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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 1.287 by root, Sat Aug 13 23:09:54 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8 26
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 27#include <algorithm>
10 Copyright (C) 1992 Frank Tore Johansen 28#include <functional>
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 29
29#include <global.h> 30#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <sounds.h> 32#include <sounds.h>
37#include <living.h> 33#include <living.h>
38#include <object.h> 34#include <object.h>
39#include <spells.h> 35#include <spells.h>
40#include <skills.h> 36#include <skills.h>
41#include <newclient.h>
42 37
43#ifdef COZY_SERVER 38playervec players;
44extern int same_party (partylist *a, partylist *b);
45#endif
46 39
47player *find_player(const char *plname) 40/* This loads the first map an puts the player on it. */
41static void
42set_first_map (object *op)
48{ 43{
49 player *pl; 44 op->contr->maplevel = first_map_path;
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 op->x = -1;
51 { 46 op->y = -1;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56} 47}
57 48
58player* find_player_partial_name( const char* plname ) 49void
59 { 50player::activate ()
60 player* pl; 51{
61 player* found = NULL; 52 if (active)
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 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; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
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 multiple treasurelists specifying the same skills.
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 break;
550 }
551
552 if (op->nrof > 1)
553 op->nrof = 1;
554 }
555
556 if (op->type == SPELLBOOK && op->inv)
557 op->inv->clr_flag (FLAG_STARTEQUIP);
558
559 /* Give starting characters identified, uncursed, and undamned
560 * items. Just don't identify gold or silver, or it won't be
561 * merged properly.
562 */
563 if (op->need_identify ())
564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
570 if (op->type == SPELL)
571 {
572 op->destroy ();
573 continue;
574 }
575 else if (op->type == SKILL)
576 {
577 op->set_flag (FLAG_CAN_USE_SKILL);
578 op->stats.exp = 0;
579 op->level = 1;
580 }
581 else /* lock all 'normal items by default */
582 op->set_flag (FLAG_INV_LOCKED);
583 } /* for loop of objects in player inv */
584
585 /* Need to set up the skill pointers */
586 pl->contr->link_skills ();
587}
588
589void
734void get_party_password(object *op, partylist *party) { 590get_party_password (object *op, partylist *party)
591{
735 if (party == NULL) { 592 if (party == NULL)
593 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 594 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 595 return;
738 } 596 }
597
739 op->contr->write_buf[0]='\0'; 598 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 599 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 600 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 602}
744
745 603
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747int roll_stat(void) { 605static int
606roll_stat ()
607{
748 int a[4],i,j,k; 608 int a[4], i, j, k;
749 609
750 for(i=0;i<4;i++) 610 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 611 a[i] = rndm (1, 6);
752 612
753 for(i=0,j=0,k=7;i<4;i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 614 if (a[i] < k)
755 k=a[i],j=i; 615 k = a[i], j = i;
756 616
757 for(i=0,k=0;i<4;i++) { 617 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 618 if (i != j)
759 k+=a[i]; 619 k += a[i];
760 } 620
761 return k; 621 return k;
762} 622}
763 623
764void roll_stats(object *op) { 624void
625object::roll_stats ()
626{
627 int statsort [NUM_STATS];
628
629 for (;;)
630 {
765 int sum=0; 631 int sum = 0;
766 int i = 0, j = 0; 632 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 633 sum += statsort [i] = roll_stat ();
768 634
769 do { 635 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 636 break;
771 op->stats.Dex=roll_stat(); 637 }
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);
781 638
782 /* Sort the stats so that rerolling is easier... */ 639 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 640 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;
790 641
791 /* a quick and dirty bubblesort? */ 642 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]; 643 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];
810 644
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; 645 stats.exp = 0;
822 op->stats.ac=0; 646 stats.ac = 0;
823 647
648 stats.hp = stats.maxhp;
649 stats.sp = stats.maxsp;
650 stats.grace = stats.maxgrace;
651
652 if (contr)
653 {
824 op->contr->levhp[1] = 9; 654 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 655 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 656 contr->levgrace[1] = 3;
827 657
828 fix_player(op); 658 contr->orig_stats = stats;
659 }
660}
661
662void
663object::swap_stats (int a, int b)
664{
665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
666
667 for (int i = 0; i < NUM_STATS; ++i)
668 stats.stat (i) = contr->orig_stats.stat (i);
669
670 //TODO: the following code looks so borked and should, at the very least,
671 // be merged with the similar code in roll_stats
672 stats.ac = 0;
673
674 level = 1;
675 stats.exp = 0;
676 stats.ac = 0;
677
829 op->stats.hp = op->stats.maxhp; 678 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 679 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
684 contr->levhp[1] = 9;
685 contr->levsp[1] = 6;
686 contr->levgrace[1] = 3;
687
832 op->contr->orig_stats=op->stats; 688 contr->orig_stats = stats;
689 }
833} 690}
834 691
835void Roll_Again(object *op) 692static void
693start_info (object *op)
836{ 694{
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]; 695 char buf[MAX_BUF];
845 696
846 if ( op->contr->Swap_First == -1 ) { 697 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); 698 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} 699}
954 700
955/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
959 * not the class. 705 * not the class.
960 */ 706 */
961 707void
962int key_change_class(object *op, char key) 708player::chargen_race_done ()
963{ 709{
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 */ 710 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 711 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 712
713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
714 if (tl)
715 create_treasure (tl, ob, 0, 0, 0);
716
978 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr);
980 718
981 op->contr->state=ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
982 720
983 if (op->msg) { 721 if (ob->msg)
984 free_string(op->msg); 722 ob->msg = 0;
985 op->msg=NULL;
986 }
987 723
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); 724 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 726 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 727 esrv_send_inventory (ob, ob);
1002 fix_player(op); 728 ob->update_stats ();
1003 729
1004 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
1005 * is one for this race 731 * is one for this race
1006 */ 732 */
1007 if(*first_map_ext_path) { 733 if (*first_map_ext_path)
1008 object *tmp; 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 735 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"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 737}
1024 return 0;
1025 }
1026 738
739void
740player::chargen_race_next ()
741{
1027 /* Following actually changes the race - this is the default command 742 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 743 * if we don't match with one of the options above.
1029 */ 744 */
1030 745
1031 tmp_loop = 0; 746 do
1032 while(!tmp_loop) { 747 {
1033 const char *name = add_string (op->name); 748 shstr name = ob->name;
1034 int x = op->x, y = op->y; 749 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 750
1036 remove_ob (op); 751 ob->remove_statbonus ();
752 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 753 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 754 ob->arch->copy_to (ob);
1039 op->instantiate (); 755 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 756 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 757 ob->name = ob->name_pl = name;
1042 op->name = name; 758 ob->x = x;
1043 free_string(op->name_pl); 759 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 */ 760 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 761 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 762 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 763 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 } 764 }
765 while (!allowed_class (ob));
766
1056 update_object(op,UP_OBJ_FACE); 767 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 768 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 769 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 770 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 771 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 772 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} 773}
1067 774
1068int key_confirm_quit(object *op, char key) 775static 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) { 776flee_player (object *op)
777{
1114 int dir,diff; 778 int dir, diff;
1115 rv_vector rv; 779 rv_vector rv;
1116 780
1117 if(op->stats.hp < 0) { 781 if (op->stats.hp < 0)
782 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 783 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 784 op->clr_flag (FLAG_SCARED);
1120 return; 785 return;
786 }
787
788 if (!op->enemy)
1121 } 789 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 790 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 791 op->clr_flag (FLAG_SCARED);
1126 return; 792 return;
1127 } 793 }
1128 794
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)) { 795 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 } 796 {
797 op->enemy = NULL;
798 op->clr_flag (FLAG_SCARED);
799 return;
800 }
801
1144 get_rangevector(op, op->enemy, &rv, 0); 802 get_rangevector (op, op->enemy, &rv, 0);
1145 803
1146 dir=absdir(4+rv.direction); 804 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 805 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 } 806 {
807 int m = 1 - rndm (2) * 2;
808
809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
810 return;
811 }
812
1154 /* Cornered, get rid of scared */ 813 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 814 op->clr_flag (FLAG_SCARED);
1156 op->enemy=NULL; 815 op->enemy = NULL;
1157} 816}
1158
1159 817
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 818/* 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 819 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 820 * stop.
1163 */ 821 */
822int
1164int check_pick(object *op) { 823check_pick (object *op)
824{
1165 object *tmp, *next; 825 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 826 int stop = 0;
1168 int j, k, wvratio; 827 int wvratio;
1169 char putstring[128], tmpstr[16];
1170 828
1171
1172 /* if you're flying, you cna't pick up anything */ 829 /* if you're flying, you can't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 830 if (op->move_type & MOVE_FLYING)
1174 return 1; 831 return 1;
1175 832
1176 op_tag = op->count;
1177
1178 next = op->below; 833 next = op->below;
1179 if (next) 834
1180 next_tag = next->count; 835 int cnt = MAX_ITEM_PER_ACTION;
836#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 837
1182 /* loop while there are items on the floor that are not marked as 838 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 839 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 840 while (next && !next->destroyed ())
1185 { 841 {
1186 tmp = next; 842 tmp = next;
1187 next = tmp->below; 843 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 844
1191 if (was_destroyed (op, op_tag)) 845 if (cnt <= 0)
846 {
847 op->failmsg ("Couldn't pickup all items at once.");
848 return 0;
849 }
850
851 if (op->destroyed ())
1192 return 0; 852 return 0;
1193 853
1194 if ( ! can_pick (op, tmp)) 854 if (!can_pick (op, tmp))
1195 continue; 855 continue;
1196 856
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 857 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 858 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 859 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 860 CHK_PICK_PICKUP;
861
1201 continue; 862 continue;
1202 } 863 }
1203 864
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 */ 865 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 866 if (op->contr->mode & PU_DEBUG)
1241 { 867 {
1242 /* some debugging code to figure out item information */ 868 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 869 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 870 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 871 &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", 872 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 873 &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)))); 874
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 875 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 } 876 }
877
878 if (op->contr->mode & PU_INHIBIT)
879 return 1;
880
881 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
882 return 1;
883
1281 /* philosophy: 884 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 885 * 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 886 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 887 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 888 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 889 * example.
1287 * The drawback: right now it has no frontend, so you need to 890 * 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 891 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 892 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 895 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 896 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 897 * meaning if any test passes, the item gets picked up. */
1295 898
1296 /* if mode is set to pick nothing up, return */ 899 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 900 if (op->contr->mode == PU_NOTHING)
901 return 1;
1299 902
1300 /* if mode is set to stop when encountering objects, return */ 903 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 904 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 905 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 906 if (op->contr->mode & PU_STOP)
907 return 0;
1305 908
1306 /* useful for going into stores and not losing your settings... */ 909 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 910 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 911 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
1310 914
1311 /* prevent us from turning into auto-thieves :) */ 915 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 916 if (tmp->flag [FLAG_UNPAID])
917 continue;
1313 918
1314 /* ignore known cursed objects */ 919 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
921 continue;
1316 922
1317 /* all food and drink if desired */ 923 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 924 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 925 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 926 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 927 {
928 CHK_PICK_PICKUP;
929 continue;
930 }
931
1322 if(op->contr->mode & PU_DRINK) 932 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 934 {
935 CHK_PICK_PICKUP;
936 continue;
937 }
1325 938
1326 if(op->contr->mode & PU_POTION) 939 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 940 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
1329 945
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 946 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 947 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 948 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
1334 if(op->contr->mode & PU_SKILLSCROLL) 954 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 955 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
1337 if(op->contr->mode & PU_READABLES) 961 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 962 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
1340 967
1341 /* wands/staves/rods/horns */ 968 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 969 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 970 if (tmp->type == WAND
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 971 || tmp->type == ROD
972 || tmp->type == HORN
973 || tmp->type == POWER_CRYSTAL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
1345 978
1346 /* pick up all magical items */ 979 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 980 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 982 && !tmp->flag [FLAG_KNOWN_CURSED])
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
1350 987
1351 if(op->contr->mode & PU_VALUABLES) 988 if (op->contr->mode & PU_VALUABLES)
1352 { 989 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 990 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
1355 } 995 }
1356 996
1357 /* rings & amulets - talismans seems to be typed AMULET */ 997 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 998 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 999 if (tmp->type == RING
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1000 || tmp->type == AMULET
1001 || tmp->type == GIRDLE
1002 || tmp->type == SKILL_TOOL)
1003 {
1004 CHK_PICK_PICKUP;
1005 continue;
1006 }
1007
1008 /* we don't forget dragon food */
1009 if (op->contr->mode & PU_FLESH)
1010 if (tmp->type == FLESH)
1011 {
1012 CHK_PICK_PICKUP;
1013 continue;
1014 }
1361 1015
1362 /* bows and arrows. Bows are good for selling! */ 1016 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1017 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1018 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1019 {
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1366 if(op->contr->mode & PU_ARROW) 1024 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1025 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1369 1030
1370 /* all kinds of armor etc. */ 1031 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1032 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1033 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1374 if(op->contr->mode & PU_HELMET) 1039 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1040 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1377 if(op->contr->mode & PU_SHIELD) 1046 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1047 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1380 if(op->contr->mode & PU_BOOTS) 1053 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1054 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1383 if(op->contr->mode & PU_GLOVES) 1060 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1061 if (tmp->type == GLOVES || tmp->type == BRACERS)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1386 if(op->contr->mode & PU_CLOAK) 1067 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1068 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1389 1073
1390 /* hoping to catch throwing daggers here */ 1074 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1075 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1394 1081
1395 /* careful: chairs and tables are weapons! */ 1082 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1083 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1084 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1085 if (tmp->type == WEAPON)
1399 { 1086 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1087 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1088 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1089 continue;
1403 } 1090 }
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 } 1091 }
1411 1092
1412 /* misc stuff that's useful */ 1093 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1094 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1095 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1416 1100
1417 /* any of the last 4 bits set means we use the ratio for value 1101 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1102 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1103 if (op->contr->mode & PU_RATIO)
1420 { 1104 {
1421 /* use value density to decide what else to grab */ 1105 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1106 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1107 /* >=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 */ 1108 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1109 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1110 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1111 {
1428 pick_up(op, tmp);
1429#if 0 1112#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1113 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1114 if (tmp->name != NULL)
1115 {
1432 fprintf(stderr,"%s", tmp->name); 1116 fprintf (stderr, "%s", tmp->name);
1433 } 1117 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1118 else
1119 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1120 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1121 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1437#endif 1122#endif
1438 continue; 1123 CHK_PICK_PICKUP;
1439 } 1124 continue;
1125 }
1126 } /* the new pickup model */
1440 } 1127 }
1441 } /* the new pickup model */ 1128
1442 }
1443 return ! stop; 1129 return !stop;
1130}
1131
1132/* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0.
1137 */
1138static int
1139action_makes_visible (object *op)
1140{
1141 if (op->invisible && op->flag [FLAG_ALIVE])
1142 {
1143 if (op->flag [FLAG_MAKE_INVIS])
1144 {
1145 // artefact invisibility is permanent, but we still make noise
1146 // this is important for game-balance.
1147 if (op->contr)
1148 op->make_noise ();
1149
1150 return 0;
1151 }
1152
1153 if (op->contr && op->contr->tmp_invis == 0)
1154 return 0;
1155
1156 /* If monsters, they should become visible */
1157 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1160 return 1;
1161 }
1162 }
1163
1164 return 0;
1444} 1165}
1445 1166
1446/* 1167/*
1447 * Find an arrow in the inventory and after that 1168 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1169 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1170 * found object is returned.
1450 */ 1171 */
1172static object *
1451object *find_arrow(object *op, const char *type) 1173find_arrow (object *op, const char *type)
1452{ 1174{
1453 object *tmp = NULL; 1175 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1177 return splay (tmp);
1454 1178
1455 for(op=op->inv; op; op=op->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1181 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1182 {
1459 else if (op->type==ARROW && op->race==type) 1183 splay (tmp);
1184 return arrow;
1185 }
1186
1460 return op; 1187 return 0;
1461 return tmp;
1462} 1188}
1463 1189
1464/* 1190/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1191 * 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 1192 * 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 1193 * 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. 1194 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1195 */
1470 1196static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1197find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1198{
1473 object *tmp = NULL, *arrow, *ntmp; 1199 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1200 int attacknum, attacktype, betterby = 0, i;
1475 1201
1476 if (!type) 1202 if (!type)
1477 return NULL; 1203 return NULL;
1478 1204
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1206 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1482 i = 0; 1208 {
1209 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1210 ntmp = find_better_arrow (arrow, target, type, &i);
1211
1484 if (i > betterby) { 1212 if (i > betterby)
1485 tmp = ntmp; 1213 {
1486 betterby = i; 1214 tmp = ntmp;
1487 } 1215 betterby = i;
1216 }
1217 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1218 else if (arrow->type == ARROW && arrow->race == type)
1219 {
1489 /* allways prefer assasination/slaying */ 1220 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1221 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1222 {
1492 if (arrow->attacktype & AT_DEATH) { 1223 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1224 {
1494 return arrow; 1225 *better = 100;
1495 } else { 1226 return arrow;
1496 tmp = arrow; 1227 }
1228 else
1229 {
1230 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1231 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1232 }
1499 } else { 1233 }
1234 else
1235 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1236 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1237 {
1501 attacktype = 1<<attacknum; 1238 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1239 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1240 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1241 {
1242 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1243 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1244 }
1507 } 1245 }
1246
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1247 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1248 {
1249 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1251 }
1252
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1253 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1254 {
1255 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1256 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1257 }
1258 }
1259 }
1516 } 1260 }
1517 } 1261
1518 }
1519 if (tmp == NULL && arrow == NULL) 1262 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1263 return find_arrow (op, type);
1521 1264
1522 *better = betterby; 1265 *better = betterby;
1523 return tmp; 1266 return tmp;
1524} 1267}
1525 1268
1526/* looks in a given direction, finds the first valid target, and calls 1269/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1270 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1271 * op = the shooter
1529 * type = bow->race 1272 * type = bow->race
1530 * dir = fire direction 1273 * dir = fire direction
1531 */ 1274 */
1532 1275static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1276pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1277{
1535 object *tmp = NULL; 1278 object *tmp = NULL;
1536 mapstruct *m; 1279 maptile *m;
1537 int i, mflags, found, number; 1280 int i, mflags, found, number;
1538 sint16 x, y; 1281 sint16 x, y;
1539 1282
1540 if (op->map == NULL) 1283 if (op->map == NULL)
1541 return find_arrow(op, type); 1284 return find_arrow (op, type);
1542 1285
1543 /* do a dex check */ 1286 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1287 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))) 1288 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1289 return find_arrow (op, type);
1547 1290
1548 m = op->map; 1291 m = op->map;
1549 x = op->x; 1292 x = op->x;
1550 y = op->y; 1293 y = op->y;
1551 1294
1552 /* find the first target */ 1295 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1296 for (i = 0, found = 0; i < 20; i++)
1297 {
1554 x += freearr_x[dir]; 1298 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1299 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1300 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1303 {
1559 break; 1304 tmp = 0;
1305 break;
1306 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1307 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1308 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1309 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1310 * perhaps a bad assumption.
1563 */ 1311 */
1564 tmp = NULL; 1312 tmp = 0;
1565 break; 1313 break;
1566 } 1314 }
1315
1567 if (mflags & P_IS_ALIVE) { 1316 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1318 if (tmp->flag [FLAG_ALIVE])
1570 found++; 1319 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1320 }
1577 if (tmp == NULL) 1321
1322 if (!tmp)
1578 return find_arrow(op, type); 1323 return find_arrow (op, type);
1579 1324
1580 if (tmp->head) 1325 if (tmp->head)
1581 tmp = tmp->head; 1326 tmp = tmp->head;
1582 1327
1583 return find_better_arrow(op, tmp, type, &i); 1328 return find_better_arrow (op, tmp, type, &i);
1584} 1329}
1585 1330
1586/* 1331/*
1587 * Creature fires a bow - op can be monster or player. Returns 1332 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1333 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1336 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1337 * 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 1338 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1339 * player fire modes.
1595 */ 1340 */
1341int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1342fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1343{
1599 object *left, *bow; 1344 object *left, *bow;
1600 tag_t left_tag, tag; 1345 int mflags;
1601 int bowspeed, mflags; 1346 maptile *m;
1602 mapstruct *m;
1603 1347
1604 if (!dir) { 1348 if (!dir)
1349 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1350 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1351 return 0;
1352 }
1353
1354 if (op->contr)
1355 bow = op->current_weapon;
1356 else
1607 } 1357 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1358 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1359 /* 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. 1360 * don't need to switch back and forth between bows and weapons.
1614 */ 1361 */
1615 if(bow->type==BOW) 1362 if (bow->type == BOW)
1616 break; 1363 break;
1617 1364
1618 if (!bow) { 1365 if (!bow)
1366 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1367 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1368 return 0;
1621 } 1369 }
1370
1371 // optimisation: move object to top so we will find it quickly again
1372 splay (bow);
1622 } 1373 }
1374
1623 if( !bow->race || !bow->skill) { 1375 if (!bow->race || !bow->skill)
1376 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1378 return 0;
1626 } 1379 }
1627 1380
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) { 1381 if (arrow == NULL)
1382 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1383 if ((arrow = find_arrow (op, bow->race)) == NULL)
1384 {
1638 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1386 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 */ 1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1388 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1389 op->clr_flag (FLAG_READY_BOW);
1390
1644 return 0; 1391 return 0;
1645 } 1392 }
1646 } 1393 }
1394
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1396 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1397 return 0;
1650 } 1398
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1399 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1400 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1401 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1402 return 0;
1654 } 1403 }
1655 1404
1656 /* this should not happen, but sometimes does */ 1405 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1406 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1407 {
1408 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1409 arrow->destroy ();
1410 return 0;
1411 }
1662 1412
1663 left = arrow; /* these are arrows left to the player */ 1413 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1414 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1415 if (!arrow)
1666 if (arrow == NULL) { 1416 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1417 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1418 return 0;
1669 return 0;
1670 } 1419 }
1671 set_owner(arrow, op); 1420
1672 if (arrow->skill) free_string(arrow->skill); 1421 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1422 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1423 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1424
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 */ 1425 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1426 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1427 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1428 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1429
1691 /* Note that this was different for monsters - they got their level 1430#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1431 if (player *pl = op->contr)
1693 */
1694 1432 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1433 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1434
1435 /* penalize ROF for bestarrow */
1436 if (pl->bowtype == bow_bestarrow)
1437 speed *= .9f;
1438 else
1439 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1440
1441 op->speed_left += speed - op->speed;
1442 }
1443#endif
1444
1445 SET_ANIMATION (arrow, arrow->direction);
1446
1699 /* update the speed */ 1447 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) +
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1448
1705 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1709 1454
1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1456
1710 if (op->type == PLAYER) { 1457 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1458 {
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; 1459 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1460 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1461
1462 if (!arrow->slaying)
1463 arrow->slaying = op->slaying;
1464
1465 arrow->attacktype |= op->attacktype;
1466 }
1467 else
1468 {
1721 arrow->level = op->level; 1469 arrow->level = op->level;
1722 } 1470 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1471
1472 if (!arrow->slaying)
1473 arrow->slaying = bow->slaying;
1474
1724 arrow->attacktype |= bow->attacktype; 1475 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1476 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1477
1728 arrow->map = m; 1478 wc -= arrow->level;
1479 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1480
1481 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1482 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1483 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1484
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1485 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1486 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1487
1736 if (!was_destroyed(arrow, tag)) 1488 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1489 move_arrow (arrow);
1738 1490
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; 1491 return 1;
1746} 1492}
1747 1493
1748/* Special fire code for players - this takes into 1494/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1495 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1496 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1497 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1498 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1499 * hence the function name.
1754 */ 1500 */
1501static int
1755int player_fire_bow(object *op, int dir) 1502player_fire_bow (object *op, int dir)
1756{ 1503{
1757 int ret=0, wcmod=0; 1504 int ret;
1758 1505
1759 if (op->contr->bowtype == bow_bestarrow) { 1506 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1507 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1508 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); 1509 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1510 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1511 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1512 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, 1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1514 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1515 else if (op->contr->bowtype == bow_threewide)
1516 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1517 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)]); 1518 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)]); 1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1520 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1521 else if (op->contr->bowtype == bow_spreadshot)
1522 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1523 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); 1524 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); 1525 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1526 }
1777 } else { 1527 else
1528 {
1778 /* Simple case */ 1529 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1531 }
1532
1781 return ret; 1533 return ret;
1782} 1534}
1783
1784 1535
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1536/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1537 * Broken apart from 'fire' to keep it more readable.
1787 */ 1538 */
1539static void
1788void fire_misc_object(object *op, int dir) 1540fire_misc_object (object *op, int dir)
1789{ 1541{
1790 object *item; 1542 object *item = op->contr->ranged_ob;
1791 1543
1792 if (!op->contr->ranges[range_misc]) { 1544 if (!item)
1545 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1546 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1547 return;
1795 } 1548 }
1796 1549
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1550 if (!item->inv)
1551 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1552 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1553 return;
1801 } 1554 }
1802 if (item->type == WAND) { 1555
1803 if(item->stats.food<=0) { 1556 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; 1557 return;
1807 } 1558
1559 if (item->type == WAND)
1560 {
1561 if (item->stats.food <= 0)
1562 {
1563 op->contr->play_sound (sound_find ("wand_poof"));
1564 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1565
1566 return;
1567 }
1568 }
1569 else if (item->type == ROD || item->type == HORN)
1570 {
1571 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1572
1573 // using the maximum of the rods charge allows at least one spell cast
1574 // for a rod or horn, this fixes some broken rods.
1575 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1576 {
1577 op->contr->play_sound (sound_find ("wand_poof"));
1578
1579 if (item->type == ROD)
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1581 else
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1583
1584 return;
1585 }
1586 }
1587
1588 if (cast_spell (op, item, dir, item->inv, NULL))
1589 {
1590 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1591
1592 if (item->type == WAND)
1593 {
1594 if (!(--item->stats.food))
1595 {
1596 object *tmp;
1597
1598 if (item->arch)
1599 {
1600 item->clr_flag (FLAG_ANIMATE);
1601 item->face = item->arch->face;
1602 item->set_speed (0);
1603 }
1604
1605 if (object *pl = item->visible_to ())
1606 esrv_update_item (UPD_ANIM, pl, item);
1607 }
1608 }
1808 } else if (item->type == ROD || item->type==HORN) { 1609 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); 1610 drain_rod_charge (item);
1838 }
1839 } 1611 }
1840} 1612}
1841 1613
1842/* Received a fire command for the player - go and do it. 1614/* Received a fire command for the player - go and do it.
1843 */ 1615 */
1616bool
1844void fire(object *op,int dir) { 1617fire (object *who, int dir)
1618{
1845 int spellcost=0; 1619 int spellcost = 0;
1846 1620
1621 player *pl = who->contr;
1622
1623 if (pl->golem)
1624 {
1625 control_golem (who->contr->golem, dir);
1626 return false;
1627 }
1628
1629 object *ob = pl->ranged_ob;
1630
1631 if (!ob)
1632 return false;
1633
1634 if (who->speed_left > 0.f)
1635 --who->speed_left;
1636 else
1637 return false;
1638
1639 if (!who->apply (ob))
1640 return false;
1641
1847 /* check for loss of invisiblity/hide */ 1642 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1643 if (action_makes_visible (who))
1644 make_visible (who);
1849 1645
1850 switch(op->contr->shoottype) { 1646 switch (ob->type)
1851 case range_none: 1647 {
1852 return; 1648 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1649 player_fire_bow (who, dir);
1856 return; 1650 break;
1857 1651
1858 case range_magic: /* Casting spells */ 1652 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1653 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1654 break;
1861 1655
1862 case range_misc: 1656 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 ); 1657 apply_map_builder (who, dir);
1658 break;
1659
1660 case SKILL:
1661 do_skill (who, who, ob, dir, 0);
1662 break;
1663
1664 case RANGED:
1665 do_skill (who, ob, who->chosen_skill, dir, 0);
1666 break;
1667
1668 default:
1669 fire_misc_object (who, dir);
1670 break;
1671 }
1672
1673 return true;
1674}
1675
1676static object *
1677find_key_ (object *pl, object *container, object *door)
1678{
1679 object *tmp, *key;
1680
1681 /* Should not happen, but sanity checking is never bad */
1682 if (!container->inv)
1683 return 0;
1684
1685 /* First, lets try to find a key in the top level inventory */
1686 for (tmp = container->inv; tmp; tmp = tmp->below)
1687 {
1688 if (door->type == DOOR && tmp->type == KEY)
1689 break;
1690
1691 /* For sanity, we should really check door type, but other stuff
1692 * (like containers) can be locked with special keys
1693 */
1694 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1695 break;
1696 }
1697
1698 /* No key found - lets search inventories now */
1699 /* If we find and use a key in an inventory, return at that time.
1700 * otherwise, if we search all the inventories and still don't find
1701 * a key, return
1702 */
1703 if (!tmp)
1704 {
1705 for (tmp = container->inv; tmp; tmp = tmp->below)
1706 /* No reason to search empty containers */
1707 if (tmp->type == CONTAINER && tmp->inv)
1708 if ((key = find_key_ (pl, tmp, door)))
1709 return key;
1710
1711 if (!tmp)
1887 return; 1712 return 0;
1888 default: 1713 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1714
1890 return; 1715 /* We get down here if we have found a key. Now if its in a container,
1716 * see if we actually want to use it
1717 */
1718 if (pl != container)
1891 } 1719 {
1892} 1720 /* Only let players use keys in containers */
1721 if (!pl->contr)
1722 return 0;
1893 1723
1724 /* cases where this fails:
1725 * If we only search the player inventory, return now since we
1726 * are not in the players inventory.
1727 * If the container is not active, return now since only active
1728 * containers can be used.
1729 * If we only search keyrings and the container does not have
1730 * a race/isn't a keyring.
1731 * No checking for all containers - to fall through past here,
1732 * inv must have been an container and must have been active.
1733 *
1734 * Change the color so that the message doesn't disappear with
1735 * all the others.
1736 */
1737 if (pl->contr->usekeys == key_inventory
1738 || !container->flag [FLAG_APPLIED]
1739 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1740 {
1741 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1742 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1743 return NULL;
1744 }
1745 }
1894 1746
1747 return tmp;
1748}
1895 1749
1896/* find_key 1750/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1751 * 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 1752 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1753 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1755 * pl is the player,
1902 * inv is the objects inventory to searched 1756 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1757 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1758 * This function can be called recursively to search containers.
1905 */ 1759 */
1906 1760object *
1907object * find_key(object *pl, object *container, object *door) 1761find_key (object *pl, object *container, object *door)
1908{ 1762{
1909 object *tmp,*key; 1763 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 } 1764 {
1923 /* No key found - lets search inventories now */ 1765 // 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. 1766 // 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 1767 // of searching through containers ourselves.
1926 * a key, return 1768
1927 */ 1769 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 } 1770 }
1934 } 1771 else
1935 if (!tmp) return NULL; 1772 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} 1773}
1969 1774
1970/* moved door processing out of move_player_attack. 1775/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1776 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1777 * such that the caller should not do anything more,
1973 * 0 otherwise 1778 * 0 otherwise
1974 */ 1779 */
1780static int
1975static int player_attack_door(object *op, object *door) 1781player_attack_door (object *op, object *door)
1976{ 1782{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1783 /* 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 - 1784 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1785 * otherwise, we fall through to the rest of the code.
1981 */ 1786 */
1982 object *key=find_key(op, op, door); 1787 object *key = find_key (op, op, door);
1983 1788
1984 /* IF we found a key, do some extra work */ 1789 /* If we found a key, do some extra work */
1985 if (key) { 1790 if (key)
1791 {
1986 object *container=key->env; 1792 object *container = key->env;
1987 1793
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1794 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1795 make_visible (op);
1796
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1797 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1798 spring_trap (door->inv, op);
1799
1991 if (door->type == DOOR) { 1800 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1801 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1802 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1803 {
1996 "You open the door with the %s", query_short_name(key)); 1804 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1805 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1806 }
1807
1999 /* Do this after we print the message */ 1808 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1809 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1810
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1811 return 1; /* Nothing more to do below */
1812 }
2005 } else if (door->type==LOCKED_DOOR) { 1813 else if (door->type == LOCKED_DOOR)
1814 {
2006 /* Might as well return now - no other way to open this */ 1815 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1816 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1817 return 1;
2009 } 1818 }
1819
2010 return 0; 1820 return 0;
2011} 1821}
2012 1822
2013/* This function is just part of a breakup from move_player. 1823/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1824 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1825 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1826 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1827 * going to try and move (not fire weapons).
2018 */ 1828 */
2019 1829bool
2020void move_player_attack(object *op, int dir) 1830move_player_attack (object *op, int dir)
2021{ 1831{
2022 object *tmp, *mon, *tpl; 1832 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2023 sint16 nx, ny; 1833 {
2024 int on_battleground; 1834 --op->speed_left;
2025 mapstruct *m; 1835 return true;
1836 }
2026 1837
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1838 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1839 sint16 ny = freearr_y[dir] + op->y;
2031 1840
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1841 if (out_of_map (op->map, nx, ny))
1842 return false;
2033 1843
2034 /* If braced, or can't move to the square, and it is not out of the 1844 /* 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 1845 * 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 1846 * 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 1847 * 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 1848 * 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 1849 * 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 1850 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1851 * move_ob uses.
2042 */ 1852 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1853 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 1854
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1855 /* 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. 1856 * 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 1857 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1858 * on the space
2060 */ 1859 */
2061 while (tmp!=NULL) { 1860 object *mon;
2062 if (tmp == op) { 1861 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1862 {
2064 continue; 1863 if ((mon->flag [FLAG_ALIVE]
1864 || mon->type == LOCKED_DOOR
1865 || mon->flag [FLAG_CAN_ROLL])
1866 && mon != op)
1867 break;
2065 } 1868 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1869
2067 mon = tmp; 1870 /* no monster == player tries to move into a wall or so */
2068 break; 1871 if (!mon)
1872 {
1873 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1874 if (op->move_type & ob->move_block)
1875 {
1876 if (ob->move_block == MOVE_ALL)
1877 move_into_wall (op, ob);
1878 else
1879 {
1880 if (op->contr->ns->bumpmsg)
1881 {
1882 op->play_sound (sound_find ("blocked_move"));
1883
1884 op->statusmsg (ob->invisible
1885 ? "Something blocks you."
1886 : format ("Something blocks you from entering the %s.", query_name (ob))
1887 );
1888 }
1889 }
1890
1891 break;
1892 }
1893
1894 return false;
2069 } 1895 }
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 */
2076 return; /* into a wall */
2077 1896
2078 if(mon->head != NULL)
2079 mon = mon->head; 1897 mon = mon->head_ ();
2080 1898
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1899 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1900 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1901 if (player_attack_door (op, mon))
1902 {
1903 --op->contr->weapon_sp_left;
1904 return true;
1905 }
2083 1906
2084 /* The following deals with possibly attacking peaceful 1907 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1908 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1909 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1910 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1911 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1912 * and thus will not push them.
2090 */ 1913 */
2091 1914
2092 /* If the creature is a pet, push it even if the player is not 1915 /* 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 1916 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1917 * player owns it and it is either friendly or unagressive.
2095 */ 1918 */
2096 if ((op->type==PLAYER) 1919 if (op->type == PLAYER
2097#if COZY_SERVER 1920 && ((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)) 1921 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1922 || mon->owner == op)
2103 ) 1923 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2104#else 1924 {
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 */ 1925 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1926 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1927 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1928
1929 if (op->speed_left > 0.f)
1930 {
1931 --op->speed_left;
1932
1933 op->play_sound (sound_find ("push_player"));
1934 push_ob (mon, dir, op);
1935
1936 if (action_makes_visible (op))
1937 make_visible (op);
1938
1939 return true;
1940 }
1941 else
1942 return false;
1943 }
1944
1945 bool on_battleground = op_on_battleground (op, 0, 0);
1946
2117 /* in certain circumstances, you shouldn't attack friendly 1947 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1948 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1949 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1950 * attack them either.
2121 */ 1951 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1952 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1953 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2124 ( 1954 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1955 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1956 && !on_battleground))
1957 {
1958 if (op->speed_left > 0.f)
1959 {
1960 --op->speed_left;
1961
1962 if (!op->contr->braced)
2131 )) { 1963 {
2132 if (!op->contr->braced) { 1964 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1965 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1966 }
2135 } else { 1967 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1968 op->statusmsg ("You withhold your attack");
1969
1970 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1971 make_visible (op);
1972
1973 return true;
1974 }
2137 } 1975 }
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 1976 /* 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. 1977 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1978 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1979 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1980 {
1981 if (op->speed_left > 0.f)
1982 {
1983 --op->speed_left;
1984
2145 recursive_roll(mon,dir,op); 1985 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 1986 if (action_makes_visible (op))
2147 } 1987 make_visible (op);
2148 1988
1989 return true;
1990 }
1991 }
2149 /* Any generic living creature. Including things like doors. 1992 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 1993 * 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: 1994 * 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 1995 * 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. 1996 * that party_number -1 is no party, so attacks can still happen.
2154 */ 1997 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1998 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 1999 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2000 {
2001 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2002 {
2003 --op->contr->weapon_sp_left;
2159 2004
2160 /* If the player hasn't hit something this tick, and does 2005 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 2006
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2007 if (action_makes_visible (op))
2008 make_visible (op);
2009
2010 return true;
2011 }
2169 } 2012 }
2170 2013
2171 skill_attack(mon, op, 0, NULL, NULL); 2014 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} 2015}
2189 2016
2017bool
2190int move_player(object *op,int dir) { 2018move_player (object *op, int dir)
2191 int pick; 2019{
2192 object *transport = op->contr->transport; 2020 if (!op->map || op->map->state != 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; 2021 return 0;
2022
2023 /* Sanity check: make sure dir is valid */
2024 if (dir < 0 || dir > 8)
2025 {
2026 LOG (llevError, "move_player: invalid direction %d\n", dir);
2027 return 0;
2028 }
2029
2030 /* peterm: added following line */
2031 if (op->flag [FLAG_CONFUSED] && dir)
2032 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2033
2034 op->facing = dir;
2035
2036 if (op->flag [FLAG_HIDDEN])
2037 do_hidden_move (op);
2038
2039 bool retval;
2040 int pick = 0;
2041
2042 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2043 retval = RESULT_INT (0);
2044 else if (op->contr->fire_on)
2045 retval = fire (op, dir);
2046 else
2047 {
2048 retval = move_player_attack (op, dir);
2049 pick = check_pick (op);
2050 }
2051
2052 /* Add special check for newcs players and fire on - this way, the
2053 * server can handle repeat firing.
2054 */
2055 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2056 op->direction = dir;
2057 else
2058 op->direction = 0;
2059
2060 /* Update how the player looks. Use the facing, so direction may
2061 * get reset to zero. This allows for full animation capabilities
2062 * for players.
2063 */
2064 animate_object (op, op->facing);
2065
2066 return retval;
2256} 2067}
2257 2068
2258/* This is similar to handle_player, below, but is only used by the 2069/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2070 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2071 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2072 * the new speed values for commands.
2262 * 2073 *
2263 * Returns true if there are more actions we can do. 2074 * Returns true if there are more actions we can do. Should not do
2075 * many actions in a row, as that would be too unfair to other
2076 * players.
2264 */ 2077 */
2078bool
2265int handle_newcs_player(object *op) 2079handle_newcs_player (object *op)
2266{ 2080{
2267 if (op->contr->hidden) { 2081 if (op->flag [FLAG_SCARED])
2268 op->invisible = 1000; 2082 {
2269 /* the socket code flashes the player visible/invisible 2083 if (op->speed_left > 0.f)
2270 * depending on the value of invisible, so we need to 2084 {
2271 * alternate it here for it to work correctly. 2085 --op->speed_left;
2272 */ 2086 flee_player (op);
2273 if (pticks & 2) op->invisible--; 2087
2088 return true;
2089 }
2090 else
2091 return false;
2274 } 2092 }
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 2093
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 2094 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2095 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2096 * called, so we recheck it here.
2307 */ 2097 */
2308 HandleClient(&op->contr->socket, op->contr); 2098 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2099 return true;
2310 2100
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2101 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); 2102 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2103
2321 else return 0; 2104 return false;
2322 } 2105}
2106
2107static int
2108save_life (object *op)
2109{
2110 if (!op->flag [FLAG_LIFESAVE])
2323 return 0; 2111 return 0;
2324}
2325 2112
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) 2113 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2114 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2115 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2116 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2117 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2118
2338 if (op->contr) 2119 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count); 2120 op->clr_flag (FLAG_LIFESAVE);
2340 remove_ob(tmp); 2121
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0) 2122 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2123 op->stats.hp = op->stats.maxhp;
2124
2345 if(op->stats.food<0) 2125 if (op->stats.food < 0)
2346 op->stats.food = 999; 2126 op->stats.food = MAX_FOOD;
2347 fix_player(op); 2127
2128 op->update_stats ();
2348 return 1; 2129 return 1;
2349 } 2130 }
2131
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2132 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2133 op->clr_flag (FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2134 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2135 return 0;
2354} 2136}
2355 2137
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2138/* 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 2139 * 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 2140 * function will descend into containers. op is the object to start the search
2359 * from. 2141 * from.
2360 */ 2142 */
2143static void
2361void remove_unpaid_objects(object *op, object *env) 2144drop_unpaid_items (object *op, object *env)
2362{ 2145{
2363 object *next;
2364
2365 while (op) { 2146 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 } 2147 {
2380} 2148 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2381 2149
2150 if (op->flag [FLAG_UNPAID])
2151 op->insert_at (env);
2152 else if (op->inv)
2153 drop_unpaid_items (op->inv, env);
2382 2154
2383/* 2155 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 } 2156 }
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} 2157}
2419 2158
2159void
2160object::drop_unpaid_items ()
2161{
2162 if (!flag [FLAG_REMOVED])
2163 ::drop_unpaid_items (inv, this);
2164}
2420 2165
2421 2166void
2422void do_some_living(object *op) { 2167do_some_living (object *op)
2168{
2423 int last_food=op->stats.food; 2169 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2170 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace;
2426 int i; 2171 int i;
2427 int rate_hp = 1200; 2172 int rate_hp = 1200;
2428 int rate_sp = 2500; 2173 int rate_sp = 2500;
2429 int rate_grace = 2000; 2174 int rate_grace = 2000;
2430 const int max_hp = 1; 2175 const int max_hp = 1;
2431 const int max_sp = 1; 2176 const int max_sp = 1;
2432 const int max_grace = 1; 2177 const int max_grace = 1;
2433 2178
2434 if (op->contr->outputs_sync) { 2179 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2180 {
2436 if (op->contr->outputs[i].buf!=NULL && 2181 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2182 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2183 * depending on the value of invisible, so we need to
2184 * alternate it here for it to work correctly.
2185 */
2186 if (server_tick & 2)
2187 op->invisible--;
2439 } 2188 }
2189 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2190 {
2191 if (!op->invisible--)
2192 {
2193 make_visible (op);
2194 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2195 }
2196 }
2440 2197
2441 if(op->contr->state==ST_PLAYING) { 2198 if (op->contr->ns->state == ST_PLAYING)
2442 2199 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2200 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2201 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) 2202 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2203 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2204 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2205 {
2206 gen_hp = op->stats.maxhp;
2207 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2208 }
2209
2210 if (op->contr->gen_sp >= 0)
2211 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2212 else
2213 {
2214 gen_sp = op->stats.maxsp;
2215 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2216 }
2217
2218 if (op->contr->gen_grace >= 0)
2219 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2220 else
2221 {
2222 gen_grace = op->stats.maxgrace;
2223 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2224 }
2225
2226 /* Regenerate Grace */
2227 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2228 if (--op->last_grace < 0)
2229 {
2230 if (op->stats.grace < op->stats.maxgrace / 2)
2231 op->stats.grace++; /* no penalty in food for regaining grace */
2232
2233 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2234
2235 if (max_grace > 1)
2236 {
2237 int over_grace = temp / rate_grace;
2238
2239 if (over_grace > 0)
2240 {
2241 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2242 op->last_grace = 0;
2243 }
2244 else
2245 op->last_grace = rate_grace / temp;
2246 }
2247 else
2248 op->last_grace = rate_grace / temp;
2249
2250 /* wearing stuff doesn't detract from grace generation. */
2251 }
2252
2253 if (op->stats.food > 0)
2254 {
2255 /* Regenerate Spell Points */
2256 if (!op->contr->golem && --op->last_sp < 0)
2257 {
2258 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2259
2260 if (op->stats.sp < op->stats.maxsp)
2261 {
2262 op->stats.sp++;
2263
2264 /* dms do not consume food */
2265 if (!op->flag [FLAG_WIZ])
2266 {
2267 op->stats.food--;
2268
2269 if (op->contr->digestion < 0)
2270 op->stats.food += op->contr->digestion;
2271 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2272 op->stats.food = last_food;
2273 }
2274 }
2275
2276 if (max_sp > 1)
2277 {
2278 int over_sp = (gen_sp + 10) / rate_sp;
2279 if (over_sp > 0)
2280 {
2281 if (op->stats.sp < op->stats.maxsp)
2282 {
2283 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2284
2285 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2286 op->stats.sp--;
2287
2288 if (op->stats.sp > op->stats.maxsp)
2289 op->stats.sp = op->stats.maxsp;
2290 }
2291
2292 op->last_sp = 0;
2293 }
2294 else
2295 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2296 }
2297 else
2298 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2299 }
2300
2301 /* Regenerate Hit Points */
2302 if (--op->last_heal < 0)
2303 {
2304 if (op->stats.hp < op->stats.maxhp)
2305 {
2306 op->stats.hp++;
2307
2308 /* dms do not consume food */
2309 if (!op->flag [FLAG_WIZ])
2310 {
2311 op->stats.food--;
2312
2313 if (op->contr->digestion < 0)
2314 op->stats.food += op->contr->digestion;
2315 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2316 op->stats.food = last_food;
2317 }
2318 }
2319
2320 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2321
2322 if (max_hp > 1)
2323 {
2324 int over_hp = temp / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / temp;
2333 }
2334 else
2335 op->last_heal = rate_hp / temp;
2336 }
2337 }
2338
2339 /* Digestion */
2340 if (--op->last_eat < 0)
2341 {
2342 int bonus = max (0, op->contr->digestion),
2343 penalty = max (0, -op->contr->digestion);
2344
2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2346
2561 /* dms do not consume food */ 2347 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2348 if (!op->flag [FLAG_WIZ])
2563 } 2349 op->stats.food--;
2564 } 2350 }
2565 2351
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2353 {
2354 object *flesh = 0;
2568 2355
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2356 for_inv_removable (op, tmp)
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2357 {
2358 if (tmp->flag [FLAG_UNPAID])
2359 continue;
2360
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2361 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."); 2362 {
2573 manual_apply(op,tmp,0); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2365 op->apply (tmp);
2366
2574 if(op->stats.food>=0||op->stats.hp<0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2368 break;
2576 } 2369 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2370 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2371 flesh = tmp;
2579 } /* end of for loop */ 2372 }
2373
2580 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2375 * eat flesh instead.
2582 */ 2376 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2377 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."); 2378 {
2585 manual_apply(op,flesh,0); 2379 op->statusmsg ("You blindly grab for a bite of food. "
2586 } 2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 } /* end if player is starving */ 2381 op->apply (flesh);
2382 }
2588 2383
2589 while(op->stats.food<0&&op->stats.hp>0) 2384 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2385 if (op->stats.food < 0)
2591 2386 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2388 }
2389
2390 if (op->stats.food < 0)
2391 {
2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2394
2395 if (op->stats.hp < 0)
2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2401
2402 /* killer should be set here already */
2403 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2404 kill_player (op);
2405 }
2406}
2597 2407
2598/* If the player should die (lack of hp, food, etc), we call this. 2408/* 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 2409 * 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 2410 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2411 * file.
2602 */ 2412 */
2413void
2603void kill_player(object *op) 2414kill_player (object *op)
2604{ 2415{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2416 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2417 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; 2418 int will_kill_again;
2614 archetype *at; 2419 archetype *at;
2615 object *tmp; 2420 object *tmp;
2616 2421
2617 if(save_life(op)) 2422 if (save_life (op))
2618 return; 2423 return;
2619 2424
2425 dynbuf_text deathtab;
2620 2426
2427 /* restore player */
2428 at = archetype::find (shstr_poisoning);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find (shstr_confusion);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447 max_it (op->stats.food , 200);
2448
2449 // remove all spell effects that are active
2450 // to avoid long-term effects such as word-of-recall
2451 for (object *item = op->inv; item; )
2452 {
2453 object *next = item->below;
2454
2455 if (item->type == SPELL_EFFECT && item->active)
2456 item->destroy ();
2457
2458 item = next;
2459 }
2460
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2461 /* 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. 2462 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2463 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2464 */
2625 if (op_on_battleground(op, &x, &y)) { 2465 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2466 {
2627 "You have been defeated in combat!"); 2467 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 2468
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 */ 2469 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2470 object *tmp = archetype::find (shstr_finger)->instance ();
2654 if (tmp != NULL) 2471
2655 { 2472 tmp->name = format ("%s's finger" , &op->name);
2656 sprintf(buf,"%s's finger",op->name); 2473 tmp->name_pl = format ("%s's fingers", &op->name);
2657 tmp->name = add_string(buf); 2474 tmp->msg = format (
2658 sprintf(buf," This finger has been cut off %s\n" 2475 "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", 2476 &op->name, op->contr->title,
2660 op->name, op->contr->title, (int)(op->level), 2477 (int)op->level,
2661 op->contr->killer); 2478 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 2479 );
2480 tmp->value = 0, tmp->type = 0;
2481 tmp->material = name_to_material (shstr_organic);
2482 tmp->insert_at (op, tmp);
2483
2669 /* teleport defeated player to new destination*/ 2484 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2485 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2486 op->contr->braced = 0;
2672 return;
2673 }
2674 2487
2488 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2489 return;
2490 }
2491
2492 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2493 deathtab << "T<YOU HAVE DIED>\n\n";
2494
2675 INVOKE_PLAYER (DEATH, op->contr); 2495 INVOKE_PLAYER (DEATH, op->contr);
2676 2496
2677 command_kill_pets (op, 0); 2497 command_kill_pets (op, 0);
2678 2498
2679 if(op->stats.food<0) { 2499 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 2500
2700 /* save the map location for corpse, gravestone*/ 2501 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2502 x = op->x;
2503 y = op->y;
2504 map = op->map;
2702 2505
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2506 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2507 * 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. 2508 * See the config.h file for a little more in depth detail about this.
2708 */ 2509 */
2709 2510
2710 /* Basically two ways to go - remove a stat permanently, or just 2511 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2512 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2513 * of death.
2713 */ 2514 */
2714#ifndef COZY_SERVER 2515#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2516 if (settings.balanced_stat_loss)
2517 {
2716 /* If stat loss is permanent, lose one stat only. */ 2518 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2519 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2520 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2521 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2522 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2523 little bit harder. */
2722 /* GD */ 2524 /* GD */
2723 if (settings.stat_loss_on_death) 2525 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2526 num_stats_lose = 1;
2725 else 2527 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2528 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2529 }
2530 else
2728 num_stats_lose = 1; 2531 num_stats_lose = 1;
2729 } 2532
2730 lost_a_stat = 0; 2533 lost_a_stat = 0;
2731 2534
2732 for (z=0; z<num_stats_lose; z++) { 2535 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2536 {
2537 i = rndm (NUM_STATS);
2734 2538
2735 if (settings.stat_loss_on_death) { 2539 if (settings.stat_loss_on_death)
2540 {
2736 /* Pick a random stat and take a point off it. Tell the player 2541 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2542 * what he lost.
2738 */ 2543 */
2739 change_attr_value(&(op->stats), i,-1); 2544 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2545 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2546 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2547 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2548 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2549 lost_a_stat = 1;
2745 } else { 2550 }
2551 else
2552 {
2746 /* deplete a stat */ 2553 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2554 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2555 object *dep;
2556
2557 dep = present_arch_in_ob (deparch, op);
2558 if (!dep)
2749 2559 {
2750 dep = present_arch_in_ob(deparch,op); 2560 dep = deparch->instance ();
2751 if(!dep) {
2752 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2561 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 2562 }
2783 if (lose_this_stat) { 2563 lose_this_stat = 1;
2564 if (settings.balanced_stat_loss)
2565 {
2566 /* GD */
2567 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2568 this_stat = get_attr_value (&(dep->stats), i);
2569 if (this_stat < 0)
2570 {
2571 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2572 int keep_chance = this_stat * this_stat;
2573
2574 /* Yes, I am paranoid. Sue me. */
2575 if (keep_chance < 1)
2576 keep_chance = 1;
2577
2578 /* There is a maximum depletion total per level. */
2579 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2580 {
2581 lose_this_stat = 0;
2582 /* Take loss chance vs keep chance to see if we
2583 retain the stat. */
2584 }
2585 else
2586 {
2587 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2588 lose_this_stat = 0;
2589 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2590 this_stat, keep_chance, loss_chance,
2591 lose_this_stat?"LOSE":"KEEP"); */
2592 }
2593 }
2594 }
2595
2596 if (lose_this_stat)
2597 {
2598 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2599 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2600 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2601 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2602 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2603 * difference.
2790 */ 2604 */
2791 if (this_stat>=-50) { 2605 if (this_stat >= -50)
2606 {
2792 change_attr_value(&(dep->stats), i, -1); 2607 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2608 dep->set_flag (FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2609 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2610 op->update_stats ();
2796 lost_a_stat = 1; 2611 lost_a_stat = 1;
2797 } 2612 }
2798 } 2613 }
2614 }
2799 } 2615 }
2800 } 2616
2801 /* If no stat lost, tell the player. */ 2617 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2618 if (!lost_a_stat)
2803 { 2619 {
2804 /* determine_god() seems to not work sometimes... why is this? 2620 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2621 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2622 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2623
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2624 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2625 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2626 else
2811 else 2627 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 } 2628 }
2629#else
2630 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2631#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 2632
2819 /* Put a gravestone up where the character 'almost' died. List the 2633 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2634 * exp loss on the stone.
2821 */ 2635 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2636 tmp = archetype::find (shstr_gravestone)->instance ();
2823 sprintf(buf,"%s's gravestone",op->name); 2637 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2638 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2639 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); 2640 &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; 2641 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2642 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2643
2836 /**************************************/ 2644 /**************************************/
2837 /* */ 2645 /* */
2838 /* Subtract the experience points, */ 2646 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2647 /* */
2842 /**************************************/ 2648 /**************************************/
2843 2649
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)); */ 2650 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2651 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 2652
2870 /* 2653 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2654 * 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 2655 * and put them back in the map.
2873 * in the map. 2656 */
2874 */ 2657 op->drop_unpaid_items ();
2875 2658
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 /****************************************/ 2659 /****************************************/
2885 /* */ 2660 /* */
2886 /* Move player to his current respawn- */ 2661 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2662 /* position (usually last savebed) */
2888 /* */ 2663 /* */
2889 /****************************************/ 2664 /****************************************/
2890 2665
2891 enter_player_savebed(op); 2666 enter_player_savebed (op);
2892 2667
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2668 op->contr->braced = 0;
2897 save_player(op,1);
2898 2669
2899 /* it is possible that the player has blown something up 2670 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2671 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2672 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2673 * on the space that might harm the player.
2903 */ 2674 */
2904 will_kill_again=0; 2675 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2676 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2677 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2678 will_kill_again |= tmp->attacktype;
2908 } 2679
2909 if (will_kill_again) { 2680 if (will_kill_again)
2681 {
2910 object *force; 2682 object *force;
2911 int at; 2683 int at;
2912 2684
2913 force=get_archetype(FORCE_NAME); 2685 force = archetype::get (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2686 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1;
2916 force->speed_left=-5.0; 2687 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2688 force->set_speed (0.1f);
2689 force->set_flag (FLAG_APPLIED);
2690
2918 for (at=0; at<NROFATTACKS; at++) { 2691 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2692 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2693 force->resist[at] = 100;
2921 } 2694
2922 insert_ob_in_ob(force, op); 2695 insert_ob_in_ob (force, op);
2923 fix_player(op); 2696 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 } 2697 }
2982 }
2983 play_again(op);
2984 2698
2985 /* peterm: added to create a corpse at deathsite. */ 2699 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} 2700}
2999 2701
3000 2702static void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2703loot_object (object *op)
2704{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2705 object *tmp, *tmp2, *next;
3003 2706
3004 if (op->container) { /* close open sack first */ 2707 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2708
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2709 for (tmp = op->inv; tmp; tmp = next)
2710 {
3009 next=tmp->below; 2711 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2712
3011 remove_ob(tmp); 2713 if (tmp->invisible)
2714 continue;
2715
2716 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2717 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2718
3014 loot_object(tmp); 2719 if (tmp->type == CONTAINER)
3015 } 2720 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2721
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2722 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2723 {
3018 if(tmp->nrof>1) { 2724 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2725 {
3020 free_object(tmp2); 2726 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2727 insert_ob_in_map (tmp, op->map, NULL, 0);
2728 }
2729 else
2730 tmp->destroy ();
2731 }
3022 } else 2732 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2734 }
3027} 2735}
3028 2736
3029/* 2737/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2738 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2739 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2740 * was changed.
3033 */ 2741 */
2742void
2743fix_weight ()
2744{
2745 for_all_players (pl)
2746 {
2747 sint32 old = pl->ob->carrying;
3034 2748
3035void fix_weight(void) { 2749 pl->ob->update_weight ();
3036 player *pl; 2750
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2751 if (old != pl->ob->carrying)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2752 {
3039 if(old == sum) 2753 pl->ob->update_stats ();
3040 continue; 2754 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3041 fix_player(pl->ob); 2755 }
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum);
3044 } 2756 }
3045} 2757}
3046 2758
3047void fix_luck(void) { 2759void
3048 player *pl; 2760fix_luck ()
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2761{
2762 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2763 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2764 pl->ob->change_luck (0);
3052} 2765}
3053
3054 2766
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2767/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2768 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2769 * just treat this as any other spell casting object.
3058 */ 2770 */
3059
3060void 2771void
3061cast_dust (object * op, object * throw_ob, int dir) 2772cast_dust (object *op, object *throw_ob, int dir)
3062{ 2773{
3063 object *skop, *spob; 2774 object *skop, *spob;
3064 2775
3065 skop = find_skill_by_name (op, throw_ob->skill); 2776 skop = find_skill_by_name (op, throw_ob->skill);
3066 2777
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2778 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2779 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2780 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2781 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2782 return;
3073 } 2783 }
3074 2784
3075 spob = throw_ob->inv; 2785 spob = throw_ob->inv;
3076 2786
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2787 // 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 2788 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2789 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2790 if (!spob)
3081 { 2791 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2792 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; 2793 return;
3085 } 2794 }
3086 2795
3087 if (op->type == PLAYER) 2796 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2797 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2798
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2799 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2800
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2801 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2802}
3096 2803
2804void
3097void make_visible (object *op) { 2805make_visible (object *op)
3098 op->hide = 0; 2806{
2807 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2808 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 2809
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) 2810 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2811 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2812 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2813 op->contr->invis_race = 0;
2814 }
2815
2816 update_object (op, UP_OBJ_CHANGE);
2817}
2818
2819int
2820is_true_undead (object *op)
2821{
2822 if (op->arch->flag [FLAG_UNDEAD])
2823 return 1;
2824
3116 return 0; 2825 return 0;
3117} 2826}
3118 2827
3119/* look at the surrounding terrain to determine 2828/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2829 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2830 * indicate greater hideability.
3122 */ 2831 */
3123 2832int
3124int hideability(object *ob) { 2833hideability (object *ob)
2834{
3125 int i,level=0, mflag; 2835 int i, level = 0, mflag;
3126 sint16 x,y; 2836 sint16 x, y;
3127 2837
3128 if(!ob||!ob->map) return 0; 2838 if (!ob || !ob->map)
2839 return 0;
3129 2840
3130 /* so, on normal lighted maps, its hard to hide */ 2841 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2842 level = ob->map->darklevel () - 2;
3132 2843
3133 /* this also picks up whether the object is glowing. 2844 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 2845 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 2846 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2847 if (ob->has_carried_lights ())
2848 level = -(10 + (2 * ob->map->darklevel ()));
3137 2849
3138 /* scan through all nearby squares for terrain to hide in */ 2850 /* 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]) { 2851 for (i = 0, x = ob->x, y = ob->y;
2852 i <= SIZEOFFREE1;
2853 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2854 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2855 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2856 if (mflag & P_OUT_OF_MAP)
2857 continue;
2858
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2859 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2860 level += 2;
3144 else /* open terrain! */ 2861 else /* open terrain! */
3145 level -= 1; 2862 level -= 1;
3146 } 2863 }
3147 2864
3148#if 0 2865#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2866 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2867#endif
3151 return level; 2868 return level;
3152} 2869}
3153 2870
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2871/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2872 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2873 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2874 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2875 */
3159 2876void
3160void do_hidden_move (object *op) { 2877do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2878{
3162 object *skop; 2879 int hide = 0;
3163 2880
3164 if(!op || !op->map) return; 2881 if (!op || !op->map)
2882 return;
3165 2883
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2884 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2885 int num = random_roll (0, 19, op, PREFER_LOW);
3167 2886
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 2887 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2888 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2889 if (!skop || num >= skop->level)
2890 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2891 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 2892 make_visible (op);
3173 return; 2893 return;
3174 } else num += 20;
3175 } 2894 }
2895 else
2896 num += 20;
2897
3176 num += op->map->difficulty; 2898 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2899 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2900 num -= hide;
2901
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2902 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2903 {
3180 make_visible(op); 2904 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2905
3182 "You moved out of hiding! You are visible!"); 2906 if (op->type == PLAYER)
2907 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 2908 }
3184 else if (op->type == PLAYER && skop) { 2909 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2910 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 2911}
3188 2912
3189/* determine if who is standing near a hostile creature. */ 2913/* determine if who is standing near a hostile creature. */
3190 2914
2915int
3191int stand_near_hostile( object *who ) { 2916stand_near_hostile (object *who)
2917{
3192 object *tmp=NULL; 2918 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 2919 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 2920 maptile *m;
3195 sint16 x,y; 2921 sint16 x, y;
3196 2922
3197 if(!who) return 0; 2923 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; 2924 return 0;
2925
2926 if (who->type == PLAYER)
2927 player = 1;
2928
2929 else
2930 friendly = who->flag [FLAG_FRIENDLY];
2931
2932 /* search adjacent squares */
2933 for (i = 1; i < 9; i++)
2934 {
2935 x = who->x + freearr_x[i];
2936 y = who->y + freearr_y[i];
2937 m = who->map;
2938 mflags = get_map_flags (m, &m, x, y, &x, &y);
2939 /* space must be blocked if there is a monster. If not
2940 * blocked, don't need to check this space.
2941 */
2942 if (mflags & P_OUT_OF_MAP)
2943 continue;
2944 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2945 continue;
2946
2947 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2948 {
2949 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2950 return 1;
2951 else if (tmp->type == PLAYER)
2952 {
2953 /*don't let a hidden DM prevent you from hiding */
2954 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2955 return 1;
2956 }
2957 }
2958 }
2959 return 0;
3227} 2960}
3228 2961
3229/* check the player los field for viewability of the 2962/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 2963 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 2964 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 2965 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 2966 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 2967 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 2968 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 2969 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 2970 * 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. 2971 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 2972 * -b.t.
3240 * This function is now map tiling safe. 2973 * This function is now map tiling safe.
3241 */ 2974 */
3242 2975int
3243int player_can_view (object *pl,object *op) { 2976player_can_view (object *pl, object *op)
2977{
3244 rv_vector rv; 2978 rv_vector rv;
3245 int dx,dy; 2979 int dx, dy;
3246 2980
3247 if(pl->type!=PLAYER) { 2981 if (pl->type != PLAYER)
2982 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 2983 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; 2984 return -1;
3274 op = op->more;
3275 } 2985 }
2986
2987 if (!pl || !op)
3276 return 0; 2988 return 0;
3277}
3278 2989
3279/* routine for both players and monsters. We call this when 2990 op = op->head_ ();
3280 * there is a possibility for our action distrubing our hiding 2991
3281 * place or invisiblity spell. Artefact invisiblity is not 2992 get_rangevector (pl, op, &rv, 0x1);
3282 * effected by this. If we arent invisible to begin with, we 2993
3283 * return 0. 2994 /* starting with the 'head' part, lets loop
2995 * through the object and find if it has any
2996 * part that is in the los array but isn't on
2997 * a blocked los square.
2998 * we use the archetype to figure out offsets.
3284 */ 2999 */
3285int action_makes_visible (object *op) { 3000 while (op)
3001 {
3002 dx = rv.distance_x + op->arch->x;
3003 dy = rv.distance_y + op->arch->y;
3286 3004
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3005 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; 3006 return 1;
3297 } 3007
3008 op = op->more;
3298 } 3009 }
3010
3299 return 0; 3011 return 0;
3300} 3012}
3301 3013
3302/* op_on_battleground - checks if the given object op (usually 3014/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3015 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3016 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3017 * -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 3018 * 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 3019 * 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 3020 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3021 */
3022int
3310int op_on_battleground (object *op, int *x, int *y) { 3023op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3024{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3025 /* 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), 3026 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3027 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3028 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3029 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3030 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3031 for (object *tmp = op->below; tmp; tmp = tmp->below)
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3032 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3033 if (tmp->flag [FLAG_IS_FLOOR])
3322 strcmp(tmp->name, "battleground")==0 && 3034 {
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3035 if (tmp->flag [FLAG_NO_PICK]
3036 && tmp->type == BATTLEGROUND
3037 && tmp->name == shstr_battleground
3038 && EXIT_X (tmp) && EXIT_Y (tmp))
3039 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3040 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3041 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3042 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3043 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3044 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3045 if (x && y)
3330 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3046 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3047
3048 return 1;
3049 }
3050
3051 if (x && y)
3052 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3053
3332 return 1; 3054 return 1;
3333 } 3055 }
3334 } 3056 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3057 }
3340 } 3058
3341 }
3342 /* If we got here, did not find a battleground */ 3059 /* If we got here, did not find a battleground */
3343 return 0; 3060 return 0;
3344} 3061}
3345 3062
3346/* 3063/*
3350 * attributes: 3067 * attributes:
3351 * object *who the dragon player 3068 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3069 * int atnr the attack-number of the ability focus
3353 * int level ability level 3070 * int level ability level
3354 */ 3071 */
3072void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3073dragon_ability_gain (object *who, int atnr, int level)
3074{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3075 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3076 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3077 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3078 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3079 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3080 int i = 0, j = 0;
3362 3081
3363 /* get the appropriate treasurelist */ 3082 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3083 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3084 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3085 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3086 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3087 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3088 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3089 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3090 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3091
3373 if (trlist == NULL || who->type != PLAYER) 3092 if (trlist == NULL || who->type != PLAYER)
3374 return; 3093 return;
3375 3094
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3095 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3096
3378 3097 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3098 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3099 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3100 return;
3382 } 3101 }
3383 3102
3384 /* everything seems okay - now bring on the gift: */ 3103 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3104 item = tr->item;
3386 3105
3387 if (item->type == SPELL) { 3106 if (item->type == SPELL)
3107 {
3388 if (check_spell_known (who, item->name)) 3108 if (check_spell_known (who, item->name))
3389 return; 3109 return;
3390 3110
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3111 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); 3112 do_learn_spell (who, item, 0);
3393 return; 3113 return;
3394 } 3114 }
3395 3115
3396 /* grant direct spell */ 3116 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3117 if (item->type == SPELLBOOK)
3118 {
3398 if (!item->inv) { 3119 if (!item->inv)
3120 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3121 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3122 return;
3402 } 3123 }
3403 if (check_spell_known (who, item->inv->name)) 3124 if (check_spell_known (who, item->inv->name))
3404 return; 3125 return;
3405 if (item->invisible) { 3126 if (item->invisible)
3127 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3128 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); 3129 do_learn_spell (who, item->inv, 0);
3408 return; 3130 return;
3409 } 3131 }
3410 } 3132 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3133 else if (item->type == SKILL_TOOL && item->invisible)
3134 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3135 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3136 {
3413 3137
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3138 /* 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 3139 * 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, 3140 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3141 * but not all of them, he gets nothing.
3418 */ 3142 */
3419 if (!(skop->attacktype & item->attacktype)) { 3143 if (!(skop->attacktype & item->attacktype))
3144 {
3420 /* Give new attacktype */ 3145 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3146 skop->attacktype |= item->attacktype;
3422 3147
3423 /* always add physical if there's none */ 3148 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3149 skop->attacktype |= AT_PHYSICAL;
3425
3426 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 3150
3429 /* Give player new face */ 3151 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); 3152 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 3153
3490/** 3154 /* Give player new face */
3491 * Unready an object for a player. This function does nothing if the object was 3155 if (item->animation_id)
3492 * not readied. 3156 {
3493 */ 3157 who->face = skop->face;
3494void player_unready_range_ob(player *pl, object *ob) { 3158 who->animation_id = item->animation_id;
3495 rangetype i; 3159 who->anim_speed = item->anim_speed;
3496 3160 who->last_anim = 0;
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3161 who->state = 0;
3498 if (pl->ranges[i] == ob) { 3162 animate_object (who, who->direction);
3499 pl->ranges[i] = NULL; 3163 }
3500 if (pl->shoottype == i) {
3501 pl->shoottype = range_none;
3502 } 3164 }
3503 } 3165 }
3504 } 3166 }
3167 else if (item->type == FORCE)
3168 {
3169 /* forces in the treasurelist can alter the player's stats */
3170 object *skin;
3171
3172 /* first get the dragon skin force */
3173 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3174 ;
3175
3176 if (!skin)
3177 return;
3178
3179 /* adding new spellpath attunements */
3180 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3181 {
3182 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3183
3184 /* print message */
3185 sprintf (buf, "You feel attuned to ");
3186 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3187 {
3188 if (item->path_attuned & (1 << i))
3189 {
3190 if (j)
3191 strcat (buf, " and ");
3192 else
3193 j = 1;
3194 strcat (buf, spellpathnames[i]);
3195 }
3196 }
3197
3198 strcat (buf, ".");
3199 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3200 }
3201
3202 /* evtl. adding flags: */
3203 if (item->flag [FLAG_XRAYS])
3204 skin->set_flag (FLAG_XRAYS);
3205 if (item->flag [FLAG_STEALTH])
3206 skin->set_flag (FLAG_STEALTH);
3207 if (item->flag [FLAG_SEE_IN_DARK])
3208 skin->set_flag (FLAG_SEE_IN_DARK);
3209
3210 /* print message if there is one */
3211 if (item->msg != NULL)
3212 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3213 }
3214 else
3215 {
3216 /* generate misc. treasure */
3217 tmp = tr->item->instance ();
3218 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3219 who->insert (tmp);
3220 }
3505} 3221}
3222
3223//-GPL
3224
3225sint8
3226player::darkness_at (maptile *map, int x, int y) const
3227{
3228 if (!ns)
3229 return LOS_BLOCKED;
3230
3231 int dx, dy;
3232 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3233 return LOS_BLOCKED;
3234
3235 x += dx - ns->current_x;
3236 y += dy - ns->current_y;
3237
3238 return blocked_los (x, y);
3239}
3240
3241void
3242player::infobox (const char *title, const char *msg, int color)
3243{
3244 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3245}
3246
3247void
3248player::statusmsg (const char *msg, int color)
3249{
3250 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3251}
3252
3253void
3254player::failmsg (const char *msg, int color)
3255{
3256 play_sound (sound_find ("generic_failure"));
3257 statusmsg (msg, color);
3258}
3259
3260void
3261object::failmsgf (const char *format, ...)
3262{
3263 if (!contr)
3264 return;
3265
3266 va_list ap;
3267 va_start (ap, format);
3268 contr->failmsg (vformat (format, ap));
3269 va_end (ap);
3270}
3271
3272void
3273player::failmsgf (const char *format, ...)
3274{
3275 va_list ap;
3276 va_start (ap, format);
3277 failmsg (vformat (format, ap));
3278 va_end (ap);
3279}
3280

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