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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 1.276 by root, Sun May 2 11:23:52 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->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f;
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
235 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 211 * we deal with that below this point.
237 */ 212 */
238 p->party=NULL; 213 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 214 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 216
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 217 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 */
258 218
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10; 219 gen_sp_armour = 10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal; 220 bowtype = bow_normal;
267 p->petmode=pet_normal; 221 petmode = pet_normal;
268 p->listening=10;
269 p->usekeys=containers; 222 usekeys = containers;
270 p->last_weapon_sp= -1; 223 peaceful = 1; /* default peaceful */
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1; 224 do_los = 1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275 225
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 226 weapon_sp = 1.0f;
277 p->title[sizeof(p->title)-1] = '\0'; 227 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} 228}
301 229
302 230void
303/* This loads the first map an puts the player on it. */ 231player::do_destroy ()
304static void set_first_map(object *op)
305{ 232{
306 strcpy(op->contr->maplevel, first_map_path); 233 disconnect ();
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311 234
312/* Tries to add player on the connection passwd in ns. 235 attachable::do_destroy ();
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316 236
317int add_player(NewSocket *ns) { 237 if (ob)
318 player *p; 238 ob->destroy ();
319 239
320 p=get_player(NULL); 240 ob = observe = viewpoint = 0;
321 p->socket = *ns; 241}
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332 242
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 243player::~player ()
334 add_friendly_object(p->ob); 244{
335 send_rules(p->ob); 245 /* Clear item stack */
336 send_news(p->ob); 246 free (stack_items);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340} 247}
341 248
342/* 249/*
343 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
346 */ 253 */
254static archetype *
347archetype *get_player_archetype(archetype* at) 255get_player_archetype (archetype *at)
348{ 256{
349 archetype *start = at; 257 // archetypes could have been reloaded
350 for (;;) { 258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 259
352 at=first_archetype; 260 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 261 return at;
357 if (at == start) { 262
358 LOG (llevError, "No Player archetypes\n"); 263 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 264
360 } 265 for (;;)
361 } 266 {
362} 267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
363 271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
275}
364 276
277/* Tries to add player on the connection passed in ns.
278 * All we can really get in this is some settings like host and display
279 * mode.
280 */
281player *
282player::create ()
283{
284 player *pl = new player;
285
286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
293
294 return pl;
295}
296
297object *
365object *get_nearest_player(object *mon) { 298get_nearest_player (object *mon)
299{
366 object *op = NULL; 300 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 301 objectlink *ol;
369 unsigned lastdist; 302 unsigned lastdist;
370 rv_vector rv; 303 rv_vector rv;
371 304
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 306 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 308 continue;
399 309
400 if(lastdist>rv.distance) {
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) { 310 if (lastdist > rv.distance)
409 op=pl->ob; 311 {
312 op = ol->ob;
410 lastdist=rv.distance; 313 lastdist = rv.distance;
314 }
411 } 315 }
412 } 316
413 } 317 for_all_players (pl)
318 if (can_detect_enemy (mon, pl->ob, &rv))
319 if (lastdist > rv.distance)
320 {
321 op = pl->ob;
322 lastdist = rv.distance;
323 }
324
414#if 0 325#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 326 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 327#endif
417 return op; 328 return op;
418} 329}
419 330
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 331/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 332 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 333 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 348 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 349 * is probably not a good thing.
439 */ 350 */
440#define MAX_SPACES 50 351#define MAX_SPACES 50
441
442 352
443/* 353/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 355 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 356 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 369 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 370 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 371 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 372 * is blocking itself.
463 */ 373 */
374int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 375path_to_player (object *mon, object *pl, unsigned mindiff)
376{
465 rv_vector rv; 377 rv_vector rv;
466 sint16 x,y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap;
469 379
470 get_rangevector(mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
471 381
472 if (rv.distance<mindiff) return 0; 382 if (rv.distance < mindiff)
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; 383 return 0;
725}
726 384
727void confirm_password(object *op) { 385 mapxy pos (mon);
386 dir = rv.direction;
387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 389
729 op->contr->write_buf[0]='\0'; 390 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 391 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 392 return 0;
732}
733 393
394 while (diff > 1 && max > 0)
395 {
396 mapxy lastpos = pos;
397
398 pos.move (dir);
399
400 /* Space is blocked - try changing direction a little */
401 if (!pos.normalise ()
402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
404 {
405 /* recalculate direction from last good location. Possible
406 * we were not traversing ideal location before.
407 */
408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
409 if (rv.direction != dir)
410 {
411 /* OK - says direction should be different - lets reset the
412 * the values so it will try again.
413 */
414 pos = lastpos;
415 dir = firstdir = rv.direction;
416 }
417 else
418 {
419 /* direct path is blocked - try taking a side step to
420 * either the left or right.
421 * Note increase the values in the loop below to be
422 * more than -1/1 respectively will mean the monster takes
423 * bigger detour. Have to be careful about these values getting
424 * too big (3 or maybe 4 or higher) as the monster may just try
425 * stepping back and forth
426 */
427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
428 {
429 if (i == 0)
430 continue; /* already did this, so skip it */
431
432 /* Use lastdir here - otherwise,
433 * since the direction that the creature should move in
434 * may change, you could get infinite loops.
435 * ie, player is northwest, but monster can only
436 * move west, so it does that. It goes some distance,
437 * gets blocked, finds that it should move north,
438 * can't do that, but now finds it can move east, and
439 * gets back to its original point. lastdir contains
440 * the last direction the creature has successfully
441 * moved.
442 */
443 pos = lastpos;
444 pos.move (absdir (lastdir + i));
445
446 if (!pos.normalise ())
447 continue;
448
449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
452 continue;
453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
455 continue;
456
457 if (blocked_link (mon, pos.m, pos.x, pos.y))
458 break;
459 }
460
461 /* go through entire loop without finding a valid
462 * sidestep to take - thus, no valid path.
463 */
464 if (i == DETOUR_AMOUNT + 1)
465 return 0;
466
467 diff--;
468 lastdir = dir;
469 max--;
470 if (!firstdir)
471 firstdir = dir + i;
472 } /* else check alternate directions */
473 } /* if blocked */
474 else
475 {
476 /* we moved towards creature, so diff is less */
477 diff--;
478 max--;
479 lastdir = dir;
480
481 if (!firstdir)
482 firstdir = dir;
483 }
484
485 if (diff <= 1)
486 {
487 /* Recalculate diff (distance) because we may not have actually
488 * headed toward player for entire distance.
489 */
490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
492 }
493
494 if (diff > max)
495 return 0;
496 }
497
498 /* If we reached the max, didn't find a direction in time */
499 if (!max)
500 return 0;
501
502 return firstdir;
503}
504
505void
506give_initial_items (object *pl, treasurelist *items)
507{
508 if (pl->randomitems)
509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
510
511 for (object *next, *op = pl->inv; op; op = next)
512 {
513 next = op->below;
514
515 /* Forces get applied per default, unless they have the
516 * flag "neutral" set. Sorry but I can't think of a better way
517 */
518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
519 op->set_flag (FLAG_APPLIED);
520
521 /* we never give weapons/armour if these cannot be used
522 * by this player due to race restrictions
523 */
524 if (pl->type == PLAYER)
525 {
526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
528 (op->type == ARMOUR || op->type == BOOTS
529 || op->type == CLOAK || op->type == HELMET
530 || op->type == SHIELD || op->type == GLOVES
531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
533 {
534 op->destroy ();
535 continue;
536 }
537 }
538
539 /* Here we remove duplicated skills (as duplicated spell objects have
540 * _very_ confusing effects for players), which could for instance be
541 * generated by bad treasurelists. - elmex
542 */
543 if (op->type == SKILL)
544 {
545 for (object *tmp = op->below; tmp; tmp = tmp->below)
546 if (tmp->type == op->type && tmp->name == op->name)
547 {
548 op->destroy ();
549 LOG (llevError,
550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
551 break;
552 }
553
554 if (op->nrof > 1)
555 op->nrof = 1;
556 }
557
558 if (op->type == SPELLBOOK && op->inv)
559 op->inv->clr_flag (FLAG_STARTEQUIP);
560
561 /* Give starting characters identified, uncursed, and undamned
562 * items. Just don't identify gold or silver, or it won't be
563 * merged properly.
564 */
565 if (op->need_identify ())
566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
572 if (op->type == SPELL)
573 {
574 op->destroy ();
575 continue;
576 }
577 else if (op->type == SKILL)
578 {
579 op->set_flag (FLAG_CAN_USE_SKILL);
580 op->stats.exp = 0;
581 op->level = 1;
582 }
583 else /* lock all 'normal items by default */
584 op->set_flag (FLAG_INV_LOCKED);
585 } /* for loop of objects in player inv */
586
587 /* Need to set up the skill pointers */
588 pl->contr->link_skills ();
589}
590
591void
734void get_party_password(object *op, partylist *party) { 592get_party_password (object *op, partylist *party)
593{
735 if (party == NULL) { 594 if (party == NULL)
595 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 596 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 597 return;
738 } 598 }
599
739 op->contr->write_buf[0]='\0'; 600 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 602 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 604}
744
745 605
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747int roll_stat(void) { 607static int
608roll_stat ()
609{
748 int a[4],i,j,k; 610 int a[4], i, j, k;
749 611
750 for(i=0;i<4;i++) 612 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 613 a[i] = rndm (1, 6);
752 614
753 for(i=0,j=0,k=7;i<4;i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 616 if (a[i] < k)
755 k=a[i],j=i; 617 k = a[i], j = i;
756 618
757 for(i=0,k=0;i<4;i++) { 619 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 620 if (i != j)
759 k+=a[i]; 621 k += a[i];
760 } 622
761 return k; 623 return k;
762} 624}
763 625
764void roll_stats(object *op) { 626void
627object::roll_stats ()
628{
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
765 int sum=0; 633 int sum = 0;
766 int i = 0, j = 0; 634 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 635 sum += statsort [i] = roll_stat ();
768 636
769 do { 637 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 638 break;
771 op->stats.Dex=roll_stat(); 639 }
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);
781 640
782 /* Sort the stats so that rerolling is easier... */ 641 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 642 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;
790 643
791 /* a quick and dirty bubblesort? */ 644 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]; 645 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];
810 646
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; 647 stats.exp = 0;
822 op->stats.ac=0; 648 stats.ac = 0;
823 649
650 stats.hp = stats.maxhp;
651 stats.sp = stats.maxsp;
652 stats.grace = stats.maxgrace;
653
654 if (contr)
655 {
824 op->contr->levhp[1] = 9; 656 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 657 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 658 contr->levgrace[1] = 3;
827 659
828 fix_player(op); 660 contr->orig_stats = stats;
661 }
662}
663
664void
665object::swap_stats (int a, int b)
666{
667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
668
669 for (int i = 0; i < NUM_STATS; ++i)
670 stats.stat (i) = contr->orig_stats.stat (i);
671
672 //TODO: the following code looks so borked and should, at the very least,
673 // be merged with the similar code in roll_stats
674 stats.ac = 0;
675
676 level = 1;
677 stats.exp = 0;
678 stats.ac = 0;
679
829 op->stats.hp = op->stats.maxhp; 680 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 681 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 682 stats.grace = stats.maxgrace;
683
684 if (contr)
685 {
686 contr->levhp[1] = 9;
687 contr->levsp[1] = 6;
688 contr->levgrace[1] = 3;
689
832 op->contr->orig_stats=op->stats; 690 contr->orig_stats = stats;
691 }
833} 692}
834 693
835void Roll_Again(object *op) 694static void
695start_info (object *op)
836{ 696{
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]; 697 char buf[MAX_BUF];
845 698
846 if ( op->contr->Swap_First == -1 ) { 699 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); 700 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} 701}
954 702
955/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
959 * not the class. 707 * not the class.
960 */ 708 */
961 709void
962int key_change_class(object *op, char key) 710player::chargen_race_done ()
963{ 711{
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 */ 712 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 713 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 714
715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
716 if (tl)
717 create_treasure (tl, ob, 0, 0, 0);
718
978 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr);
980 720
981 op->contr->state=ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
982 722
983 if (op->msg) { 723 if (ob->msg)
984 free_string(op->msg); 724 ob->msg = 0;
985 op->msg=NULL;
986 }
987 725
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); 726 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 728 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 729 esrv_send_inventory (ob, ob);
1002 fix_player(op); 730 ob->update_stats ();
1003 731
1004 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
1005 * is one for this race 733 * is one for this race
1006 */ 734 */
1007 if(*first_map_ext_path) { 735 if (*first_map_ext_path)
1008 object *tmp; 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 737 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"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 739}
1024 return 0;
1025 }
1026 740
741void
742player::chargen_race_next ()
743{
1027 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1029 */ 746 */
1030 747
1031 tmp_loop = 0; 748 do
1032 while(!tmp_loop) { 749 {
1033 const char *name = add_string (op->name); 750 shstr name = ob->name;
1034 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 752
1036 remove_ob (op); 753 ob->remove_statbonus ();
754 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 756 ob->arch->copy_to (ob);
1039 op->instantiate (); 757 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 759 ob->name = ob->name_pl = name;
1042 op->name = name; 760 ob->x = x;
1043 free_string(op->name_pl); 761 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 */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 764 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 765 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 } 766 }
767 while (!allowed_class (ob));
768
1056 update_object(op,UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 770 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 771 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 774 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} 775}
1067 776
1068int key_confirm_quit(object *op, char key) 777static 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) { 778flee_player (object *op)
779{
1114 int dir,diff; 780 int dir, diff;
1115 rv_vector rv; 781 rv_vector rv;
1116 782
1117 if(op->stats.hp < 0) { 783 if (op->stats.hp < 0)
784 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1120 return; 787 return;
788 }
789
790 if (!op->enemy)
1121 } 791 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1126 return; 794 return;
1127 } 795 }
1128 796
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)) { 797 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 } 798 {
799 op->enemy = NULL;
800 op->clr_flag (FLAG_SCARED);
801 return;
802 }
803
1144 get_rangevector(op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1145 805
1146 dir=absdir(4+rv.direction); 806 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 807 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 } 808 {
809 int m = 1 - rndm (2) * 2;
810
811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
812 return;
813 }
814
1154 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1156 op->enemy=NULL; 817 op->enemy = NULL;
1157} 818}
1158
1159 819
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* 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 821 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 822 * stop.
1163 */ 823 */
824int
1164int check_pick(object *op) { 825check_pick (object *op)
826{
1165 object *tmp, *next; 827 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 828 int stop = 0;
1168 int j, k, wvratio; 829 int wvratio;
1169 char putstring[128], tmpstr[16];
1170 830
1171
1172 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1174 return 1; 833 return 1;
1175 834
1176 op_tag = op->count;
1177
1178 next = op->below; 835 next = op->below;
1179 if (next) 836
1180 next_tag = next->count; 837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 839
1182 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 841 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 842 while (next && !next->destroyed ())
1185 { 843 {
1186 tmp = next; 844 tmp = next;
1187 next = tmp->below; 845 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 846
1191 if (was_destroyed (op, op_tag)) 847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
853 if (op->destroyed ())
1192 return 0; 854 return 0;
1193 855
1194 if ( ! can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1195 continue; 857 continue;
1196 858
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 860 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1201 continue; 864 continue;
1202 } 865 }
1203 866
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 */ 867 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 868 if (op->contr->mode & PU_DEBUG)
1241 { 869 {
1242 /* some debugging code to figure out item information */ 870 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 871 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 872 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 873 &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", 874 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 875 &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)))); 876
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 877 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 } 878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
1281 /* philosophy: 886 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 887 * 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 888 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 889 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 890 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 891 * example.
1287 * The drawback: right now it has no frontend, so you need to 892 * 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 893 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 894 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 897 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 898 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 899 * meaning if any test passes, the item gets picked up. */
1295 900
1296 /* if mode is set to pick nothing up, return */ 901 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 902 if (op->contr->mode == PU_NOTHING)
903 return 1;
1299 904
1300 /* if mode is set to stop when encountering objects, return */ 905 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 906 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 907 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 908 if (op->contr->mode & PU_STOP)
909 return 0;
1305 910
1306 /* useful for going into stores and not losing your settings... */ 911 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 912 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 913 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
1310 916
1311 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 918 if (tmp->flag [FLAG_UNPAID])
919 continue;
1313 920
1314 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
1316 924
1317 /* all food and drink if desired */ 925 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 928 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 929 {
930 CHK_PICK_PICKUP;
931 continue;
932 }
933
1322 if(op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
1325 940
1326 if(op->contr->mode & PU_POTION) 941 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 942 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
1329 947
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 948 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 949 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 950 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
1334 if(op->contr->mode & PU_SKILLSCROLL) 956 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 957 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1337 if(op->contr->mode & PU_READABLES) 963 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
1340 969
1341 /* wands/staves/rods/horns */ 970 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 971 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 972 if (tmp->type == WAND
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
1345 980
1346 /* pick up all magical items */ 981 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
1350 989
1351 if(op->contr->mode & PU_VALUABLES) 990 if (op->contr->mode & PU_VALUABLES)
1352 { 991 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 992 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
1355 } 997 }
1356 998
1357 /* rings & amulets - talismans seems to be typed AMULET */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1000 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1001 if (tmp->type == RING
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1009
1010 /* we don't forget dragon food */
1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1015 continue;
1016 }
1361 1017
1362 /* bows and arrows. Bows are good for selling! */ 1018 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1019 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1020 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1366 if(op->contr->mode & PU_ARROW) 1026 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1027 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1369 1032
1370 /* all kinds of armor etc. */ 1033 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1034 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1035 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1374 if(op->contr->mode & PU_HELMET) 1041 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1042 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1377 if(op->contr->mode & PU_SHIELD) 1048 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1049 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1380 if(op->contr->mode & PU_BOOTS) 1055 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1056 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1383 if(op->contr->mode & PU_GLOVES) 1062 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1386 if(op->contr->mode & PU_CLOAK) 1069 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1070 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1389 1075
1390 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1394 1083
1395 /* careful: chairs and tables are weapons! */ 1084 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1085 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1086 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1087 if (tmp->type == WEAPON)
1399 { 1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1089 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1090 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1091 continue;
1403 } 1092 }
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 } 1093 }
1411 1094
1412 /* misc stuff that's useful */ 1095 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1096 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1416 1102
1417 /* any of the last 4 bits set means we use the ratio for value 1103 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1104 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1105 if (op->contr->mode & PU_RATIO)
1420 { 1106 {
1421 /* use value density to decide what else to grab */ 1107 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1108 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1109 /* >=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 */ 1110 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1111 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1113 {
1428 pick_up(op, tmp);
1429#if 0 1114#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1116 if (tmp->name != NULL)
1117 {
1432 fprintf(stderr,"%s", tmp->name); 1118 fprintf (stderr, "%s", tmp->name);
1433 } 1119 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1120 else
1121 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1437#endif 1124#endif
1438 continue; 1125 CHK_PICK_PICKUP;
1439 } 1126 continue;
1127 }
1128 } /* the new pickup model */
1440 } 1129 }
1441 } /* the new pickup model */ 1130
1442 }
1443 return ! stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1444} 1167}
1445 1168
1446/* 1169/*
1447 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1172 * found object is returned.
1450 */ 1173 */
1174static object *
1451object *find_arrow(object *op, const char *type) 1175find_arrow (object *op, const char *type)
1452{ 1176{
1453 object *tmp = NULL; 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1454 1180
1455 for(op=op->inv; op; op=op->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1183 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1184 {
1459 else if (op->type==ARROW && op->race==type) 1185 splay (tmp);
1186 return arrow;
1187 }
1188
1460 return op; 1189 return 0;
1461 return tmp;
1462} 1190}
1463 1191
1464/* 1192/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * 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 1194 * 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 1195 * 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. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1197 */
1470 1198static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1200{
1473 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1475 1203
1476 if (!type) 1204 if (!type)
1477 return NULL; 1205 return NULL;
1478 1206
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1208 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1482 i = 0; 1210 {
1211 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1484 if (i > betterby) { 1214 if (i > betterby)
1485 tmp = ntmp; 1215 {
1486 betterby = i; 1216 tmp = ntmp;
1487 } 1217 betterby = i;
1218 }
1219 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1220 else if (arrow->type == ARROW && arrow->race == type)
1221 {
1489 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1223 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1224 {
1492 if (arrow->attacktype & AT_DEATH) { 1225 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1226 {
1494 return arrow; 1227 *better = 100;
1495 } else { 1228 return arrow;
1496 tmp = arrow; 1229 }
1230 else
1231 {
1232 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1233 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1234 }
1499 } else { 1235 }
1236 else
1237 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1239 {
1501 attacktype = 1<<attacknum; 1240 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1243 {
1244 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1246 }
1507 } 1247 }
1248
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1250 {
1251 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1253 }
1254
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1256 {
1257 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1259 }
1260 }
1261 }
1516 } 1262 }
1517 } 1263
1518 }
1519 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1265 return find_arrow (op, type);
1521 1266
1522 *better = betterby; 1267 *better = betterby;
1523 return tmp; 1268 return tmp;
1524} 1269}
1525 1270
1526/* looks in a given direction, finds the first valid target, and calls 1271/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1273 * op = the shooter
1529 * type = bow->race 1274 * type = bow->race
1530 * dir = fire direction 1275 * dir = fire direction
1531 */ 1276 */
1532 1277static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1279{
1535 object *tmp = NULL; 1280 object *tmp = NULL;
1536 mapstruct *m; 1281 maptile *m;
1537 int i, mflags, found, number; 1282 int i, mflags, found, number;
1538 sint16 x, y; 1283 sint16 x, y;
1539 1284
1540 if (op->map == NULL) 1285 if (op->map == NULL)
1541 return find_arrow(op, type); 1286 return find_arrow (op, type);
1542 1287
1543 /* do a dex check */ 1288 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1289 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))) 1290 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1291 return find_arrow (op, type);
1547 1292
1548 m = op->map; 1293 m = op->map;
1549 x = op->x; 1294 x = op->x;
1550 y = op->y; 1295 y = op->y;
1551 1296
1552 /* find the first target */ 1297 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1298 for (i = 0, found = 0; i < 20; i++)
1299 {
1554 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1305 {
1559 break; 1306 tmp = 0;
1307 break;
1308 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1310 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1563 */ 1313 */
1564 tmp = NULL; 1314 tmp = 0;
1565 break; 1315 break;
1566 } 1316 }
1317
1567 if (mflags & P_IS_ALIVE) { 1318 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1320 if (tmp->flag [FLAG_ALIVE])
1570 found++; 1321 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1322 }
1577 if (tmp == NULL) 1323
1324 if (!tmp)
1578 return find_arrow(op, type); 1325 return find_arrow (op, type);
1579 1326
1580 if (tmp->head) 1327 if (tmp->head)
1581 tmp = tmp->head; 1328 tmp = tmp->head;
1582 1329
1583 return find_better_arrow(op, tmp, type, &i); 1330 return find_better_arrow (op, tmp, type, &i);
1584} 1331}
1585 1332
1586/* 1333/*
1587 * Creature fires a bow - op can be monster or player. Returns 1334 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1335 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1338 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1339 * 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 1340 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1341 * player fire modes.
1595 */ 1342 */
1343int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1345{
1599 object *left, *bow; 1346 object *left, *bow;
1600 tag_t left_tag, tag; 1347 int mflags;
1601 int bowspeed, mflags; 1348 maptile *m;
1602 mapstruct *m;
1603 1349
1604 if (!dir) { 1350 if (!dir)
1351 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1353 return 0;
1354 }
1355
1356 if (op->contr)
1357 bow = op->current_weapon;
1358 else
1607 } 1359 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* 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. 1362 * don't need to switch back and forth between bows and weapons.
1614 */ 1363 */
1615 if(bow->type==BOW) 1364 if (bow->type == BOW)
1616 break; 1365 break;
1617 1366
1618 if (!bow) { 1367 if (!bow)
1368 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1370 return 0;
1621 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1622 } 1375 }
1376
1623 if( !bow->race || !bow->skill) { 1377 if (!bow->race || !bow->skill)
1378 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1380 return 0;
1626 } 1381 }
1627 1382
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) { 1383 if (arrow == NULL)
1384 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1386 {
1638 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1388 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 */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1390 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1644 return 0; 1393 return 0;
1645 } 1394 }
1646 } 1395 }
1396
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1398 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1399 return 0;
1650 } 1400
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1401 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1402 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1404 return 0;
1654 } 1405 }
1655 1406
1656 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1408 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1411 arrow->destroy ();
1412 return 0;
1413 }
1662 1414
1663 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1416 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1417 if (!arrow)
1666 if (arrow == NULL) { 1418 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1420 return 0;
1669 return 0;
1670 } 1421 }
1671 set_owner(arrow, op); 1422
1672 if (arrow->skill) free_string(arrow->skill); 1423 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1424 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1425 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1426
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 */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1430 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1431
1691 /* Note that this was different for monsters - they got their level 1432#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1433 if (player *pl = op->contr)
1693 */
1694 1434 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1435 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1699 /* update the speed */ 1449 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1450 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]) + 1451 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1452
1705 if (arrow->speed < 1.0) 1453 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1454 arrow->speed_left = 0;
1709 1455
1456 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1457
1710 if (op->type == PLAYER) { 1458 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1459 {
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; 1460 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1461 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1462
1463 if (!arrow->slaying)
1464 arrow->slaying = op->slaying;
1465
1466 arrow->attacktype |= op->attacktype;
1467 }
1468 else
1469 {
1721 arrow->level = op->level; 1470 arrow->level = op->level;
1722 } 1471 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1472
1473 if (!arrow->slaying)
1474 arrow->slaying = bow->slaying;
1475
1724 arrow->attacktype |= bow->attacktype; 1476 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1477 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1478
1728 arrow->map = m; 1479 wc -= arrow->level;
1480 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1481
1482 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1483 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1484 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1485
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1486 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1487 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1488
1736 if (!was_destroyed(arrow, tag)) 1489 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1490 move_arrow (arrow);
1738 1491
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; 1492 return 1;
1746} 1493}
1747 1494
1748/* Special fire code for players - this takes into 1495/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1496 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1497 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1498 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1499 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1500 * hence the function name.
1754 */ 1501 */
1502static int
1755int player_fire_bow(object *op, int dir) 1503player_fire_bow (object *op, int dir)
1756{ 1504{
1757 int ret=0, wcmod=0; 1505 int ret;
1758 1506
1759 if (op->contr->bowtype == bow_bestarrow) { 1507 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1508 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1509 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); 1510 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1511 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1512 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1513 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, 1514 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1515 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1516 else if (op->contr->bowtype == bow_threewide)
1517 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1518 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)]); 1519 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)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1521 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1522 else if (op->contr->bowtype == bow_spreadshot)
1523 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1524 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); 1525 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); 1526 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1527 }
1777 } else { 1528 else
1529 {
1778 /* Simple case */ 1530 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1532 }
1533
1781 return ret; 1534 return ret;
1782} 1535}
1783
1784 1536
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1537/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1538 * Broken apart from 'fire' to keep it more readable.
1787 */ 1539 */
1540static void
1788void fire_misc_object(object *op, int dir) 1541fire_misc_object (object *op, int dir)
1789{ 1542{
1790 object *item; 1543 object *item = op->contr->ranged_ob;
1791 1544
1792 if (!op->contr->ranges[range_misc]) { 1545 if (!item)
1546 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1548 return;
1795 } 1549 }
1796 1550
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1551 if (!item->inv)
1552 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1553 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1554 return;
1801 } 1555 }
1802 if (item->type == WAND) { 1556
1803 if(item->stats.food<=0) { 1557 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; 1558 return;
1807 } 1559
1560 if (item->type == WAND)
1561 {
1562 if (item->stats.food <= 0)
1563 {
1564 op->contr->play_sound (sound_find ("wand_poof"));
1565 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1566
1567 return;
1568 }
1569 }
1570 else if (item->type == ROD || item->type == HORN)
1571 {
1572 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1573
1574 // using the maximum of the rods charge allows at least one spell cast
1575 // for a rod or horn, this fixes some broken rods.
1576 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1577 {
1578 op->contr->play_sound (sound_find ("wand_poof"));
1579
1580 if (item->type == ROD)
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1582 else
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1584
1585 return;
1586 }
1587 }
1588
1589 if (cast_spell (op, item, dir, item->inv, NULL))
1590 {
1591 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1592
1593 if (item->type == WAND)
1594 {
1595 if (!(--item->stats.food))
1596 {
1597 object *tmp;
1598
1599 if (item->arch)
1600 {
1601 item->clr_flag (FLAG_ANIMATE);
1602 item->face = item->arch->face;
1603 item->set_speed (0);
1604 }
1605
1606 if (object *pl = item->visible_to ())
1607 esrv_update_item (UPD_ANIM, pl, item);
1608 }
1609 }
1808 } else if (item->type == ROD || item->type==HORN) { 1610 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); 1611 drain_rod_charge (item);
1838 }
1839 } 1612 }
1840} 1613}
1841 1614
1842/* Received a fire command for the player - go and do it. 1615/* Received a fire command for the player - go and do it.
1843 */ 1616 */
1617bool
1844void fire(object *op,int dir) { 1618fire (object *who, int dir)
1619{
1845 int spellcost=0; 1620 int spellcost = 0;
1846 1621
1622 player *pl = who->contr;
1623
1624 if (pl->golem)
1625 {
1626 control_golem (who->contr->golem, dir);
1627 return false;
1628 }
1629
1630 object *ob = pl->ranged_ob;
1631
1632 if (!ob)
1633 return false;
1634
1635 if (who->speed_left > 0.f)
1636 --who->speed_left;
1637 else
1638 return false;
1639
1640 if (!who->apply (ob))
1641 return false;
1642
1847 /* check for loss of invisiblity/hide */ 1643 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1644 if (action_makes_visible (who))
1645 make_visible (who);
1849 1646
1850 switch(op->contr->shoottype) { 1647 switch (ob->type)
1851 case range_none: 1648 {
1852 return; 1649 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1650 player_fire_bow (who, dir);
1856 return; 1651 break;
1857 1652
1858 case range_magic: /* Casting spells */ 1653 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1654 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1655 break;
1861 1656
1862 case range_misc: 1657 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 ); 1658 apply_map_builder (who, dir);
1659 break;
1660
1661 case SKILL:
1662 do_skill (who, who, ob, dir, 0);
1663 break;
1664
1665 case RANGED:
1666 do_skill (who, ob, who->chosen_skill, dir, 0);
1667 break;
1668
1669 default:
1670 fire_misc_object (who, dir);
1671 break;
1672 }
1673
1674 return true;
1675}
1676
1677static object *
1678find_key_ (object *pl, object *container, object *door)
1679{
1680 object *tmp, *key;
1681
1682 /* Should not happen, but sanity checking is never bad */
1683 if (!container->inv)
1684 return 0;
1685
1686 /* First, lets try to find a key in the top level inventory */
1687 for (tmp = container->inv; tmp; tmp = tmp->below)
1688 {
1689 if (door->type == DOOR && tmp->type == KEY)
1690 break;
1691
1692 /* For sanity, we should really check door type, but other stuff
1693 * (like containers) can be locked with special keys
1694 */
1695 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1696 break;
1697 }
1698
1699 /* No key found - lets search inventories now */
1700 /* If we find and use a key in an inventory, return at that time.
1701 * otherwise, if we search all the inventories and still don't find
1702 * a key, return
1703 */
1704 if (!tmp)
1705 {
1706 for (tmp = container->inv; tmp; tmp = tmp->below)
1707 /* No reason to search empty containers */
1708 if (tmp->type == CONTAINER && tmp->inv)
1709 if ((key = find_key_ (pl, tmp, door)))
1710 return key;
1711
1712 if (!tmp)
1887 return; 1713 return 0;
1888 default: 1714 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1715
1890 return; 1716 /* We get down here if we have found a key. Now if its in a container,
1717 * see if we actually want to use it
1718 */
1719 if (pl != container)
1891 } 1720 {
1892} 1721 /* Only let players use keys in containers */
1722 if (!pl->contr)
1723 return 0;
1893 1724
1725 /* cases where this fails:
1726 * If we only search the player inventory, return now since we
1727 * are not in the players inventory.
1728 * If the container is not active, return now since only active
1729 * containers can be used.
1730 * If we only search keyrings and the container does not have
1731 * a race/isn't a keyring.
1732 * No checking for all containers - to fall through past here,
1733 * inv must have been an container and must have been active.
1734 *
1735 * Change the color so that the message doesn't disappear with
1736 * all the others.
1737 */
1738 if (pl->contr->usekeys == key_inventory
1739 || !container->flag [FLAG_APPLIED]
1740 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1741 {
1742 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1743 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1744 return NULL;
1745 }
1746 }
1894 1747
1748 return tmp;
1749}
1895 1750
1896/* find_key 1751/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1752 * 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 1753 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1754 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1756 * pl is the player,
1902 * inv is the objects inventory to searched 1757 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1758 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1759 * This function can be called recursively to search containers.
1905 */ 1760 */
1906 1761object *
1907object * find_key(object *pl, object *container, object *door) 1762find_key (object *pl, object *container, object *door)
1908{ 1763{
1909 object *tmp,*key; 1764 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 } 1765 {
1923 /* No key found - lets search inventories now */ 1766 // 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. 1767 // 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 1768 // of searching through containers ourselves.
1926 * a key, return 1769
1927 */ 1770 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 } 1771 }
1934 } 1772 else
1935 if (!tmp) return NULL; 1773 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} 1774}
1969 1775
1970/* moved door processing out of move_player_attack. 1776/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1777 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1778 * such that the caller should not do anything more,
1973 * 0 otherwise 1779 * 0 otherwise
1974 */ 1780 */
1781static int
1975static int player_attack_door(object *op, object *door) 1782player_attack_door (object *op, object *door)
1976{ 1783{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1784 /* 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 - 1785 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1786 * otherwise, we fall through to the rest of the code.
1981 */ 1787 */
1982 object *key=find_key(op, op, door); 1788 object *key = find_key (op, op, door);
1983 1789
1984 /* IF we found a key, do some extra work */ 1790 /* If we found a key, do some extra work */
1985 if (key) { 1791 if (key)
1792 {
1986 object *container=key->env; 1793 object *container = key->env;
1987 1794
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1795 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1796 make_visible (op);
1797
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1798 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1799 spring_trap (door->inv, op);
1800
1991 if (door->type == DOOR) { 1801 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1802 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1803 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1804 {
1996 "You open the door with the %s", query_short_name(key)); 1805 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1806 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1807 }
1808
1999 /* Do this after we print the message */ 1809 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1810 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1811
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1812 return 1; /* Nothing more to do below */
1813 }
2005 } else if (door->type==LOCKED_DOOR) { 1814 else if (door->type == LOCKED_DOOR)
1815 {
2006 /* Might as well return now - no other way to open this */ 1816 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1817 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1818 return 1;
2009 } 1819 }
1820
2010 return 0; 1821 return 0;
2011} 1822}
2012 1823
2013/* This function is just part of a breakup from move_player. 1824/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1825 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1826 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1827 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1828 * going to try and move (not fire weapons).
2018 */ 1829 */
2019 1830bool
2020void move_player_attack(object *op, int dir) 1831move_player_attack (object *op, int dir)
2021{ 1832{
2022 object *tmp, *mon, *tpl; 1833 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2023 sint16 nx, ny; 1834 {
2024 int on_battleground; 1835 --op->speed_left;
2025 mapstruct *m; 1836 return true;
1837 }
2026 1838
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1839 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1840 sint16 ny = freearr_y[dir] + op->y;
2031 1841
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1842 if (out_of_map (op->map, nx, ny))
1843 return false;
2033 1844
2034 /* If braced, or can't move to the square, and it is not out of the 1845 /* 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 1846 * 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 1847 * 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 1848 * 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 1849 * 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 1850 * 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 1851 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1852 * move_ob uses.
2042 */ 1853 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1854 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 1855
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1856 /* 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. 1857 * 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 1858 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1859 * on the space
2060 */ 1860 */
2061 while (tmp!=NULL) { 1861 object *mon;
2062 if (tmp == op) { 1862 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1863 {
2064 continue; 1864 if ((mon->flag [FLAG_ALIVE]
1865 || mon->type == LOCKED_DOOR
1866 || mon->flag [FLAG_CAN_ROLL])
1867 && mon != op)
1868 break;
2065 } 1869 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1870
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 */ 1871 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 1872 return false; /* into a wall */
2077 1873
2078 if(mon->head != NULL)
2079 mon = mon->head; 1874 mon = mon->head_ ();
2080 1875
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1876 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1877 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1878 if (player_attack_door (op, mon))
1879 {
1880 --op->contr->weapon_sp_left;
1881 return true;
1882 }
2083 1883
2084 /* The following deals with possibly attacking peaceful 1884 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1885 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1886 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1887 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1888 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1889 * and thus will not push them.
2090 */ 1890 */
2091 1891
2092 /* If the creature is a pet, push it even if the player is not 1892 /* 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 1893 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1894 * player owns it and it is either friendly or unagressive.
2095 */ 1895 */
2096 if ((op->type==PLAYER) 1896 if (op->type == PLAYER
2097#if COZY_SERVER 1897 && ((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)) 1898 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1899 || mon->owner == op)
2103 ) 1900 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2104#else 1901 {
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 */ 1902 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1903 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1904 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1905
1906 if (op->speed_left > 0.f)
1907 {
1908 --op->speed_left;
1909
1910 op->play_sound (sound_find ("push_player"));
1911 push_ob (mon, dir, op);
1912
1913 if (action_makes_visible (op))
1914 make_visible (op);
1915
1916 return true;
1917 }
1918 else
1919 return false;
1920 }
1921
1922 bool on_battleground = op_on_battleground (op, 0, 0);
1923
2117 /* in certain circumstances, you shouldn't attack friendly 1924 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1925 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1926 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1927 * attack them either.
2121 */ 1928 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1929 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1930 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2124 ( 1931 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1932 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1933 && !on_battleground))
1934 {
1935 if (op->speed_left > 0.f)
1936 {
1937 --op->speed_left;
1938
1939 if (!op->contr->braced)
2131 )) { 1940 {
2132 if (!op->contr->braced) { 1941 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1942 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1943 }
2135 } else { 1944 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1945 op->statusmsg ("You withhold your attack");
1946
1947 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1948 make_visible (op);
1949
1950 return true;
1951 }
2137 } 1952 }
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 1953 /* 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. 1954 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1955 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1956 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1957 {
1958 if (op->speed_left > 0.f)
1959 {
1960 --op->speed_left;
1961
2145 recursive_roll(mon,dir,op); 1962 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 1963 if (action_makes_visible (op))
2147 } 1964 make_visible (op);
2148 1965
1966 return true;
1967 }
1968 }
2149 /* Any generic living creature. Including things like doors. 1969 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 1970 * 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: 1971 * 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 1972 * 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. 1973 * that party_number -1 is no party, so attacks can still happen.
2154 */ 1974 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1975 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 1976 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 1977 {
1978 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1979 {
1980 --op->contr->weapon_sp_left;
2159 1981
2160 /* If the player hasn't hit something this tick, and does 1982 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 1983
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1984 if (action_makes_visible (op))
1985 make_visible (op);
1986
1987 return true;
1988 }
2169 } 1989 }
2170 1990
2171 skill_attack(mon, op, 0, NULL, NULL); 1991 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} 1992}
2189 1993
1994bool
2190int move_player(object *op,int dir) { 1995move_player (object *op, int dir)
2191 int pick; 1996{
2192 object *transport = op->contr->transport; 1997 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; 1998 return 0;
1999
2000 /* Sanity check: make sure dir is valid */
2001 if (dir < 0 || dir > 8)
2002 {
2003 LOG (llevError, "move_player: invalid direction %d\n", dir);
2004 return 0;
2005 }
2006
2007 /* peterm: added following line */
2008 if (op->flag [FLAG_CONFUSED] && dir)
2009 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2010
2011 op->facing = dir;
2012
2013 if (op->flag [FLAG_HIDDEN])
2014 do_hidden_move (op);
2015
2016 bool retval;
2017 int pick = 0;
2018
2019 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2020 retval = RESULT_INT (0);
2021 else if (op->contr->fire_on)
2022 retval = fire (op, dir);
2023 else
2024 {
2025 retval = move_player_attack (op, dir);
2026 pick = check_pick (op);
2027 }
2028
2029 /* Add special check for newcs players and fire on - this way, the
2030 * server can handle repeat firing.
2031 */
2032 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2033 op->direction = dir;
2034 else
2035 op->direction = 0;
2036
2037 /* Update how the player looks. Use the facing, so direction may
2038 * get reset to zero. This allows for full animation capabilities
2039 * for players.
2040 */
2041 animate_object (op, op->facing);
2042
2043 return retval;
2256} 2044}
2257 2045
2258/* This is similar to handle_player, below, but is only used by the 2046/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2047 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2048 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2049 * the new speed values for commands.
2262 * 2050 *
2263 * Returns true if there are more actions we can do. 2051 * Returns true if there are more actions we can do. Should not do
2052 * many actions in a row, as that would be too unfair to other
2053 * players.
2264 */ 2054 */
2055bool
2265int handle_newcs_player(object *op) 2056handle_newcs_player (object *op)
2266{ 2057{
2267 if (op->contr->hidden) { 2058 if (op->flag [FLAG_SCARED])
2268 op->invisible = 1000; 2059 {
2269 /* the socket code flashes the player visible/invisible 2060 if (op->speed_left > 0.f)
2270 * depending on the value of invisible, so we need to 2061 {
2271 * alternate it here for it to work correctly. 2062 --op->speed_left;
2272 */ 2063 flee_player (op);
2273 if (pticks & 2) op->invisible--; 2064
2065 return true;
2066 }
2067 else
2068 return false;
2274 } 2069 }
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 2070
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 2071 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2072 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2073 * called, so we recheck it here.
2307 */ 2074 */
2308 HandleClient(&op->contr->socket, op->contr); 2075 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2076 return true;
2310 2077
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2078 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); 2079 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2080
2321 else return 0; 2081 return false;
2322 } 2082}
2083
2084static int
2085save_life (object *op)
2086{
2087 if (!op->flag [FLAG_LIFESAVE])
2323 return 0; 2088 return 0;
2324}
2325 2089
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) 2090 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2091 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2092 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2093 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2094 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2095
2338 if (op->contr) 2096 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count); 2097 op->clr_flag (FLAG_LIFESAVE);
2340 remove_ob(tmp); 2098
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0) 2099 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2100 op->stats.hp = op->stats.maxhp;
2101
2345 if(op->stats.food<0) 2102 if (op->stats.food < 0)
2346 op->stats.food = 999; 2103 op->stats.food = MAX_FOOD;
2347 fix_player(op); 2104
2105 op->update_stats ();
2348 return 1; 2106 return 1;
2349 } 2107 }
2108
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2109 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2110 op->clr_flag (FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2111 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2112 return 0;
2354} 2113}
2355 2114
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2115/* 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 2116 * 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 2117 * function will descend into containers. op is the object to start the search
2359 * from. 2118 * from.
2360 */ 2119 */
2120static void
2361void remove_unpaid_objects(object *op, object *env) 2121drop_unpaid_items (object *op, object *env)
2362{ 2122{
2363 object *next;
2364
2365 while (op) { 2123 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 } 2124 {
2380} 2125 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2381 2126
2127 if (op->flag [FLAG_UNPAID])
2128 op->insert_at (env);
2129 else if (op->inv)
2130 drop_unpaid_items (op->inv, env);
2382 2131
2383/* 2132 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 } 2133 }
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} 2134}
2419 2135
2136void
2137object::drop_unpaid_items ()
2138{
2139 if (!flag [FLAG_REMOVED])
2140 ::drop_unpaid_items (inv, this);
2141}
2420 2142
2421 2143void
2422void do_some_living(object *op) { 2144do_some_living (object *op)
2145{
2423 int last_food=op->stats.food; 2146 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2147 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2148 int over_hp, over_sp, over_grace;
2426 int i; 2149 int i;
2427 int rate_hp = 1200; 2150 int rate_hp = 1200;
2428 int rate_sp = 2500; 2151 int rate_sp = 2500;
2429 int rate_grace = 2000; 2152 int rate_grace = 2000;
2430 const int max_hp = 1; 2153 const int max_hp = 1;
2431 const int max_sp = 1; 2154 const int max_sp = 1;
2432 const int max_grace = 1; 2155 const int max_grace = 1;
2433 2156
2434 if (op->contr->outputs_sync) { 2157 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2158 {
2436 if (op->contr->outputs[i].buf!=NULL && 2159 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2160 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2161 * depending on the value of invisible, so we need to
2162 * alternate it here for it to work correctly.
2163 */
2164 if (pticks & 2)
2165 op->invisible--;
2439 } 2166 }
2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2168 {
2169 if (!op->invisible--)
2170 {
2171 make_visible (op);
2172 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2173 }
2174 }
2440 2175
2441 if(op->contr->state==ST_PLAYING) { 2176 if (op->contr->ns->state == ST_PLAYING)
2442 2177 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2178 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2179 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) 2180 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2181 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2182 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2183 {
2184 gen_hp = op->stats.maxhp;
2185 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2186 }
2187
2188 if (op->contr->gen_sp >= 0)
2189 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2190 else
2191 {
2192 gen_sp = op->stats.maxsp;
2193 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2194 }
2195
2196 if (op->contr->gen_grace >= 0)
2197 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2198 else
2199 {
2200 gen_grace = op->stats.maxgrace;
2201 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2202 }
2203
2204 /* Regenerate Grace */
2205 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2206 if (--op->last_grace < 0)
2207 {
2208 if (op->stats.grace < op->stats.maxgrace / 2)
2209 op->stats.grace++; /* no penalty in food for regaining grace */
2210
2211 if (max_grace > 1)
2212 {
2213 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2214 if (over_grace > 0)
2215 {
2216 op->stats.sp += over_grace
2217 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2218 op->last_grace = 0;
2219 }
2220 else
2221 {
2222 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2223 }
2224 }
2225 else
2226 {
2227 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2228 }
2229 /* wearing stuff doesn't detract from grace generation. */
2230 }
2231
2232 if (op->stats.food > 0)
2233 {
2234 /* Regenerate Spell Points */
2235 if (!op->contr->golem && --op->last_sp < 0)
2236 {
2237 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2238
2239 if (op->stats.sp < op->stats.maxsp)
2240 {
2241 op->stats.sp++;
2242
2243 /* dms do not consume food */
2244 if (!op->flag [FLAG_WIZ])
2245 {
2246 op->stats.food--;
2247
2248 if (op->contr->digestion < 0)
2249 op->stats.food += op->contr->digestion;
2250 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2251 op->stats.food = last_food;
2252 }
2253 }
2254
2255 if (max_sp > 1)
2256 {
2257 over_sp = (gen_sp + 10) / rate_sp;
2258 if (over_sp > 0)
2259 {
2260 if (op->stats.sp < op->stats.maxsp)
2261 {
2262 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2263
2264 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2265 op->stats.sp--;
2266
2267 if (op->stats.sp > op->stats.maxsp)
2268 op->stats.sp = op->stats.maxsp;
2269 }
2270
2271 op->last_sp = 0;
2272 }
2273 else
2274 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2275 }
2276 else
2277 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2278 }
2279
2280 /* Regenerate Hit Points */
2281 if (--op->last_heal < 0)
2282 {
2283 if (op->stats.hp < op->stats.maxhp)
2284 {
2285 op->stats.hp++;
2286
2287 /* dms do not consume food */
2288 if (!op->flag [FLAG_WIZ])
2289 {
2290 op->stats.food--;
2291
2292 if (op->contr->digestion < 0)
2293 op->stats.food += op->contr->digestion;
2294 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2295 op->stats.food = last_food;
2296 }
2297 }
2298
2299 if (max_hp > 1)
2300 {
2301 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2302
2303 if (over_hp > 0)
2304 {
2305 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2306 op->last_heal = 0;
2307 }
2308 else
2309 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2310 }
2311 else
2312 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2313 }
2314 }
2315
2316 /* Digestion */
2317 if (--op->last_eat < 0)
2318 {
2319 int bonus = max (0, op->contr->digestion),
2320 penalty = max (0, -op->contr->digestion);
2321
2322 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2323
2561 /* dms do not consume food */ 2324 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2325 if (!op->flag [FLAG_WIZ])
2563 } 2326 op->stats.food--;
2564 } 2327 }
2565 2328
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2329 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2330 {
2331 object *flesh = 0;
2568 2332
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2333 for_inv_removable (op, tmp)
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2334 {
2335 if (tmp->flag [FLAG_UNPAID])
2336 continue;
2337
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2338 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."); 2339 {
2573 manual_apply(op,tmp,0); 2340 op->statusmsg ("You blindly grab for a bite of food. "
2341 "H<To prevent you from starving, you ate some random item from your backpack.>");
2342 op->apply (tmp);
2343
2574 if(op->stats.food>=0||op->stats.hp<0) 2344 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2345 break;
2576 } 2346 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2347 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2348 flesh = tmp;
2579 } /* end of for loop */ 2349 }
2350
2580 /* If player is still starving, it means they don't have any food, so 2351 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2352 * eat flesh instead.
2582 */ 2353 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2354 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."); 2355 {
2585 manual_apply(op,flesh,0); 2356 op->statusmsg ("You blindly grab for a bite of food. "
2586 } 2357 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 } /* end if player is starving */ 2358 op->apply (flesh);
2359 }
2588 2360
2589 while(op->stats.food<0&&op->stats.hp>0) 2361 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2362 if (op->stats.food < 0)
2591 2363 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2364 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2365 }
2366
2367 if (op->stats.food < 0)
2368 {
2369 op->stats.hp += op->stats.food;
2370 op->stats.food = 0;
2371
2372 if (op->stats.hp < 0)
2373 {
2374 op->contr->killer = archetype::get ("killer_starvation");
2375 op->contr->killer->destroy ();
2376 }
2377 }
2378
2379 /* killer should be set here already */
2380 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2381 kill_player (op);
2382 }
2383}
2597 2384
2598/* If the player should die (lack of hp, food, etc), we call this. 2385/* 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 2386 * 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 2387 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2388 * file.
2602 */ 2389 */
2390void
2603void kill_player(object *op) 2391kill_player (object *op)
2604{ 2392{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2393 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2394 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; 2395 int will_kill_again;
2614 archetype *at; 2396 archetype *at;
2615 object *tmp; 2397 object *tmp;
2616 2398
2617 if(save_life(op)) 2399 if (save_life (op))
2618 return; 2400 return;
2619 2401
2402 dynbuf_text deathtab;
2620 2403
2404 /* restore player */
2405 at = archetype::find (shstr_poisoning);
2406 if (object *tmp = present_arch_in_ob (at, op))
2407 {
2408 tmp->destroy ();
2409 deathtab << "Your body feels cleansed...\r";
2410 }
2411
2412 at = archetype::find (shstr_confusion);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your mind feels clearer...\r";
2417 }
2418
2419 cure_disease (op, 0, 0); /* remove any disease */
2420
2421 max_it (op->stats.hp , op->stats.maxhp);
2422 max_it (op->stats.sp , op->stats.maxsp);
2423 max_it (op->stats.grace, op->stats.maxgrace);
2424 max_it (op->stats.food , 200);
2425
2426 // remove all spell effects that are active
2427 // to avoid long-term effects such as word-of-recall
2428 for (object *item = op->inv; item; )
2429 {
2430 object *next = item->below;
2431
2432 if (item->type == SPELL_EFFECT && item->active)
2433 item->destroy ();
2434
2435 item = next;
2436 }
2437
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2438 /* 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. 2439 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2440 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2441 */
2625 if (op_on_battleground(op, &x, &y)) { 2442 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2443 {
2627 "You have been defeated in combat!"); 2444 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 2445
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 */ 2446 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2447 object *tmp = archetype::find (shstr_finger)->instance ();
2654 if (tmp != NULL) 2448
2655 { 2449 tmp->name = format ("%s's finger" , &op->name);
2656 sprintf(buf,"%s's finger",op->name); 2450 tmp->name_pl = format ("%s's fingers", &op->name);
2657 tmp->name = add_string(buf); 2451 tmp->msg = format (
2658 sprintf(buf," This finger has been cut off %s\n" 2452 "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", 2453 &op->name, op->contr->title,
2660 op->name, op->contr->title, (int)(op->level), 2454 (int)op->level,
2661 op->contr->killer); 2455 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 2456 );
2457 tmp->value = 0, tmp->type = 0;
2458 tmp->material = name_to_material (shstr_organic);
2459 tmp->insert_at (op, tmp);
2460
2669 /* teleport defeated player to new destination*/ 2461 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2462 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2463 op->contr->braced = 0;
2672 return;
2673 }
2674 2464
2465 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2466 return;
2467 }
2468
2469 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2470 deathtab << "T<YOU HAVE DIED>\n\n";
2471
2675 INVOKE_PLAYER (DEATH, op->contr); 2472 INVOKE_PLAYER (DEATH, op->contr);
2676 2473
2677 command_kill_pets (op, 0); 2474 command_kill_pets (op, 0);
2678 2475
2679 if(op->stats.food<0) { 2476 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 2477
2700 /* save the map location for corpse, gravestone*/ 2478 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2479 x = op->x;
2480 y = op->y;
2481 map = op->map;
2702 2482
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2483 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2484 * 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. 2485 * See the config.h file for a little more in depth detail about this.
2708 */ 2486 */
2709 2487
2710 /* Basically two ways to go - remove a stat permanently, or just 2488 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2489 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2490 * of death.
2713 */ 2491 */
2714#ifndef COZY_SERVER 2492#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2493 if (settings.balanced_stat_loss)
2494 {
2716 /* If stat loss is permanent, lose one stat only. */ 2495 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2496 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2497 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2498 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2499 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2500 little bit harder. */
2722 /* GD */ 2501 /* GD */
2723 if (settings.stat_loss_on_death) 2502 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2503 num_stats_lose = 1;
2725 else 2504 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2505 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2506 }
2507 else
2728 num_stats_lose = 1; 2508 num_stats_lose = 1;
2729 } 2509
2730 lost_a_stat = 0; 2510 lost_a_stat = 0;
2731 2511
2732 for (z=0; z<num_stats_lose; z++) { 2512 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2513 {
2514 i = rndm (NUM_STATS);
2734 2515
2735 if (settings.stat_loss_on_death) { 2516 if (settings.stat_loss_on_death)
2517 {
2736 /* Pick a random stat and take a point off it. Tell the player 2518 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2519 * what he lost.
2738 */ 2520 */
2739 change_attr_value(&(op->stats), i,-1); 2521 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2522 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2523 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2524 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2525 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2526 lost_a_stat = 1;
2745 } else { 2527 }
2528 else
2529 {
2746 /* deplete a stat */ 2530 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2531 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2532 object *dep;
2533
2534 dep = present_arch_in_ob (deparch, op);
2535 if (!dep)
2749 2536 {
2750 dep = present_arch_in_ob(deparch,op); 2537 dep = deparch->instance ();
2751 if(!dep) {
2752 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2538 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 2539 }
2783 if (lose_this_stat) { 2540 lose_this_stat = 1;
2541 if (settings.balanced_stat_loss)
2542 {
2543 /* GD */
2544 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2545 this_stat = get_attr_value (&(dep->stats), i);
2546 if (this_stat < 0)
2547 {
2548 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2549 int keep_chance = this_stat * this_stat;
2550
2551 /* Yes, I am paranoid. Sue me. */
2552 if (keep_chance < 1)
2553 keep_chance = 1;
2554
2555 /* There is a maximum depletion total per level. */
2556 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2557 {
2558 lose_this_stat = 0;
2559 /* Take loss chance vs keep chance to see if we
2560 retain the stat. */
2561 }
2562 else
2563 {
2564 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2565 lose_this_stat = 0;
2566 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2567 this_stat, keep_chance, loss_chance,
2568 lose_this_stat?"LOSE":"KEEP"); */
2569 }
2570 }
2571 }
2572
2573 if (lose_this_stat)
2574 {
2575 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2576 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2577 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2578 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2579 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2580 * difference.
2790 */ 2581 */
2791 if (this_stat>=-50) { 2582 if (this_stat >= -50)
2583 {
2792 change_attr_value(&(dep->stats), i, -1); 2584 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2585 dep->set_flag (FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2586 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2587 op->update_stats ();
2796 lost_a_stat = 1; 2588 lost_a_stat = 1;
2797 } 2589 }
2798 } 2590 }
2591 }
2799 } 2592 }
2800 } 2593
2801 /* If no stat lost, tell the player. */ 2594 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2595 if (!lost_a_stat)
2803 { 2596 {
2804 /* determine_god() seems to not work sometimes... why is this? 2597 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2598 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2599 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2600
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2601 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2602 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2603 else
2811 else 2604 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 } 2605 }
2606#else
2607 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2608#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 2609
2819 /* Put a gravestone up where the character 'almost' died. List the 2610 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2611 * exp loss on the stone.
2821 */ 2612 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2613 tmp = archetype::find (shstr_gravestone)->instance ();
2823 sprintf(buf,"%s's gravestone",op->name); 2614 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2615 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2616 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); 2617 &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; 2618 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2619 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2620
2836 /**************************************/ 2621 /**************************************/
2837 /* */ 2622 /* */
2838 /* Subtract the experience points, */ 2623 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2624 /* */
2842 /**************************************/ 2625 /**************************************/
2843 2626
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)); */ 2627 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2628 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 2629
2870 /* 2630 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2631 * 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 2632 * and put them back in the map.
2873 * in the map. 2633 */
2874 */ 2634 op->drop_unpaid_items ();
2875 2635
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 /****************************************/ 2636 /****************************************/
2885 /* */ 2637 /* */
2886 /* Move player to his current respawn- */ 2638 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2639 /* position (usually last savebed) */
2888 /* */ 2640 /* */
2889 /****************************************/ 2641 /****************************************/
2890 2642
2891 enter_player_savebed(op); 2643 enter_player_savebed (op);
2892 2644
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2645 op->contr->braced = 0;
2897 save_player(op,1);
2898 2646
2899 /* it is possible that the player has blown something up 2647 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2648 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2649 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2650 * on the space that might harm the player.
2903 */ 2651 */
2904 will_kill_again=0; 2652 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2653 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2654 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2655 will_kill_again |= tmp->attacktype;
2908 } 2656
2909 if (will_kill_again) { 2657 if (will_kill_again)
2658 {
2910 object *force; 2659 object *force;
2911 int at; 2660 int at;
2912 2661
2913 force=get_archetype(FORCE_NAME); 2662 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2663 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2664 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2665 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2666 force->set_flag (FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2667 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2668 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2669 force->resist[at] = 100;
2921 } 2670
2922 insert_ob_in_ob(force, op); 2671 insert_ob_in_ob (force, op);
2923 fix_player(op); 2672 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 } 2673 }
2982 }
2983 play_again(op);
2984 2674
2985 /* peterm: added to create a corpse at deathsite. */ 2675 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} 2676}
2999 2677
3000 2678static void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2679loot_object (object *op)
2680{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2681 object *tmp, *tmp2, *next;
3003 2682
3004 if (op->container) { /* close open sack first */ 2683 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2684
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2685 for (tmp = op->inv; tmp; tmp = next)
2686 {
3009 next=tmp->below; 2687 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2688
3011 remove_ob(tmp); 2689 if (tmp->invisible)
2690 continue;
2691
2692 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2693 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2694
3014 loot_object(tmp); 2695 if (tmp->type == CONTAINER)
3015 } 2696 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2697
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2698 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2699 {
3018 if(tmp->nrof>1) { 2700 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2701 {
3020 free_object(tmp2); 2702 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2703 insert_ob_in_map (tmp, op->map, NULL, 0);
2704 }
2705 else
2706 tmp->destroy ();
2707 }
3022 } else 2708 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2709 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2710 }
3027} 2711}
3028 2712
3029/* 2713/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2714 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2715 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2716 * was changed.
3033 */ 2717 */
2718void
2719fix_weight ()
2720{
2721 for_all_players (pl)
2722 {
2723 sint32 old = pl->ob->carrying;
3034 2724
3035void fix_weight(void) { 2725 pl->ob->update_weight ();
3036 player *pl; 2726
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2727 if (old != pl->ob->carrying)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2728 {
3039 if(old == sum) 2729 pl->ob->update_stats ();
3040 continue; 2730 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3041 fix_player(pl->ob); 2731 }
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum);
3044 } 2732 }
3045} 2733}
3046 2734
3047void fix_luck(void) { 2735void
3048 player *pl; 2736fix_luck ()
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2737{
2738 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2739 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2740 pl->ob->change_luck (0);
3052} 2741}
3053
3054 2742
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2743/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2744 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2745 * just treat this as any other spell casting object.
3058 */ 2746 */
3059
3060void 2747void
3061cast_dust (object * op, object * throw_ob, int dir) 2748cast_dust (object *op, object *throw_ob, int dir)
3062{ 2749{
3063 object *skop, *spob; 2750 object *skop, *spob;
3064 2751
3065 skop = find_skill_by_name (op, throw_ob->skill); 2752 skop = find_skill_by_name (op, throw_ob->skill);
3066 2753
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2754 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2755 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2756 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2757 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2758 return;
3073 } 2759 }
3074 2760
3075 spob = throw_ob->inv; 2761 spob = throw_ob->inv;
3076 2762
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2763 // 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 2764 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2765 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2766 if (!spob)
3081 { 2767 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2768 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; 2769 return;
3085 } 2770 }
3086 2771
3087 if (op->type == PLAYER) 2772 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2773 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2774
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2775 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2776
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2777 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2778}
3096 2779
2780void
3097void make_visible (object *op) { 2781make_visible (object *op)
3098 op->hide = 0; 2782{
2783 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2784 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 2785
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) 2786 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2787 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2788 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2789 op->contr->invis_race = 0;
2790 }
2791
2792 update_object (op, UP_OBJ_CHANGE);
2793}
2794
2795int
2796is_true_undead (object *op)
2797{
2798 if (op->arch->flag [FLAG_UNDEAD])
2799 return 1;
2800
3116 return 0; 2801 return 0;
3117} 2802}
3118 2803
3119/* look at the surrounding terrain to determine 2804/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2805 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2806 * indicate greater hideability.
3122 */ 2807 */
3123 2808int
3124int hideability(object *ob) { 2809hideability (object *ob)
2810{
3125 int i,level=0, mflag; 2811 int i, level = 0, mflag;
3126 sint16 x,y; 2812 sint16 x, y;
3127 2813
3128 if(!ob||!ob->map) return 0; 2814 if (!ob || !ob->map)
2815 return 0;
3129 2816
3130 /* so, on normal lighted maps, its hard to hide */ 2817 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2818 level = ob->map->darklevel () - 2;
3132 2819
3133 /* this also picks up whether the object is glowing. 2820 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 2821 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 2822 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2823 if (ob->has_carried_lights ())
2824 level = -(10 + (2 * ob->map->darklevel ()));
3137 2825
3138 /* scan through all nearby squares for terrain to hide in */ 2826 /* 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]) { 2827 for (i = 0, x = ob->x, y = ob->y;
2828 i <= SIZEOFFREE1;
2829 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2830 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2831 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2832 if (mflag & P_OUT_OF_MAP)
2833 continue;
2834
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2835 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2836 level += 2;
3144 else /* open terrain! */ 2837 else /* open terrain! */
3145 level -= 1; 2838 level -= 1;
3146 } 2839 }
3147 2840
3148#if 0 2841#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2842 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2843#endif
3151 return level; 2844 return level;
3152} 2845}
3153 2846
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2847/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2848 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2849 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2850 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2851 */
3159 2852void
3160void do_hidden_move (object *op) { 2853do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2854{
3162 object *skop; 2855 int hide = 0;
3163 2856
3164 if(!op || !op->map) return; 2857 if (!op || !op->map)
2858 return;
3165 2859
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2860 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2861 int num = random_roll (0, 19, op, PREFER_LOW);
3167 2862
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 2863 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2864 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2865 if (!skop || num >= skop->level)
2866 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2867 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 2868 make_visible (op);
3173 return; 2869 return;
3174 } else num += 20;
3175 } 2870 }
2871 else
2872 num += 20;
2873
3176 num += op->map->difficulty; 2874 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2875 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2876 num -= hide;
2877
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2878 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2879 {
3180 make_visible(op); 2880 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2881
3182 "You moved out of hiding! You are visible!"); 2882 if (op->type == PLAYER)
2883 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 2884 }
3184 else if (op->type == PLAYER && skop) { 2885 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2886 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 2887}
3188 2888
3189/* determine if who is standing near a hostile creature. */ 2889/* determine if who is standing near a hostile creature. */
3190 2890
2891int
3191int stand_near_hostile( object *who ) { 2892stand_near_hostile (object *who)
2893{
3192 object *tmp=NULL; 2894 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 2895 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 2896 maptile *m;
3195 sint16 x,y; 2897 sint16 x, y;
3196 2898
3197 if(!who) return 0; 2899 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; 2900 return 0;
2901
2902 if (who->type == PLAYER)
2903 player = 1;
2904
2905 else
2906 friendly = who->flag [FLAG_FRIENDLY];
2907
2908 /* search adjacent squares */
2909 for (i = 1; i < 9; i++)
2910 {
2911 x = who->x + freearr_x[i];
2912 y = who->y + freearr_y[i];
2913 m = who->map;
2914 mflags = get_map_flags (m, &m, x, y, &x, &y);
2915 /* space must be blocked if there is a monster. If not
2916 * blocked, don't need to check this space.
2917 */
2918 if (mflags & P_OUT_OF_MAP)
2919 continue;
2920 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2921 continue;
2922
2923 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2924 {
2925 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2926 return 1;
2927 else if (tmp->type == PLAYER)
2928 {
2929 /*don't let a hidden DM prevent you from hiding */
2930 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2931 return 1;
2932 }
2933 }
2934 }
2935 return 0;
3227} 2936}
3228 2937
3229/* check the player los field for viewability of the 2938/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 2939 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 2940 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 2941 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 2942 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 2943 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 2944 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 2945 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 2946 * 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. 2947 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 2948 * -b.t.
3240 * This function is now map tiling safe. 2949 * This function is now map tiling safe.
3241 */ 2950 */
3242 2951int
3243int player_can_view (object *pl,object *op) { 2952player_can_view (object *pl, object *op)
2953{
3244 rv_vector rv; 2954 rv_vector rv;
3245 int dx,dy; 2955 int dx, dy;
3246 2956
3247 if(pl->type!=PLAYER) { 2957 if (pl->type != PLAYER)
2958 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 2959 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; 2960 return -1;
3274 op = op->more;
3275 } 2961 }
2962
2963 if (!pl || !op)
3276 return 0; 2964 return 0;
3277}
3278 2965
3279/* routine for both players and monsters. We call this when 2966 op = op->head_ ();
3280 * there is a possibility for our action distrubing our hiding 2967
3281 * place or invisiblity spell. Artefact invisiblity is not 2968 get_rangevector (pl, op, &rv, 0x1);
3282 * effected by this. If we arent invisible to begin with, we 2969
3283 * return 0. 2970 /* starting with the 'head' part, lets loop
2971 * through the object and find if it has any
2972 * part that is in the los array but isn't on
2973 * a blocked los square.
2974 * we use the archetype to figure out offsets.
3284 */ 2975 */
3285int action_makes_visible (object *op) { 2976 while (op)
2977 {
2978 dx = rv.distance_x + op->arch->x;
2979 dy = rv.distance_y + op->arch->y;
3286 2980
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2981 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; 2982 return 1;
3297 } 2983
2984 op = op->more;
3298 } 2985 }
2986
3299 return 0; 2987 return 0;
3300} 2988}
3301 2989
3302/* op_on_battleground - checks if the given object op (usually 2990/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 2991 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 2992 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 2993 * -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 2994 * 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 2995 * 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 2996 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 2997 */
2998int
3310int op_on_battleground (object *op, int *x, int *y) { 2999op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3000{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3001 /* 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), 3002 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3003 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3004 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3005 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3006 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3007 for (object *tmp = op->below; tmp; tmp = tmp->below)
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3008 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3009 if (tmp->flag [FLAG_IS_FLOOR])
3322 strcmp(tmp->name, "battleground")==0 && 3010 {
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3011 if (tmp->flag [FLAG_NO_PICK]
3012 && tmp->type == BATTLEGROUND
3013 && tmp->name == shstr_battleground
3014 && EXIT_X (tmp) && EXIT_Y (tmp))
3015 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3016 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3017 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3018 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3019 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3020 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3021 if (x && y)
3330 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3022 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3023
3024 return 1;
3025 }
3026
3027 if (x && y)
3028 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3029
3332 return 1; 3030 return 1;
3333 } 3031 }
3334 } 3032 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3033 }
3340 } 3034
3341 }
3342 /* If we got here, did not find a battleground */ 3035 /* If we got here, did not find a battleground */
3343 return 0; 3036 return 0;
3344} 3037}
3345 3038
3346/* 3039/*
3350 * attributes: 3043 * attributes:
3351 * object *who the dragon player 3044 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3045 * int atnr the attack-number of the ability focus
3353 * int level ability level 3046 * int level ability level
3354 */ 3047 */
3048void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3049dragon_ability_gain (object *who, int atnr, int level)
3050{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3051 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3052 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3053 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3054 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3055 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3056 int i = 0, j = 0;
3362 3057
3363 /* get the appropriate treasurelist */ 3058 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3059 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3060 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3061 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3062 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3063 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3064 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3065 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3066 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3067
3373 if (trlist == NULL || who->type != PLAYER) 3068 if (trlist == NULL || who->type != PLAYER)
3374 return; 3069 return;
3375 3070
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3071 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3072
3378 3073 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3074 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3075 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3076 return;
3382 } 3077 }
3383 3078
3384 /* everything seems okay - now bring on the gift: */ 3079 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3080 item = tr->item;
3386 3081
3387 if (item->type == SPELL) { 3082 if (item->type == SPELL)
3083 {
3388 if (check_spell_known (who, item->name)) 3084 if (check_spell_known (who, item->name))
3389 return; 3085 return;
3390 3086
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3087 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); 3088 do_learn_spell (who, item, 0);
3393 return; 3089 return;
3394 } 3090 }
3395 3091
3396 /* grant direct spell */ 3092 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3093 if (item->type == SPELLBOOK)
3094 {
3398 if (!item->inv) { 3095 if (!item->inv)
3096 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3097 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3098 return;
3402 } 3099 }
3403 if (check_spell_known (who, item->inv->name)) 3100 if (check_spell_known (who, item->inv->name))
3404 return; 3101 return;
3405 if (item->invisible) { 3102 if (item->invisible)
3103 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3104 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); 3105 do_learn_spell (who, item->inv, 0);
3408 return; 3106 return;
3409 } 3107 }
3410 } 3108 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3109 else if (item->type == SKILL_TOOL && item->invisible)
3110 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3111 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3112 {
3413 3113
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3114 /* 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 3115 * 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, 3116 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3117 * but not all of them, he gets nothing.
3418 */ 3118 */
3419 if (!(skop->attacktype & item->attacktype)) { 3119 if (!(skop->attacktype & item->attacktype))
3120 {
3420 /* Give new attacktype */ 3121 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3122 skop->attacktype |= item->attacktype;
3422 3123
3423 /* always add physical if there's none */ 3124 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3125 skop->attacktype |= AT_PHYSICAL;
3425
3426 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 3126
3429 /* Give player new face */ 3127 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); 3128 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 3129
3490/** 3130 /* Give player new face */
3491 * Unready an object for a player. This function does nothing if the object was 3131 if (item->animation_id)
3492 * not readied. 3132 {
3493 */ 3133 who->face = skop->face;
3494void player_unready_range_ob(player *pl, object *ob) { 3134 who->animation_id = item->animation_id;
3495 rangetype i; 3135 who->anim_speed = item->anim_speed;
3496 3136 who->last_anim = 0;
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3137 who->state = 0;
3498 if (pl->ranges[i] == ob) { 3138 animate_object (who, who->direction);
3499 pl->ranges[i] = NULL; 3139 }
3500 if (pl->shoottype == i) {
3501 pl->shoottype = range_none;
3502 } 3140 }
3503 } 3141 }
3504 } 3142 }
3143 else if (item->type == FORCE)
3144 {
3145 /* forces in the treasurelist can alter the player's stats */
3146 object *skin;
3147
3148 /* first get the dragon skin force */
3149 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3150 ;
3151
3152 if (!skin)
3153 return;
3154
3155 /* adding new spellpath attunements */
3156 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3157 {
3158 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3159
3160 /* print message */
3161 sprintf (buf, "You feel attuned to ");
3162 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3163 {
3164 if (item->path_attuned & (1 << i))
3165 {
3166 if (j)
3167 strcat (buf, " and ");
3168 else
3169 j = 1;
3170 strcat (buf, spellpathnames[i]);
3171 }
3172 }
3173
3174 strcat (buf, ".");
3175 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3176 }
3177
3178 /* evtl. adding flags: */
3179 if (item->flag [FLAG_XRAYS])
3180 skin->set_flag (FLAG_XRAYS);
3181 if (item->flag [FLAG_STEALTH])
3182 skin->set_flag (FLAG_STEALTH);
3183 if (item->flag [FLAG_SEE_IN_DARK])
3184 skin->set_flag (FLAG_SEE_IN_DARK);
3185
3186 /* print message if there is one */
3187 if (item->msg != NULL)
3188 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3189 }
3190 else
3191 {
3192 /* generate misc. treasure */
3193 tmp = tr->item->instance ();
3194 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3195 who->insert (tmp);
3196 }
3505} 3197}
3198
3199//-GPL
3200
3201sint8
3202player::darkness_at (maptile *map, int x, int y) const
3203{
3204 if (!ns)
3205 return LOS_BLOCKED;
3206
3207 int dx, dy;
3208 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3209 return LOS_BLOCKED;
3210
3211 x += dx - ns->current_x;
3212 y += dy - ns->current_y;
3213
3214 return blocked_los (x, y);
3215}
3216
3217void
3218player::infobox (const char *title, const char *msg, int color)
3219{
3220 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3221}
3222
3223void
3224player::statusmsg (const char *msg, int color)
3225{
3226 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3227}
3228
3229void
3230player::failmsg (const char *msg, int color)
3231{
3232 play_sound (sound_find ("generic_failure"));
3233 statusmsg (msg, color);
3234}
3235
3236void
3237object::failmsgf (const char *format, ...)
3238{
3239 if (!contr)
3240 return;
3241
3242 va_list ap;
3243 va_start (ap, format);
3244 contr->failmsg (vformat (format, ap));
3245 va_end (ap);
3246}
3247
3248void
3249player::failmsgf (const char *format, ...)
3250{
3251 va_list ap;
3252 va_start (ap, format);
3253 failmsg (vformat (format, ap));
3254 va_end (ap);
3255}
3256

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