2592 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2593 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2594 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2595 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2596 * difference.
2790 */ 2597 */
2791 if (this_stat>=-50) { 2598 if (this_stat >= -50)
2599 {
2792 change_attr_value(&(dep->stats), i, -1); 2600 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2601 dep->set_flag (FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2602 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2603 op->update_stats ();
2796 lost_a_stat = 1; 2604 lost_a_stat = 1;
2797 } 2605 }
2798 } 2606 }
2607 }
2799 } 2608 }
2800 } 2609
2801 /* If no stat lost, tell the player. */ 2610 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2611 if (!lost_a_stat)
2803 { 2612 {
2804 /* determine_god() seems to not work sometimes... why is this? 2613 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2614 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2615 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2616
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2617 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2618 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2619 else
2811 else 2620 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2621 }
2622#else
2623 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2624#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2625
2819 /* Put a gravestone up where the character 'almost' died. List the 2626 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2627 * exp loss on the stone.
2821 */ 2628 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2629 tmp = archetype::find (shstr_gravestone)->instance ();
2823 sprintf(buf,"%s's gravestone",op->name); 2630 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2631 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2632 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2826 FREE_AND_COPY(tmp->name_pl, buf); 2633 &op->name, op->contr->title, op->contr->killer_name ());
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828 "who was killed\n"
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2634 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2635 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2636
2836 /**************************************/ 2637 /**************************************/
2837 /* */ 2638 /* */
2838 /* Subtract the experience points, */ 2639 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2640 /* */
2842 /**************************************/ 2641 /**************************************/
2843 2642
2844 /* remove any poisoning and confusion the character may be suffering.*/
2845 /* restore player */
2846 at = find_archetype("poisoning");
2847 tmp=present_arch_in_ob(at,op);
2848 if (tmp) {
2849 remove_ob(tmp);
2850 free_object(tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852 }
2853
2854 at = find_archetype("confusion");
2855 tmp=present_arch_in_ob(at,op);
2856 if (tmp) {
2857 remove_ob(tmp);
2858 free_object(tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860 }
2861 cure_disease(op,0); /* remove any disease */
2862
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2643 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2644 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869 2645
2870 /* 2646 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2647 * Check to see if the player has any unpaid items. If so, remove them
2872 * the player has any unpaid items. If so, remove them and put them back 2648 * and put them back in the map.
2873 * in the map. 2649 */
2874 */ 2650 op->drop_unpaid_items ();
2875 2651
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op);
2879 break;
2880 }
2881 }
2882
2883
2884 /****************************************/ 2652 /****************************************/
2885 /* */ 2653 /* */
2886 /* Move player to his current respawn- */ 2654 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2655 /* position (usually last savebed) */
2888 /* */ 2656 /* */
2889 /****************************************/ 2657 /****************************************/
2890 2658
2891 enter_player_savebed(op); 2659 enter_player_savebed (op);
2892 2660
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2661 op->contr->braced = 0;
2897 save_player(op,1);
2898 2662
2899 /* it is possible that the player has blown something up 2663 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2664 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2665 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2666 * on the space that might harm the player.
2903 */ 2667 */
2904 will_kill_again=0; 2668 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2669 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2670 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2671 will_kill_again |= tmp->attacktype;
2908 } 2672
2909 if (will_kill_again) { 2673 if (will_kill_again)
2674 {
2910 object *force; 2675 object *force;
2911 int at; 2676 int at;
2912 2677
2913 force=get_archetype(FORCE_NAME); 2678 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2679 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2680 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2681 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2682 force->set_flag (FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2683 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2684 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2685 force->resist[at] = 100;
2921 } 2686
2922 insert_ob_in_ob(force, op); 2687 insert_ob_in_ob (force, op);
2923 fix_player(op); 2688 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 } 2689 }
2982 }
2983 play_again(op);
2984 2690
2985 /* peterm: added to create a corpse at deathsite. */ 2691 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2692}
2999 2693
3000 2694static void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2695loot_object (object *op)
2696{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2697 object *tmp, *tmp2, *next;
3003 2698
3004 if (op->container) { /* close open sack first */ 2699 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2700
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2701 for (tmp = op->inv; tmp; tmp = next)
2702 {
3009 next=tmp->below; 2703 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2704
3011 remove_ob(tmp); 2705 if (tmp->invisible)
2706 continue;
2707
2708 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2709 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2710
3014 loot_object(tmp); 2711 if (tmp->type == CONTAINER)
3015 } 2712 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2713
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2714 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2715 {
3018 if(tmp->nrof>1) { 2716 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2717 {
3020 free_object(tmp2); 2718 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2719 insert_ob_in_map (tmp, op->map, NULL, 0);
2720 }
2721 else
2722 tmp->destroy ();
2723 }
3022 } else 2724 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2725 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2726 }
3027} 2727}
3028 2728
3029/* 2729/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2730 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2731 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2732 * was changed.
3033 */ 2733 */
2734void
2735fix_weight ()
2736{
2737 for_all_players (pl)
2738 {
2739 sint32 old = pl->ob->carrying;
3034 2740
3035void fix_weight(void) { 2741 pl->ob->update_weight ();
3036 player *pl; 2742
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2743 if (old != pl->ob->carrying)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2744 {
3039 if(old == sum) 2745 pl->ob->update_stats ();
3040 continue; 2746 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3041 fix_player(pl->ob); 2747 }
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum);
3044 } 2748 }
3045} 2749}
3046 2750
3047void fix_luck(void) { 2751void
3048 player *pl; 2752fix_luck ()
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2753{
2754 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2755 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2756 pl->ob->change_luck (0);
3052} 2757}
3053
3054 2758
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2759/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2760 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2761 * just treat this as any other spell casting object.
3058 */ 2762 */
3059
3060void 2763void
3061cast_dust (object * op, object * throw_ob, int dir) 2764cast_dust (object *op, object *throw_ob, int dir)
3062{ 2765{
3063 object *skop, *spob; 2766 object *skop, *spob;
3064 2767
3065 skop = find_skill_by_name (op, throw_ob->skill); 2768 skop = find_skill_by_name (op, throw_ob->skill);
3066 2769
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2770 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2771 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2772 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2773 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2774 return;
3073 } 2775 }
3074 2776
3075 spob = throw_ob->inv; 2777 spob = throw_ob->inv;
3076 2778
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2779 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 2780 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2781 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2782 if (!spob)
3081 { 2783 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2784 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 2785 return;
3085 } 2786 }
3086 2787
3087 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2789 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2790
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2791 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2792
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2793 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2794}
3096 2795
2796void
3097void make_visible (object *op) { 2797make_visible (object *op)
3098 op->hide = 0; 2798{
2799 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2800 op->invisible = 0;
3100 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103 }
3104 update_object(op,UP_OBJ_FACE);
3105}
3106 2801
3107int is_true_undead(object *op) {
3108 object *tmp=NULL;
3109
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111
3112 if(op->type==PLAYER) 2802 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2803 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2804 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2805 op->contr->invis_race = 0;
2806 }
2807
2808 update_object (op, UP_OBJ_CHANGE);
2809}
2810
2811int
2812is_true_undead (object *op)
2813{
2814 if (op->arch->flag [FLAG_UNDEAD])
2815 return 1;
2816
3116 return 0; 2817 return 0;
3117} 2818}
3118 2819
3119/* look at the surrounding terrain to determine 2820/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2821 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2822 * indicate greater hideability.
3122 */ 2823 */
3123 2824int
3124int hideability(object *ob) { 2825hideability (object *ob)
2826{
3125 int i,level=0, mflag; 2827 int i, level = 0, mflag;
3126 sint16 x,y; 2828 sint16 x, y;
3127 2829
3128 if(!ob||!ob->map) return 0; 2830 if (!ob || !ob->map)
2831 return 0;
3129 2832
3130 /* so, on normal lighted maps, its hard to hide */ 2833 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2834 level = ob->map->darklevel () - 2;
3132 2835
3133 /* this also picks up whether the object is glowing. 2836 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 2837 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 2838 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2839 if (ob->has_carried_lights ())
2840 level = -(10 + (2 * ob->map->darklevel ()));
3137 2841
3138 /* scan through all nearby squares for terrain to hide in */ 2842 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2843 for (i = 0, x = ob->x, y = ob->y;
2844 i <= SIZEOFFREE1;
2845 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2846 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2847 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2848 if (mflag & P_OUT_OF_MAP)
2849 continue;
2850
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2851 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2852 level += 2;
3144 else /* open terrain! */ 2853 else /* open terrain! */
3145 level -= 1; 2854 level -= 1;
3146 } 2855 }
3147 2856
3148#if 0 2857#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2858 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2859#endif
3151 return level; 2860 return level;
3152} 2861}
3153 2862
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2863/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2864 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2865 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2866 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2867 */
3159 2868void
3160void do_hidden_move (object *op) { 2869do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2870{
3162 object *skop; 2871 int hide = 0;
3163 2872
3164 if(!op || !op->map) return; 2873 if (!op || !op->map)
2874 return;
3165 2875
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2876 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2877 int num = random_roll (0, 19, op, PREFER_LOW);
3167 2878
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 2879 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2880 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2881 if (!skop || num >= skop->level)
2882 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2883 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 2884 make_visible (op);
3173 return; 2885 return;
3174 } else num += 20;
3175 } 2886 }
2887 else
2888 num += 20;
2889
3176 num += op->map->difficulty; 2890 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2891 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2892 num -= hide;
2893
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2894 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2895 {
3180 make_visible(op); 2896 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2897
3182 "You moved out of hiding! You are visible!"); 2898 if (op->type == PLAYER)
2899 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 2900 }
3184 else if (op->type == PLAYER && skop) { 2901 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2902 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 2903}
3188 2904
3189/* determine if who is standing near a hostile creature. */ 2905/* determine if who is standing near a hostile creature. */
3190 2906
2907int
3191int stand_near_hostile( object *who ) { 2908stand_near_hostile (object *who)
2909{
3192 object *tmp=NULL; 2910 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 2911 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 2912 maptile *m;
3195 sint16 x,y; 2913 sint16 x, y;
3196 2914
3197 if(!who) return 0; 2915 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 2916 return 0;
2917
2918 if (who->type == PLAYER)
2919 player = 1;
2920
2921 else
2922 friendly = who->flag [FLAG_FRIENDLY];
2923
2924 /* search adjacent squares */
2925 for (i = 1; i < 9; i++)
2926 {
2927 x = who->x + freearr_x[i];
2928 y = who->y + freearr_y[i];
2929 m = who->map;
2930 mflags = get_map_flags (m, &m, x, y, &x, &y);
2931 /* space must be blocked if there is a monster. If not
2932 * blocked, don't need to check this space.
2933 */
2934 if (mflags & P_OUT_OF_MAP)
2935 continue;
2936 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2937 continue;
2938
2939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2940 {
2941 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2942 return 1;
2943 else if (tmp->type == PLAYER)
2944 {
2945 /*don't let a hidden DM prevent you from hiding */
2946 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2947 return 1;
2948 }
2949 }
2950 }
2951 return 0;
3227} 2952}
3228 2953
3229/* check the player los field for viewability of the 2954/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 2955 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 2956 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 2957 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 2958 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 2959 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 2960 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 2961 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 2962 * imply the way your head, or body is facing? It's possible
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 2963 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 2964 * -b.t.
3240 * This function is now map tiling safe. 2965 * This function is now map tiling safe.
3241 */ 2966 */
3242 2967int
3243int player_can_view (object *pl,object *op) { 2968player_can_view (object *pl, object *op)
2969{
3244 rv_vector rv; 2970 rv_vector rv;
3245 int dx,dy; 2971 int dx, dy;
3246 2972
3247 if(pl->type!=PLAYER) { 2973 if (pl->type != PLAYER)
2974 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 2975 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 2976 return -1;
3274 op = op->more;
3275 } 2977 }
2978
2979 if (!pl || !op)
3276 return 0; 2980 return 0;
3277}
3278 2981
3279/* routine for both players and monsters. We call this when 2982 op = op->head_ ();
3280 * there is a possibility for our action distrubing our hiding 2983
3281 * place or invisiblity spell. Artefact invisiblity is not 2984 get_rangevector (pl, op, &rv, 0x1);
3282 * effected by this. If we arent invisible to begin with, we 2985
3283 * return 0. 2986 /* starting with the 'head' part, lets loop
2987 * through the object and find if it has any
2988 * part that is in the los array but isn't on
2989 * a blocked los square.
2990 * we use the archetype to figure out offsets.
3284 */ 2991 */
3285int action_makes_visible (object *op) { 2992 while (op)
2993 {
2994 dx = rv.distance_x + op->arch->x;
2995 dy = rv.distance_y + op->arch->y;
3286 2996
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2997 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3289 return 0;
3290
3291 if (op->contr && op->contr->tmp_invis == 0) return 0;
3292
3293 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3296 return 1; 2998 return 1;
3297 } 2999
3000 op = op->more;
3298 } 3001 }
3002
3299 return 0; 3003 return 0;
3300} 3004}
3301 3005
3302/* op_on_battleground - checks if the given object op (usually 3006/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3007 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3008 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3009 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3010 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3011 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3012 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3013 */
3014int
3310int op_on_battleground (object *op, int *x, int *y) { 3015op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3016{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3017 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3018 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3019 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3020 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3021 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3022 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3023 for (object *tmp = op->below; tmp; tmp = tmp->below)
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3024 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3025 if (tmp->flag [FLAG_IS_FLOOR])
3322 strcmp(tmp->name, "battleground")==0 && 3026 {
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3027 if (tmp->flag [FLAG_NO_PICK]
3028 && tmp->type == BATTLEGROUND
3029 && tmp->name == shstr_battleground
3030 && EXIT_X (tmp) && EXIT_Y (tmp))
3031 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3032 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3033 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3034 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3035 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3036 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3037 if (x && y)
3330 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3038 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3039
3040 return 1;
3041 }
3042
3043 if (x && y)
3044 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3045
3332 return 1; 3046 return 1;
3333 } 3047 }
3334 } 3048 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3049 }
3340 } 3050
3341 }
3342 /* If we got here, did not find a battleground */ 3051 /* If we got here, did not find a battleground */
3343 return 0; 3052 return 0;
3344} 3053}
3345 3054
3346/* 3055/*
3350 * attributes: 3059 * attributes:
3351 * object *who the dragon player 3060 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3061 * int atnr the attack-number of the ability focus
3353 * int level ability level 3062 * int level ability level
3354 */ 3063 */
3064void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3065dragon_ability_gain (object *who, int atnr, int level)
3066{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3067 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3068 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3069 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3070 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3071 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3072 int i = 0, j = 0;
3362 3073
3363 /* get the appropriate treasurelist */ 3074 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3075 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3076 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3077 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3078 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3079 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3080 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3081 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3082 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3083
3373 if (trlist == NULL || who->type != PLAYER) 3084 if (trlist == NULL || who->type != PLAYER)
3374 return; 3085 return;
3375 3086
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3087 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3088
3378 3089 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3090 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3091 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3092 return;
3382 } 3093 }
3383 3094
3384 /* everything seems okay - now bring on the gift: */ 3095 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3096 item = tr->item;
3386 3097
3387 if (item->type == SPELL) { 3098 if (item->type == SPELL)
3099 {
3388 if (check_spell_known (who, item->name)) 3100 if (check_spell_known (who, item->name))
3389 return; 3101 return;
3390 3102
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3103 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3104 do_learn_spell (who, item, 0);
3393 return; 3105 return;
3394 } 3106 }
3395 3107
3396 /* grant direct spell */ 3108 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3109 if (item->type == SPELLBOOK)
3110 {
3398 if (!item->inv) { 3111 if (!item->inv)
3112 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3113 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3114 return;
3402 } 3115 }
3403 if (check_spell_known (who, item->inv->name)) 3116 if (check_spell_known (who, item->inv->name))
3404 return; 3117 return;
3405 if (item->invisible) { 3118 if (item->invisible)
3119 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3120 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3121 do_learn_spell (who, item->inv, 0);
3408 return; 3122 return;
3409 } 3123 }
3410 } 3124 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3125 else if (item->type == SKILL_TOOL && item->invisible)
3126 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3127 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3128 {
3413 3129
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3130 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3131 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3132 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3133 * but not all of them, he gets nothing.
3418 */ 3134 */
3419 if (!(skop->attacktype & item->attacktype)) { 3135 if (!(skop->attacktype & item->attacktype))
3136 {
3420 /* Give new attacktype */ 3137 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3138 skop->attacktype |= item->attacktype;
3422 3139
3423 /* always add physical if there's none */ 3140 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3141 skop->attacktype |= AT_PHYSICAL;
3425
3426 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 3142
3429 /* Give player new face */ 3143 if (item->msg != NULL)
3430 if (item->animation_id) {
3431 who->face = skop->face;
3432 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0;
3435 who->state = 0;
3436 animate_object(who, who->direction);
3437 }
3438 }
3439 }
3440 }
3441 else if (item->type == FORCE) {
3442 /* forces in the treasurelist can alter the player's stats */
3443 object *skin;
3444 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3446 skin=skin->below);
3447 if (skin == NULL) return;
3448
3449 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452
3453 /* print message */
3454 sprintf(buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3456 if(item->path_attuned & (1<<i)) {
3457 if (j)
3458 strcat(buf," and ");
3459 else
3460 j = 1;
3461 strcat(buf, spellpathnames[i]);
3462 }
3463 }
3464 strcat(buf,".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3466 }
3467
3468 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3475
3476 /* print message if there is one */
3477 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3144 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3479 }
3480 else {
3481 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3484 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 }
3488}
3489 3145
3490/** 3146 /* Give player new face */
3491 * Unready an object for a player. This function does nothing if the object was 3147 if (item->animation_id)
3492 * not readied. 3148 {
3493 */ 3149 who->face = skop->face;
3494void player_unready_range_ob(player *pl, object *ob) { 3150 who->animation_id = item->animation_id;
3495 rangetype i; 3151 who->anim_speed = item->anim_speed;
3496 3152 who->last_anim = 0;
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3153 who->state = 0;
3498 if (pl->ranges[i] == ob) { 3154 animate_object (who, who->direction);
3499 pl->ranges[i] = NULL; 3155 }
3500 if (pl->shoottype == i) {
3501 pl->shoottype = range_none;
3502 } 3156 }
3503 } 3157 }
3504 } 3158 }
3159 else if (item->type == FORCE)
3160 {
3161 /* forces in the treasurelist can alter the player's stats */
3162 object *skin;
3163
3164 /* first get the dragon skin force */
3165 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3166 ;
3167
3168 if (!skin)
3169 return;
3170
3171 /* adding new spellpath attunements */
3172 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3173 {
3174 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3175
3176 /* print message */
3177 sprintf (buf, "You feel attuned to ");
3178 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3179 {
3180 if (item->path_attuned & (1 << i))
3181 {
3182 if (j)
3183 strcat (buf, " and ");
3184 else
3185 j = 1;
3186 strcat (buf, spellpathnames[i]);
3187 }
3188 }
3189
3190 strcat (buf, ".");
3191 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3192 }
3193
3194 /* evtl. adding flags: */
3195 if (item->flag [FLAG_XRAYS])
3196 skin->set_flag (FLAG_XRAYS);
3197 if (item->flag [FLAG_STEALTH])
3198 skin->set_flag (FLAG_STEALTH);
3199 if (item->flag [FLAG_SEE_IN_DARK])
3200 skin->set_flag (FLAG_SEE_IN_DARK);
3201
3202 /* print message if there is one */
3203 if (item->msg != NULL)
3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3205 }
3206 else
3207 {
3208 /* generate misc. treasure */
3209 tmp = tr->item->instance ();
3210 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3211 who->insert (tmp);
3212 }
3505} 3213}
3214
3215//-GPL
3216
3217sint8
3218player::darkness_at (maptile *map, int x, int y) const
3219{
3220 if (!ns)
3221 return LOS_BLOCKED;
3222
3223 int dx, dy;
3224 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3225 return LOS_BLOCKED;
3226
3227 x += dx - ns->current_x;
3228 y += dy - ns->current_y;
3229
3230 return blocked_los (x, y);
3231}
3232
3233void
3234player::infobox (const char *title, const char *msg, int color)
3235{
3236 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3237}
3238
3239void
3240player::statusmsg (const char *msg, int color)
3241{
3242 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3243}
3244
3245void
3246player::failmsg (const char *msg, int color)
3247{
3248 play_sound (sound_find ("generic_failure"));
3249 statusmsg (msg, color);
3250}
3251
3252void
3253object::failmsgf (const char *format, ...)
3254{
3255 if (!contr)
3256 return;
3257
3258 va_list ap;
3259 va_start (ap, format);
3260 contr->failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263
3264void
3265player::failmsgf (const char *format, ...)
3266{
3267 va_list ap;
3268 va_start (ap, format);
3269 failmsg (vformat (format, ap));
3270 va_end (ap);
3271}
3272

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