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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.279 by root, Sun May 9 23:03:24 2010 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 p = (player *) malloc(sizeof(player)); 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
208 if(p==NULL) 78 ob->map = 0;
209 fatal(OUT_OF_MEMORY); 79 party = 0;
210 80
211 /* This adds the player in the linked list. There is extra 81 players.erase (this);
212 * complexity here because we want to add the new player at the 82}
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 83
225 p->next = NULL; 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
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 ())
226 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
227 116
228 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
229 * for next and socket. 118 if (tmp->type == FORCE)
230 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 120 abil = tmp;
232 p->attachable_init (); //HACK 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
233 123
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{
234 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 211 * we deal with that below this point.
236 */ 212 */
237 p->party=NULL; 213 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 214 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 216
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
248
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 218
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10; 219 gen_sp_armour = 10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal; 220 bowtype = bow_normal;
266 p->petmode=pet_normal; 221 petmode = pet_normal;
267 p->listening=10;
268 p->usekeys=containers; 222 usekeys = containers;
269 p->last_weapon_sp= -1; 223 peaceful = 1; /* default peaceful */
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1; 224 do_los = 1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274 225
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 226 weapon_sp = 1.0f;
276 p->title[sizeof(p->title)-1] = '\0'; 227 weapon_sp_left = 0.5f;
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 228}
300 229
301 230void
302/* This loads the first map an puts the player on it. */ 231player::do_destroy ()
303static void set_first_map(object *op)
304{ 232{
305 strcpy(op->contr->maplevel, first_map_path); 233 disconnect ();
306 op->x = -1;
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310 234
311/* Tries to add player on the connection passwd in ns. 235 attachable::do_destroy ();
312 * All we can really get in this is some settings like host and display
313 * mode.
314 */
315 236
316int add_player(NewSocket *ns) { 237 if (ob)
317 player *p; 238 ob->destroy ();
318 239
319 p=get_player(NULL); 240 ob = observe = viewpoint = 0;
320 p->socket = *ns; 241}
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob);
331 242
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 243player::~player ()
333 add_friendly_object(p->ob); 244{
334 send_rules(p->ob); 245 /* Clear item stack */
335 send_news(p->ob); 246 free (stack_items);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0;
339} 247}
340 248
341/* 249/*
342 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
345 */ 253 */
254static archetype *
346archetype *get_player_archetype(archetype* at) 255get_player_archetype (archetype *at)
347{ 256{
348 archetype *start = at; 257 // archetypes could have been reloaded
349 for (;;) { 258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
350 if (at==NULL || at->next==NULL) 259
351 at=first_archetype; 260 if (!nat)
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at; 261 return at;
356 if (at == start) { 262
357 LOG (llevError, "No Player archetypes\n"); 263 archvec::iterator i = archetypes.find (nat);
358 exit (-1); 264
359 } 265 for (;;)
360 } 266 {
361} 267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
362 271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
275}
363 276
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 *
364object *get_nearest_player(object *mon) { 298get_nearest_player (object *mon)
299{
365 object *op = NULL; 300 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 301 objectlink *ol;
368 unsigned lastdist; 302 unsigned lastdist;
369 rv_vector rv; 303 rv_vector rv;
370 304
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 306 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 308 continue;
398 309
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 310 if (lastdist > rv.distance)
408 op=pl->ob; 311 {
312 op = ol->ob;
409 lastdist=rv.distance; 313 lastdist = rv.distance;
314 }
410 } 315 }
411 } 316
412 } 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
413#if 0 325#if 0
414 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)");
415#endif 327#endif
416 return op; 328 return op;
417} 329}
418 330
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 333 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
436 * 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
437 * is probably not a good thing. 349 * is probably not a good thing.
438 */ 350 */
439#define MAX_SPACES 50 351#define MAX_SPACES 50
440
441 352
442/* 353/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * 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
445 * 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
458 * monster can in fact move one space in that direction. 369 * monster can in fact move one space in that direction.
459 * 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,
460 * 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
461 * is blocking itself. 372 * is blocking itself.
462 */ 373 */
374int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 375path_to_player (object *mon, object *pl, unsigned mindiff)
376{
464 rv_vector rv; 377 rv_vector rv;
465 sint16 x,y;
466 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;
467 mapstruct *m ,*lastmap;
468 379
469 get_rangevector(mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
470 381
471 if (rv.distance<mindiff) return 0; 382 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 383 return 0;
724}
725 384
726void 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));
727 389
728 op->contr->write_buf[0]='\0'; 390 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 391 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 392 return 0;
731}
732 393
394 while (diff > 1 && max > 0)
395 {
396 mapxy lastpos = pos;
397
398 pos.move (dir);
399
400 /* Space is blocked - try changing direction a little */
401 if (!pos.normalise ()
402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
404 {
405 /* recalculate direction from last good location. Possible
406 * we were not traversing ideal location before.
407 */
408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
409 if (rv.direction != dir)
410 {
411 /* OK - says direction should be different - lets reset the
412 * the values so it will try again.
413 */
414 pos = lastpos;
415 dir = firstdir = rv.direction;
416 }
417 else
418 {
419 /* direct path is blocked - try taking a side step to
420 * either the left or right.
421 * Note increase the values in the loop below to be
422 * more than -1/1 respectively will mean the monster takes
423 * bigger detour. Have to be careful about these values getting
424 * too big (3 or maybe 4 or higher) as the monster may just try
425 * stepping back and forth
426 */
427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
428 {
429 if (i == 0)
430 continue; /* already did this, so skip it */
431
432 /* Use lastdir here - otherwise,
433 * since the direction that the creature should move in
434 * may change, you could get infinite loops.
435 * ie, player is northwest, but monster can only
436 * move west, so it does that. It goes some distance,
437 * gets blocked, finds that it should move north,
438 * can't do that, but now finds it can move east, and
439 * gets back to its original point. lastdir contains
440 * the last direction the creature has successfully
441 * moved.
442 */
443 pos = lastpos;
444 pos.move (absdir (lastdir + i));
445
446 if (!pos.normalise ())
447 continue;
448
449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
452 continue;
453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
455 continue;
456
457 if (blocked_link (mon, pos.m, pos.x, pos.y))
458 break;
459 }
460
461 /* go through entire loop without finding a valid
462 * sidestep to take - thus, no valid path.
463 */
464 if (i == DETOUR_AMOUNT + 1)
465 return 0;
466
467 diff--;
468 lastdir = dir;
469 max--;
470 if (!firstdir)
471 firstdir = dir + i;
472 } /* else check alternate directions */
473 } /* if blocked */
474 else
475 {
476 /* we moved towards creature, so diff is less */
477 diff--;
478 max--;
479 lastdir = dir;
480
481 if (!firstdir)
482 firstdir = dir;
483 }
484
485 if (diff <= 1)
486 {
487 /* Recalculate diff (distance) because we may not have actually
488 * headed toward player for entire distance.
489 */
490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
492 }
493
494 if (diff > max)
495 return 0;
496 }
497
498 /* If we reached the max, didn't find a direction in time */
499 if (!max)
500 return 0;
501
502 return firstdir;
503}
504
505void
506give_initial_items (object *pl, treasurelist *items)
507{
508 if (pl->randomitems)
509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
510
511 for (object *next, *op = pl->inv; op; op = next)
512 {
513 next = op->below;
514
515 /* Forces get applied per default, unless they have the
516 * flag "neutral" set. Sorry but I can't think of a better way
517 */
518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
519 op->set_flag (FLAG_APPLIED);
520
521 /* we never give weapons/armour if these cannot be used
522 * by this player due to race restrictions
523 */
524 if (pl->type == PLAYER)
525 {
526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
528 (op->type == ARMOUR || op->type == BOOTS
529 || op->type == CLOAK || op->type == HELMET
530 || op->type == SHIELD || op->type == GLOVES
531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
533 {
534 op->destroy ();
535 continue;
536 }
537 }
538
539 /* Here we remove duplicated skills (as duplicated spell objects have
540 * _very_ confusing effects for players), which could for instance be
541 * generated by bad treasurelists. - elmex
542 */
543 if (op->type == SKILL)
544 {
545 for (object *tmp = op->below; tmp; tmp = tmp->below)
546 if (tmp->type == op->type && tmp->name == op->name)
547 {
548 op->destroy ();
549 LOG (llevError,
550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
551 break;
552 }
553
554 if (op->nrof > 1)
555 op->nrof = 1;
556 }
557
558 if (op->type == SPELLBOOK && op->inv)
559 op->inv->clr_flag (FLAG_STARTEQUIP);
560
561 /* Give starting characters identified, uncursed, and undamned
562 * items. Just don't identify gold or silver, or it won't be
563 * merged properly.
564 */
565 if (op->need_identify ())
566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
572 if (op->type == SPELL)
573 {
574 op->destroy ();
575 continue;
576 }
577 else if (op->type == SKILL)
578 {
579 op->set_flag (FLAG_CAN_USE_SKILL);
580 op->stats.exp = 0;
581 op->level = 1;
582 }
583 else /* lock all 'normal items by default */
584 op->set_flag (FLAG_INV_LOCKED);
585 } /* for loop of objects in player inv */
586
587 /* Need to set up the skill pointers */
588 pl->contr->link_skills ();
589}
590
591void
733void get_party_password(object *op, partylist *party) { 592get_party_password (object *op, partylist *party)
593{
734 if (party == NULL) { 594 if (party == NULL)
595 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 596 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 597 return;
737 } 598 }
599
738 op->contr->write_buf[0]='\0'; 600 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 602 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 604}
743
744 605
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 607static int
608roll_stat ()
609{
747 int a[4],i,j,k; 610 int a[4], i, j, k;
748 611
749 for(i=0;i<4;i++) 612 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 613 a[i] = rndm (1, 6);
751 614
752 for(i=0,j=0,k=7;i<4;i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 616 if (a[i] < k)
754 k=a[i],j=i; 617 k = a[i], j = i;
755 618
756 for(i=0,k=0;i<4;i++) { 619 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 620 if (i != j)
758 k+=a[i]; 621 k += a[i];
759 } 622
760 return k; 623 return k;
761} 624}
762 625
763void roll_stats(object *op) { 626void
627object::roll_stats ()
628{
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
764 int sum=0; 633 int sum = 0;
765 int i = 0, j = 0; 634 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 635 sum += statsort [i] = roll_stat ();
767 636
768 do { 637 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 638 break;
770 op->stats.Dex=roll_stat(); 639 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 640
781 /* Sort the stats so that rerolling is easier... */ 641 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 643
790 /* a quick and dirty bubblesort? */ 644 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 646
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 647 stats.exp = 0;
821 op->stats.ac=0; 648 stats.ac = 0;
822 649
650 stats.hp = stats.maxhp;
651 stats.sp = stats.maxsp;
652 stats.grace = stats.maxgrace;
653
654 if (contr)
655 {
823 op->contr->levhp[1] = 9; 656 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 657 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 658 contr->levgrace[1] = 3;
826 659
827 fix_player(op); 660 contr->orig_stats = stats;
661 }
662}
663
664void
665object::swap_stats (int a, int b)
666{
667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
668
669 for (int i = 0; i < NUM_STATS; ++i)
670 stats.stat (i) = contr->orig_stats.stat (i);
671
672 //TODO: the following code looks so borked and should, at the very least,
673 // be merged with the similar code in roll_stats
674 stats.ac = 0;
675
676 level = 1;
677 stats.exp = 0;
678 stats.ac = 0;
679
828 op->stats.hp = op->stats.maxhp; 680 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 681 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 682 stats.grace = stats.maxgrace;
683
684 if (contr)
685 {
686 contr->levhp[1] = 9;
687 contr->levsp[1] = 6;
688 contr->levgrace[1] = 3;
689
831 op->contr->orig_stats=op->stats; 690 contr->orig_stats = stats;
691 }
832} 692}
833 693
834void Roll_Again(object *op) 694static void
695start_info (object *op)
835{ 696{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
844 698
845 if ( op->contr->Swap_First == -1 ) { 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 701}
953 702
954/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
958 * not the class. 707 * not the class.
959 */ 708 */
960 709void
961int key_change_class(object *op, char key) 710player::chargen_race_done ()
962{ 711{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 713 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 714
715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
716 if (tl)
717 create_treasure (tl, ob, 0, 0, 0);
718
977 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr);
979 720
980 op->contr->state=ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
981 722
982 if (op->msg) { 723 if (ob->msg)
983 free_string(op->msg); 724 ob->msg = 0;
984 op->msg=NULL;
985 }
986 725
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 726 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 728 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 729 esrv_send_inventory (ob, ob);
1001 fix_player(op); 730 ob->update_stats ();
1002 731
1003 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
1004 * is one for this race 733 * is one for this race
1005 */ 734 */
1006 if(*first_map_ext_path) { 735 if (*first_map_ext_path)
1007 object *tmp; 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 737 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 739}
1023 return 0;
1024 }
1025 740
741void
742player::chargen_race_next ()
743{
1026 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1028 */ 746 */
1029 747
1030 tmp_loop = 0; 748 do
1031 while(!tmp_loop) { 749 {
1032 const char *name = add_string (op->name); 750 shstr name = ob->name;
1033 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 752
1035 remove_ob (op); 753 ob->remove_statbonus ();
754 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 756 ob->arch->copy_to (ob);
1038 op->instantiate (); 757 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 759 ob->name = ob->name_pl = name;
1041 op->name = name; 760 ob->x = x;
1042 free_string(op->name_pl); 761 ob->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 764 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 765 ob->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 766 }
767 while (!allowed_class (ob));
768
1055 update_object(op,UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 770 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 771 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 774 ob->stats.grace = 0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065} 775}
1066 776
1067int key_confirm_quit(object *op, char key) 777static void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 778flee_player (object *op)
779{
1113 int dir,diff; 780 int dir, diff;
1114 rv_vector rv; 781 rv_vector rv;
1115 782
1116 if(op->stats.hp < 0) { 783 if (op->stats.hp < 0)
784 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1119 return; 787 return;
788 }
789
790 if (!op->enemy)
1120 } 791 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1125 return; 794 return;
1126 } 795 }
1127 796
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 } 798 {
799 op->enemy = NULL;
800 op->clr_flag (FLAG_SCARED);
801 return;
802 }
803
1143 get_rangevector(op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1144 805
1145 dir=absdir(4+rv.direction); 806 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 807 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 808 {
809 int m = 1 - rndm (2) * 2;
810
811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
812 return;
813 }
814
1153 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1155 op->enemy=NULL; 817 op->enemy = NULL;
1156} 818}
1157
1158 819
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 822 * stop.
1162 */ 823 */
824int
1163int check_pick(object *op) { 825check_pick (object *op)
826{
1164 object *tmp, *next; 827 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 828 int stop = 0;
1167 int j, k, wvratio; 829 int wvratio;
1168 char putstring[128], tmpstr[16];
1169 830
1170
1171 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1173 return 1; 833 return 1;
1174 834
1175 op_tag = op->count;
1176
1177 next = op->below; 835 next = op->below;
1178 if (next) 836
1179 next_tag = next->count; 837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 839
1181 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 841 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 842 while (next && !next->destroyed ())
1184 { 843 {
1185 tmp = next; 844 tmp = next;
1186 next = tmp->below; 845 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 846
1190 if (was_destroyed (op, op_tag)) 847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
853 if (op->destroyed ())
1191 return 0; 854 return 0;
1192 855
1193 if ( ! can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1194 continue; 857 continue;
1195 858
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 860 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1200 continue; 864 continue;
1201 } 865 }
1202 866
1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp);
1208 return 1;
1209 case 2: pick_up (op, tmp);
1210 return 0;
1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp);
1213 break;
1214 case 5: pick_up (op, tmp);
1215 stop = 1;
1216 break;
1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp);
1221 break;
1222
1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp);
1226 break;
1227
1228 default:
1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */ 867 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 868 if (op->contr->mode & PU_DEBUG)
1240 { 869 {
1241 /* some debugging code to figure out item information */ 870 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 871 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 872 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 874 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 876
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 877 new_draw_info (NDI_UNIQUE, 0, op, str);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 }
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265
1266#if 0
1267 /* print the flags too */
1268 for(k=0;k<4;k++)
1269 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++)
1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," ");
1275 }
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif
1279 } 878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
1280 /* philosophy: 886 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 887 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 888 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 889 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 890 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 891 * example.
1286 * The drawback: right now it has no frontend, so you need to 892 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 893 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 894 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 897 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 898 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 899 * meaning if any test passes, the item gets picked up. */
1294 900
1295 /* if mode is set to pick nothing up, return */ 901 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 902 if (op->contr->mode == PU_NOTHING)
903 return 1;
1298 904
1299 /* if mode is set to stop when encountering objects, return */ 905 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 906 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 907 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 908 if (op->contr->mode & PU_STOP)
909 return 0;
1304 910
1305 /* useful for going into stores and not losing your settings... */ 911 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 912 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 913 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
1309 916
1310 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 918 if (tmp->flag [FLAG_UNPAID])
919 continue;
1312 920
1313 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
1315 924
1316 /* all food and drink if desired */ 925 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 928 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 929 {
930 CHK_PICK_PICKUP;
931 continue;
932 }
933
1321 if(op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
1324 940
1325 if(op->contr->mode & PU_POTION) 941 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 942 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
1328 947
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 948 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 949 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 950 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
1333 if(op->contr->mode & PU_SKILLSCROLL) 956 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 957 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1336 if(op->contr->mode & PU_READABLES) 963 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
1339 969
1340 /* wands/staves/rods/horns */ 970 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 971 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 972 if (tmp->type == WAND
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
1344 980
1345 /* pick up all magical items */ 981 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
1349 989
1350 if(op->contr->mode & PU_VALUABLES) 990 if (op->contr->mode & PU_VALUABLES)
1351 { 991 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 992 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
1354 } 997 }
1355 998
1356 /* rings & amulets - talismans seems to be typed AMULET */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1000 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1001 if (tmp->type == RING
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1009
1010 /* we don't forget dragon food */
1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1015 continue;
1016 }
1360 1017
1361 /* bows and arrows. Bows are good for selling! */ 1018 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1019 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1020 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1365 if(op->contr->mode & PU_ARROW) 1026 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1027 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1368 1032
1369 /* all kinds of armor etc. */ 1033 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1034 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1035 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1373 if(op->contr->mode & PU_HELMET) 1041 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1042 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1376 if(op->contr->mode & PU_SHIELD) 1048 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1049 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1379 if(op->contr->mode & PU_BOOTS) 1055 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1056 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1382 if(op->contr->mode & PU_GLOVES) 1062 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1385 if(op->contr->mode & PU_CLOAK) 1069 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1070 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1388 1075
1389 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1393 1083
1394 /* careful: chairs and tables are weapons! */ 1084 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1085 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1086 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1087 if (tmp->type == WEAPON)
1398 { 1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1089 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1090 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1091 continue;
1402 } 1092 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 } 1093 }
1410 1094
1411 /* misc stuff that's useful */ 1095 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1096 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1415 1102
1416 /* any of the last 4 bits set means we use the ratio for value 1103 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1104 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1105 if (op->contr->mode & PU_RATIO)
1419 { 1106 {
1420 /* use value density to decide what else to grab */ 1107 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1108 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1110 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1111 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1113 {
1427 pick_up(op, tmp);
1428#if 0 1114#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1116 if (tmp->name != NULL)
1117 {
1431 fprintf(stderr,"%s", tmp->name); 1118 fprintf (stderr, "%s", tmp->name);
1432 } 1119 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1120 else
1121 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1124#endif
1437 continue; 1125 CHK_PICK_PICKUP;
1438 } 1126 continue;
1127 }
1128 } /* the new pickup model */
1439 } 1129 }
1440 } /* the new pickup model */ 1130
1441 }
1442 return ! stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1443} 1167}
1444 1168
1445/* 1169/*
1446 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1172 * found object is returned.
1449 */ 1173 */
1174static object *
1450object *find_arrow(object *op, const char *type) 1175find_arrow (object *op, const char *type)
1451{ 1176{
1452 object *tmp = NULL; 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1453 1180
1454 for(op=op->inv; op; op=op->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1183 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1184 {
1458 else if (op->type==ARROW && op->race==type) 1185 splay (tmp);
1186 return arrow;
1187 }
1188
1459 return op; 1189 return 0;
1460 return tmp;
1461} 1190}
1462 1191
1463/* 1192/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1197 */
1469 1198static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1200{
1472 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1474 1203
1475 if (!type) 1204 if (!type)
1476 return NULL; 1205 return NULL;
1477 1206
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1208 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1481 i = 0; 1210 {
1211 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1483 if (i > betterby) { 1214 if (i > betterby)
1484 tmp = ntmp; 1215 {
1485 betterby = i; 1216 tmp = ntmp;
1486 } 1217 betterby = i;
1218 }
1219 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1220 else if (arrow->type == ARROW && arrow->race == type)
1221 {
1488 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1223 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1224 {
1491 if (arrow->attacktype & AT_DEATH) { 1225 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1226 {
1493 return arrow; 1227 *better = 100;
1494 } else { 1228 return arrow;
1495 tmp = arrow; 1229 }
1230 else
1231 {
1232 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1233 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1234 }
1498 } else { 1235 }
1236 else
1237 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1239 {
1500 attacktype = 1<<attacknum; 1240 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1243 {
1244 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1246 }
1506 } 1247 }
1248
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1250 {
1251 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1253 }
1254
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1256 {
1257 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1259 }
1260 }
1261 }
1515 } 1262 }
1516 } 1263
1517 }
1518 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1265 return find_arrow (op, type);
1520 1266
1521 *better = betterby; 1267 *better = betterby;
1522 return tmp; 1268 return tmp;
1523} 1269}
1524 1270
1525/* looks in a given direction, finds the first valid target, and calls 1271/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1273 * op = the shooter
1528 * type = bow->race 1274 * type = bow->race
1529 * dir = fire direction 1275 * dir = fire direction
1530 */ 1276 */
1531 1277static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1279{
1534 object *tmp = NULL; 1280 object *tmp = NULL;
1535 mapstruct *m; 1281 maptile *m;
1536 int i, mflags, found, number; 1282 int i, mflags, found, number;
1537 sint16 x, y; 1283 sint16 x, y;
1538 1284
1539 if (op->map == NULL) 1285 if (op->map == NULL)
1540 return find_arrow(op, type); 1286 return find_arrow (op, type);
1541 1287
1542 /* do a dex check */ 1288 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1289 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1290 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1291 return find_arrow (op, type);
1546 1292
1547 m = op->map; 1293 m = op->map;
1548 x = op->x; 1294 x = op->x;
1549 y = op->y; 1295 y = op->y;
1550 1296
1551 /* find the first target */ 1297 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1298 for (i = 0, found = 0; i < 20; i++)
1299 {
1553 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1305 {
1558 break; 1306 tmp = 0;
1307 break;
1308 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1310 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1562 */ 1313 */
1563 tmp = NULL; 1314 tmp = 0;
1564 break; 1315 break;
1565 } 1316 }
1317
1566 if (mflags & P_IS_ALIVE) { 1318 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1320 if (tmp->flag [FLAG_ALIVE])
1569 found++; 1321 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1322 }
1576 if (tmp == NULL) 1323
1324 if (!tmp)
1577 return find_arrow(op, type); 1325 return find_arrow (op, type);
1578 1326
1579 if (tmp->head) 1327 if (tmp->head)
1580 tmp = tmp->head; 1328 tmp = tmp->head;
1581 1329
1582 return find_better_arrow(op, tmp, type, &i); 1330 return find_better_arrow (op, tmp, type, &i);
1583} 1331}
1584 1332
1585/* 1333/*
1586 * Creature fires a bow - op can be monster or player. Returns 1334 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1335 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1338 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1339 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1340 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1341 * player fire modes.
1594 */ 1342 */
1343int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1345{
1598 object *left, *bow; 1346 object *left, *bow;
1599 tag_t left_tag, tag; 1347 int mflags;
1600 int bowspeed, mflags; 1348 maptile *m;
1601 mapstruct *m;
1602 1349
1603 if (!dir) { 1350 if (!dir)
1351 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1353 return 0;
1354 }
1355
1356 if (op->contr)
1357 bow = op->current_weapon;
1358 else
1606 } 1359 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1362 * don't need to switch back and forth between bows and weapons.
1613 */ 1363 */
1614 if(bow->type==BOW) 1364 if (bow->type == BOW)
1615 break; 1365 break;
1616 1366
1617 if (!bow) { 1367 if (!bow)
1368 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1370 return 0;
1620 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1621 } 1375 }
1376
1622 if( !bow->race || !bow->skill) { 1377 if (!bow->race || !bow->skill)
1378 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1380 return 0;
1625 } 1381 }
1626 1382
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1383 if (arrow == NULL)
1384 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1386 {
1637 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1390 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1643 return 0; 1393 return 0;
1644 } 1394 }
1645 } 1395 }
1396
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1398 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1399 return 0;
1649 } 1400
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1401 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1402 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1404 return 0;
1653 } 1405 }
1654 1406
1655 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1408 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1411 arrow->destroy ();
1412 return 0;
1413 }
1661 1414
1662 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1416 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1417 if (!arrow)
1665 if (arrow == NULL) { 1418 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1420 return 0;
1668 return 0;
1669 } 1421 }
1670 set_owner(arrow, op); 1422
1671 if (arrow->skill) free_string(arrow->skill); 1423 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1424 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1425 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1426
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1430 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1431
1690 /* Note that this was different for monsters - they got their level 1432#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1433 if (player *pl = op->contr)
1692 */
1693 1434 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1435 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1698 /* update the speed */ 1449 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1450
1704 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1708 1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1709 if (op->type == PLAYER) { 1459 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1460 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1462 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1468 }
1469 else
1470 {
1720 arrow->level = op->level; 1471 arrow->level = op->level;
1721 } 1472 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1473
1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1723 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1478 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1479
1727 arrow->map = m; 1480 wc -= arrow->level;
1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1486
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1488 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1489
1735 if (!was_destroyed(arrow, tag)) 1490 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1491 move_arrow (arrow);
1737 1492
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1493 return 1;
1745} 1494}
1746 1495
1747/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1497 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1501 * hence the function name.
1753 */ 1502 */
1503static int
1754int player_fire_bow(object *op, int dir) 1504player_fire_bow (object *op, int dir)
1755{ 1505{
1756 int ret=0, wcmod=0; 1506 int ret;
1757 1507
1758 if (op->contr->bowtype == bow_bestarrow) { 1508 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1509 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1511 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1513 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1516 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1517 else if (op->contr->bowtype == bow_threewide)
1518 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1522 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1523 else if (op->contr->bowtype == bow_spreadshot)
1524 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1528 }
1776 } else { 1529 else
1530 {
1777 /* Simple case */ 1531 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1533 }
1534
1780 return ret; 1535 return ret;
1781} 1536}
1782
1783 1537
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1786 */ 1540 */
1541static void
1787void fire_misc_object(object *op, int dir) 1542fire_misc_object (object *op, int dir)
1788{ 1543{
1789 object *item; 1544 object *item = op->contr->ranged_ob;
1790 1545
1791 if (!op->contr->ranges[range_misc]) { 1546 if (!item)
1547 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1549 return;
1794 } 1550 }
1795 1551
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1552 if (!item->inv)
1553 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1555 return;
1800 } 1556 }
1801 if (item->type == WAND) { 1557
1802 if(item->stats.food<=0) { 1558 if (!op->apply (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1559 return;
1806 } 1560
1561 if (item->type == WAND)
1562 {
1563 if (item->stats.food <= 0)
1564 {
1565 op->contr->play_sound (sound_find ("wand_poof"));
1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1568 return;
1569 }
1570 }
1571 else if (item->type == ROD || item->type == HORN)
1572 {
1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1578 {
1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1581 if (item->type == ROD)
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1583 else
1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
1586 return;
1587 }
1588 }
1589
1590 if (cast_spell (op, item, dir, item->inv, NULL))
1591 {
1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1594 if (item->type == WAND)
1595 {
1596 if (!(--item->stats.food))
1597 {
1598 object *tmp;
1599
1600 if (item->arch)
1601 {
1602 item->clr_flag (FLAG_ANIMATE);
1603 item->face = item->arch->face;
1604 item->set_speed (0);
1605 }
1606
1607 if (object *pl = item->visible_to ())
1608 esrv_update_item (UPD_ANIM, pl, item);
1609 }
1610 }
1807 } else if (item->type == ROD || item->type==HORN) { 1611 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return;
1817 }
1818 }
1819
1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) {
1823 if (!(--item->stats.food)) {
1824 object *tmp;
1825 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face;
1828 item->speed = 0;
1829 update_ob_speed(item);
1830 }
1831 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item);
1833 }
1834 }
1835 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1612 drain_rod_charge (item);
1837 }
1838 } 1613 }
1839} 1614}
1840 1615
1841/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1842 */ 1617 */
1618bool
1843void fire(object *op,int dir) { 1619fire (object *who, int dir)
1620{
1844 int spellcost=0; 1621 int spellcost = 0;
1845 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
1846 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1645 if (action_makes_visible (who))
1646 make_visible (who);
1848 1647
1849 switch(op->contr->shoottype) { 1648 switch (ob->type)
1850 case range_none: 1649 {
1851 return; 1650 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1651 player_fire_bow (who, dir);
1855 return; 1652 break;
1856 1653
1857 case range_magic: /* Casting spells */ 1654 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1656 break;
1860 1657
1861 case range_misc: 1658 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1659 apply_map_builder (who, dir);
1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1670 default:
1671 fire_misc_object (who, dir);
1672 break;
1673 }
1674
1675 return true;
1676}
1677
1678static object *
1679find_key_ (object *pl, object *container, object *door)
1680{
1681 object *tmp, *key;
1682
1683 /* Should not happen, but sanity checking is never bad */
1684 if (!container->inv)
1685 return 0;
1686
1687 /* First, lets try to find a key in the top level inventory */
1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1689 {
1690 if (door->type == DOOR && tmp->type == KEY)
1691 break;
1692
1693 /* For sanity, we should really check door type, but other stuff
1694 * (like containers) can be locked with special keys
1695 */
1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1697 break;
1698 }
1699
1700 /* No key found - lets search inventories now */
1701 /* If we find and use a key in an inventory, return at that time.
1702 * otherwise, if we search all the inventories and still don't find
1703 * a key, return
1704 */
1705 if (!tmp)
1706 {
1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1708 /* No reason to search empty containers */
1709 if (tmp->type == CONTAINER && tmp->inv)
1710 if ((key = find_key_ (pl, tmp, door)))
1711 return key;
1712
1713 if (!tmp)
1886 return; 1714 return 0;
1887 default: 1715 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1716
1889 return; 1717 /* We get down here if we have found a key. Now if its in a container,
1718 * see if we actually want to use it
1719 */
1720 if (pl != container)
1890 } 1721 {
1891} 1722 /* Only let players use keys in containers */
1723 if (!pl->contr)
1724 return 0;
1892 1725
1726 /* cases where this fails:
1727 * If we only search the player inventory, return now since we
1728 * are not in the players inventory.
1729 * If the container is not active, return now since only active
1730 * containers can be used.
1731 * If we only search keyrings and the container does not have
1732 * a race/isn't a keyring.
1733 * No checking for all containers - to fall through past here,
1734 * inv must have been an container and must have been active.
1735 *
1736 * Change the color so that the message doesn't disappear with
1737 * all the others.
1738 */
1739 if (pl->contr->usekeys == key_inventory
1740 || !container->flag [FLAG_APPLIED]
1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1742 {
1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1745 return NULL;
1746 }
1747 }
1893 1748
1749 return tmp;
1750}
1894 1751
1895/* find_key 1752/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1753 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1754 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1755 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1757 * pl is the player,
1901 * inv is the objects inventory to searched 1758 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1759 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1760 * This function can be called recursively to search containers.
1904 */ 1761 */
1905 1762object *
1906object * find_key(object *pl, object *container, object *door) 1763find_key (object *pl, object *container, object *door)
1907{ 1764{
1908 object *tmp,*key; 1765 if (door->slaying && is_match_expr (door->slaying))
1909
1910 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL;
1912
1913 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1915 if (door->type==DOOR && tmp->type==KEY) break;
1916 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys
1918 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1920 tmp->slaying==door->slaying) break;
1921 } 1766 {
1922 /* No key found - lets search inventories now */ 1767 // for match expressions, we try to find the key by applying the match
1923 /* If we find and use a key in an inventory, return at that time. 1768 // to the op itself, which is supposed to find the "key", instead
1924 * otherwise, if we search all the inventories and still don't find 1769 // of searching through containers ourselves.
1925 * a key, return 1770
1926 */ 1771 return match_one (door->slaying, container, door, pl, pl);
1927 if (!tmp) {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1929 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1932 } 1772 }
1933 } 1773 else
1934 if (!tmp) return NULL; 1774 return find_key_ (pl, container, door);
1935 }
1936 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it
1938 */
1939 if (pl!=container) {
1940 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL;
1942 /* cases where this fails:
1943 * If we only search the player inventory, return now since we
1944 * are not in the players inventory.
1945 * If the container is not active, return now since only active
1946 * containers can be used.
1947 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active.
1951 *
1952 * Change the color so that the message doesn't disappear with
1953 * all the others.
1954 */
1955 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys")))
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door",
1962 query_name(tmp), query_name(container));
1963 return NULL;
1964 }
1965 }
1966 return tmp;
1967} 1775}
1968 1776
1969/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1972 * 0 otherwise 1780 * 0 otherwise
1973 */ 1781 */
1782static int
1974static int player_attack_door(object *op, object *door) 1783player_attack_door (object *op, object *door)
1975{ 1784{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1786 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1980 */ 1788 */
1981 object *key=find_key(op, op, door); 1789 object *key = find_key (op, op, door);
1982 1790
1983 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1984 if (key) { 1792 if (key)
1793 {
1985 object *container=key->env; 1794 object *container = key->env;
1986 1795
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1796 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1797 make_visible (op);
1798
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1800 spring_trap (door->inv, op);
1801
1990 if (door->type == DOOR) { 1802 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1804 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1805 {
1995 "You open the door with the %s", query_short_name(key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1808 }
1809
1998 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1812
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1814 }
2004 } else if (door->type==LOCKED_DOOR) { 1815 else if (door->type == LOCKED_DOOR)
1816 {
2005 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1819 return 1;
2008 } 1820 }
1821
2009 return 0; 1822 return 0;
2010} 1823}
2011 1824
2012/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2017 */ 1830 */
2018 1831bool
2019void move_player_attack(object *op, int dir) 1832move_player_attack (object *op, int dir)
2020{ 1833{
2021 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1835 {
2023 int on_battleground; 1836 --op->speed_left;
2024 mapstruct *m; 1837 return true;
1838 }
2025 1839
2026 nx=freearr_x[dir]+op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2028 1842
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2030 1845
2031 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1853 * move_ob uses.
2039 */ 1854 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1855 maptile *m = op->map->xy_find (nx, ny);
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return;
2050 }
2051 1856
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1857 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 1858 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 1859 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1860 * on the space
2057 */ 1861 */
2058 while (tmp!=NULL) { 1862 object *mon;
2059 if (tmp == op) { 1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 1864 {
2061 continue; 1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2062 } 1870 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1871
2064 mon = tmp;
2065 break;
2066 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 1872 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 1873 return false; /* into a wall */
2074 1874
2075 if(mon->head != NULL)
2076 mon = mon->head; 1875 mon = mon->head_ ();
2077 1876
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 1879 if (player_attack_door (op, mon))
1880 {
1881 --op->contr->weapon_sp_left;
1882 return true;
1883 }
2080 1884
2081 /* The following deals with possibly attacking peaceful 1885 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 1886 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 1887 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 1888 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 1889 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 1890 * and thus will not push them.
2087 */ 1891 */
2088 1892
2089 /* If the creature is a pet, push it even if the player is not 1893 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 1894 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 1895 * player owns it and it is either friendly or unagressive.
2092 */ 1896 */
2093 if ((op->type==PLAYER) 1897 if (op->type == PLAYER
2094#if COZY_SERVER 1898 && ((mon->owner && mon->owner->contr
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1899 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 1900 || mon->owner == op)
2100 ) 1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2101#else 1902 {
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */ 1903 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 1904 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1905 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 1906
1907 if (op->speed_left > 0.f)
1908 {
1909 --op->speed_left;
1910
1911 op->play_sound (sound_find ("push_player"));
1912 push_ob (mon, dir, op);
1913
1914 if (action_makes_visible (op))
1915 make_visible (op);
1916
1917 return true;
1918 }
1919 else
1920 return false;
1921 }
1922
1923 bool on_battleground = op_on_battleground (op, 0, 0);
1924
2114 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
2117 * attack them either. 1928 * attack them either.
2118 */ 1929 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 1930 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2121 ( 1932 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 1934 && !on_battleground))
1935 {
1936 if (op->speed_left > 0.f)
1937 {
1938 --op->speed_left;
1939
1940 if (!op->contr->braced)
2128 )) { 1941 {
2129 if (!op->contr->braced) { 1942 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1943 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 1944 }
2132 } else { 1945 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 1946 op->statusmsg ("You withhold your attack");
1947
1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1949 make_visible (op);
1950
1951 return true;
1952 }
2134 } 1953 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 1955 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1956 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1958 {
1959 if (op->speed_left > 0.f)
1960 {
1961 --op->speed_left;
1962
2142 recursive_roll(mon,dir,op); 1963 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 1964 if (action_makes_visible (op))
2144 } 1965 make_visible (op);
2145 1966
1967 return true;
1968 }
1969 }
2146 /* Any generic living creature. Including things like doors. 1970 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 1971 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 1973 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 1974 * that party_number -1 is no party, so attacks can still happen.
2151 */ 1975 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 1978 {
1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1980 {
1981 --op->contr->weapon_sp_left;
2156 1982
2157 /* If the player hasn't hit something this tick, and does 1983 skill_attack (mon, op, 0, 0, 0);
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164 1984
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1985 if (action_makes_visible (op))
1986 make_visible (op);
1987
1988 return true;
1989 }
2166 } 1990 }
2167 1991
2168 skill_attack(mon, op, 0, NULL, NULL); 1992 return false;
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */
2185} 1993}
2186 1994
1995bool
2187int move_player(object *op,int dir) { 1996move_player (object *op, int dir)
2188 int pick; 1997{
2189
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 1999 return 0;
2000
2001 /* Sanity check: make sure dir is valid */
2002 if (dir < 0 || dir > 8)
2003 {
2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2005 return 0;
2006 }
2007
2008 /* peterm: added following line */
2009 if (op->flag [FLAG_CONFUSED] && dir)
2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2011
2012 op->facing = dir;
2013
2014 if (op->flag [FLAG_HIDDEN])
2015 do_hidden_move (op);
2016
2017 bool retval;
2018 int pick = 0;
2019
2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2021 retval = RESULT_INT (0);
2022 else if (op->contr->fire_on)
2023 retval = fire (op, dir);
2024 else
2025 {
2026 retval = move_player_attack (op, dir);
2027 pick = check_pick (op);
2028 }
2029
2030 /* Add special check for newcs players and fire on - this way, the
2031 * server can handle repeat firing.
2032 */
2033 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2034 op->direction = dir;
2035 else
2036 op->direction = 0;
2037
2038 /* Update how the player looks. Use the facing, so direction may
2039 * get reset to zero. This allows for full animation capabilities
2040 * for players.
2041 */
2042 animate_object (op, op->facing);
2043
2044 return retval;
2229} 2045}
2230 2046
2231/* This is similar to handle_player, below, but is only used by the 2047/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2048 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2049 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2050 * the new speed values for commands.
2235 * 2051 *
2236 * Returns true if there are more actions we can do. 2052 * Returns true if there are more actions we can do. Should not do
2053 * many actions in a row, as that would be too unfair to other
2054 * players.
2237 */ 2055 */
2056bool
2238int handle_newcs_player(object *op) 2057handle_newcs_player (object *op)
2239{ 2058{
2240 if (op->contr->hidden) { 2059 if (op->flag [FLAG_SCARED])
2241 op->invisible = 1000; 2060 {
2242 /* the socket code flashes the player visible/invisible 2061 if (op->speed_left > 0.f)
2243 * depending on the value of invisible, so we need to 2062 {
2244 * alternate it here for it to work correctly. 2063 --op->speed_left;
2245 */ 2064 flee_player (op);
2246 if (pticks & 2) op->invisible--; 2065
2066 return true;
2067 }
2068 else
2069 return false;
2247 } 2070 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255 2071
2256 if (QUERY_FLAG(op, FLAG_SCARED)) {
2257 flee_player(op);
2258 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0;
2262 }
2263 }
2264
2265 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer.
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 }
2276
2277 /* call this here - we also will call this in do_ericserver, but 2072 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2073 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2074 * called, so we recheck it here.
2280 */ 2075 */
2281 HandleClient(&op->contr->socket, op->contr); 2076 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2077 return true;
2283 2078
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2079 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction); 2080 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2081
2294 else return 0; 2082 return false;
2295 } 2083}
2084
2085static int
2086save_life (object *op)
2087{
2088 if (!op->flag [FLAG_LIFESAVE])
2296 return 0; 2089 return 0;
2297}
2298 2090
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2093 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2094 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2096
2311 if (op->contr) 2097 tmp->destroy ();
2312 esrv_del_item(op->contr, tmp->count); 2098 op->clr_flag (FLAG_LIFESAVE);
2313 remove_ob(tmp); 2099
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0) 2100 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2102
2318 if(op->stats.food<0) 2103 if (op->stats.food < 0)
2319 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2320 fix_player(op); 2105
2106 op->update_stats ();
2321 return 1; 2107 return 1;
2322 } 2108 }
2109
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2113 return 0;
2327} 2114}
2328 2115
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2117 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2118 * function will descend into containers. op is the object to start the search
2332 * from. 2119 * from.
2333 */ 2120 */
2121static void
2334void remove_unpaid_objects(object *op, object *env) 2122drop_unpaid_items (object *op, object *env)
2335{ 2123{
2336 object *next;
2337
2338 while (op) { 2124 while (op)
2339 next=op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op'
2341 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2343 remove_ob(op);
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 } 2125 {
2353} 2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2354 2127
2128 if (op->flag [FLAG_UNPAID])
2129 op->insert_at (env);
2130 else if (op->inv)
2131 drop_unpaid_items (op->inv, env);
2355 2132
2356/* 2133 op = next;
2357 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory.
2362 */
2363char *gravestone_text (object *op)
2364{
2365 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL);
2368
2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2372 else
2373 sprintf (buf, "%s\n", op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382 if (op->type == PLAYER) {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 } 2134 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf);
2390 return buf2;
2391} 2135}
2392 2136
2137void
2138object::drop_unpaid_items ()
2139{
2140 if (!flag [FLAG_REMOVED])
2141 ::drop_unpaid_items (inv, this);
2142}
2393 2143
2394 2144void
2395void do_some_living(object *op) { 2145do_some_living (object *op)
2146{
2396 int last_food=op->stats.food; 2147 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2148 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace;
2399 int i; 2149 int i;
2400 int rate_hp = 1200; 2150 int rate_hp = 1200;
2401 int rate_sp = 2500; 2151 int rate_sp = 2500;
2402 int rate_grace = 2000; 2152 int rate_grace = 2000;
2403 const int max_hp = 1; 2153 const int max_hp = 1;
2404 const int max_sp = 1; 2154 const int max_sp = 1;
2405 const int max_grace = 1; 2155 const int max_grace = 1;
2406 2156
2407 if (op->contr->outputs_sync) { 2157 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2158 {
2409 if (op->contr->outputs[i].buf!=NULL && 2159 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2160 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2161 * depending on the value of invisible, so we need to
2162 * alternate it here for it to work correctly.
2163 */
2164 if (pticks & 2)
2165 op->invisible--;
2412 } 2166 }
2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2168 {
2169 if (!op->invisible--)
2170 {
2171 make_visible (op);
2172 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2173 }
2174 }
2413 2175
2414 if(op->contr->state==ST_PLAYING) { 2176 if (op->contr->ns->state == ST_PLAYING)
2415 2177 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2178 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2179 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 )
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2420 else {
2421 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2423 }
2424 if(op->contr->gen_sp >= 0 )
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2426 else {
2427 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2429 }
2430 if(op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2432 else {
2433 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 }
2485 } else {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2487 }
2488 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518
2519 /* Digestion */
2520 if(--op->last_eat<0) {
2521#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529
2530 if(op->contr->gen_hp > 0) 2180 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2181 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2182 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2183 {
2184 gen_hp = op->stats.maxhp;
2185 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2186 }
2187
2188 if (op->contr->gen_sp >= 0)
2189 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2190 else
2191 {
2192 gen_sp = op->stats.maxsp;
2193 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2194 }
2195
2196 if (op->contr->gen_grace >= 0)
2197 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2198 else
2199 {
2200 gen_grace = op->stats.maxgrace;
2201 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2202 }
2203
2204 /* Regenerate Grace */
2205 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2206 if (--op->last_grace < 0)
2207 {
2208 if (op->stats.grace < op->stats.maxgrace / 2)
2209 op->stats.grace++; /* no penalty in food for regaining grace */
2210
2211 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2212
2213 if (max_grace > 1)
2214 {
2215 int over_grace = temp / rate_grace;
2216
2217 if (over_grace > 0)
2218 {
2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2220 op->last_grace = 0;
2221 }
2222 else
2223 op->last_grace = rate_grace / temp;
2224 }
2225 else
2226 op->last_grace = rate_grace / temp;
2227
2228 /* wearing stuff doesn't detract from grace generation. */
2229 }
2230
2231 if (op->stats.food > 0)
2232 {
2233 /* Regenerate Spell Points */
2234 if (!op->contr->golem && --op->last_sp < 0)
2235 {
2236 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2237
2238 if (op->stats.sp < op->stats.maxsp)
2239 {
2240 op->stats.sp++;
2241
2242 /* dms do not consume food */
2243 if (!op->flag [FLAG_WIZ])
2244 {
2245 op->stats.food--;
2246
2247 if (op->contr->digestion < 0)
2248 op->stats.food += op->contr->digestion;
2249 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2250 op->stats.food = last_food;
2251 }
2252 }
2253
2254 if (max_sp > 1)
2255 {
2256 int over_sp = (gen_sp + 10) / rate_sp;
2257 if (over_sp > 0)
2258 {
2259 if (op->stats.sp < op->stats.maxsp)
2260 {
2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2262
2263 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2264 op->stats.sp--;
2265
2266 if (op->stats.sp > op->stats.maxsp)
2267 op->stats.sp = op->stats.maxsp;
2268 }
2269
2270 op->last_sp = 0;
2271 }
2272 else
2273 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2274 }
2275 else
2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2277 }
2278
2279 /* Regenerate Hit Points */
2280 if (--op->last_heal < 0)
2281 {
2282 if (op->stats.hp < op->stats.maxhp)
2283 {
2284 op->stats.hp++;
2285
2286 /* dms do not consume food */
2287 if (!op->flag [FLAG_WIZ])
2288 {
2289 op->stats.food--;
2290
2291 if (op->contr->digestion < 0)
2292 op->stats.food += op->contr->digestion;
2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2294 op->stats.food = last_food;
2295 }
2296 }
2297
2298 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2299
2300 if (max_hp > 1)
2301 {
2302 int over_hp = temp / rate_hp;
2303
2304 if (over_hp > 0)
2305 {
2306 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / temp;
2311 }
2312 else
2313 op->last_heal = rate_hp / temp;
2314 }
2315 }
2316
2317 /* Digestion */
2318 if (--op->last_eat < 0)
2319 {
2320 int bonus = max (0, op->contr->digestion),
2321 penalty = max (0, -op->contr->digestion);
2322
2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2324
2534 /* dms do not consume food */ 2325 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2326 if (!op->flag [FLAG_WIZ])
2536 } 2327 op->stats.food--;
2537 } 2328 }
2538 2329
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2331 {
2332 object *flesh = 0;
2541 2333
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2334 for_inv_removable (op, tmp)
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2335 {
2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2340 {
2546 manual_apply(op,tmp,0); 2341 op->statusmsg ("You blindly grab for a bite of food. "
2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2343 op->apply (tmp);
2344
2547 if(op->stats.food>=0||op->stats.hp<0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2346 break;
2549 } 2347 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2348 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2349 flesh = tmp;
2552 } /* end of for loop */ 2350 }
2351
2553 /* If player is still starving, it means they don't have any food, so 2352 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2353 * eat flesh instead.
2555 */ 2354 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2356 {
2558 manual_apply(op,flesh,0); 2357 op->statusmsg ("You blindly grab for a bite of food. "
2559 } 2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 } /* end if player is starving */ 2359 op->apply (flesh);
2360 }
2561 2361
2562 while(op->stats.food<0&&op->stats.hp>0) 2362 // If player is still starving, alert him!
2563 op->stats.food++,op->stats.hp--; 2363 if (op->stats.food < 0)
2564 2364 op->failmsg ("You are starving! "
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2566 kill_player(op);
2567}
2568
2569 2366 }
2367
2368 if (op->stats.food < 0)
2369 {
2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2372
2373 if (op->stats.hp < 0)
2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2379
2380 /* killer should be set here already */
2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2382 kill_player (op);
2383 }
2384}
2570 2385
2571/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2387 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2388 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2389 * file.
2575 */ 2390 */
2391void
2576void kill_player(object *op) 2392kill_player (object *op)
2577{ 2393{
2578 char buf[MAX_BUF];
2579 int x,y,i; 2394 int x, y;
2580 mapstruct *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2581 int z;
2582 int num_stats_lose;
2583 int lost_a_stat;
2584 int lose_this_stat;
2585 int this_stat;
2586 int will_kill_again; 2396 int will_kill_again;
2587 archetype *at; 2397 archetype *at;
2588 object *tmp; 2398 object *tmp;
2589 2399
2590 if(save_life(op)) 2400 if (save_life (op))
2591 return; 2401 return;
2592 2402
2403 dynbuf_text deathtab;
2593 2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2438
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2442 */
2598 if (op_on_battleground(op, &x, &y)) { 2443 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2444 {
2600 "You have been defeated in combat!"); 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2602 "Local medics have saved your life...");
2603
2604 /* restore player */
2605 at = find_archetype("poisoning");
2606 tmp=present_arch_in_ob(at,op);
2607 if (tmp) {
2608 remove_ob(tmp);
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2611 }
2612 2446
2613 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op);
2615 if (tmp) {
2616 remove_ob(tmp);
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2619 }
2620
2621 cure_disease(op,0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999;
2624
2625 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2627 if (tmp != NULL) 2449
2628 { 2450 tmp->name = format ("%s's finger" , &op->name);
2629 sprintf(buf,"%s's finger",op->name); 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2630 tmp->name = add_string(buf); 2452 tmp->msg = format (
2631 sprintf(buf," This finger has been cut off %s\n" 2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2454 &op->name, op->contr->title,
2633 op->name, op->contr->title, (int)(op->level), 2455 (int)op->level,
2634 op->contr->killer); 2456 op->contr->killer_name ()
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0;
2637 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2457 );
2458 tmp->value = 0, tmp->type = 0;
2459 tmp->material = name_to_material (shstr_organic);
2460 tmp->insert_at (op, tmp);
2461
2642 /* teleport defeated player to new destination*/ 2462 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2464 op->contr->braced = 0;
2645 return;
2646 }
2647 2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2467 return;
2468 }
2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2648 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2649 2474
2650 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2651 2476
2652 if(op->stats.food<0) { 2477 op->contr->play_sound (sound_find ("player_dies"));
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name);
2660 strcpy(op->contr->killer,"starvation");
2661 }
2662 else {
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2478
2673 /* save the map location for corpse, gravestone*/ 2479 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2480 x = op->x;
2481 y = op->y;
2482 map = op->map;
2675 2483
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2484 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2485 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2486 * See the config.h file for a little more in depth detail about this.
2681 */ 2487 */
2682 2488
2683 /* Basically two ways to go - remove a stat permanently, or just 2489 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2490 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2491 * of death.
2686 */ 2492 */
2687#ifndef COZY_SERVER 2493#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2494 if (settings.balanced_stat_loss)
2495 {
2689 /* If stat loss is permanent, lose one stat only. */ 2496 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2497 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2498 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2499 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2500 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2501 little bit harder. */
2695 /* GD */ 2502 /* GD */
2696 if (settings.stat_loss_on_death) 2503 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2504 num_stats_lose = 1;
2698 else 2505 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2506 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2507 }
2508 else
2701 num_stats_lose = 1; 2509 num_stats_lose = 1;
2702 } 2510
2703 lost_a_stat = 0; 2511 lost_a_stat = 0;
2704 2512
2705 for (z=0; z<num_stats_lose; z++) { 2513 for (z = 0; z < num_stats_lose; z++)
2706 i = RANDOM() % NUM_STATS; 2514 {
2515 i = rndm (NUM_STATS);
2707 2516
2708 if (settings.stat_loss_on_death) { 2517 if (settings.stat_loss_on_death)
2518 {
2709 /* Pick a random stat and take a point off it. Tell the player 2519 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2520 * what he lost.
2711 */ 2521 */
2712 change_attr_value(&(op->stats), i,-1); 2522 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2523 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2524 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2525 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2526 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2527 lost_a_stat = 1;
2718 } else { 2528 }
2529 else
2530 {
2719 /* deplete a stat */ 2531 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2721 object *dep; 2533 object *dep;
2534
2535 dep = present_arch_in_ob (deparch, op);
2536 if (!dep)
2722 2537 {
2723 dep = present_arch_in_ob(deparch,op); 2538 dep = deparch->instance ();
2724 if(!dep) {
2725 dep = arch_to_object(deparch);
2726 insert_ob_in_ob(dep, op); 2539 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2540 }
2756 if (lose_this_stat) { 2541 lose_this_stat = 1;
2542 if (settings.balanced_stat_loss)
2543 {
2544 /* GD */
2545 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2546 this_stat = get_attr_value (&(dep->stats), i);
2547 if (this_stat < 0)
2548 {
2549 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2550 int keep_chance = this_stat * this_stat;
2551
2552 /* Yes, I am paranoid. Sue me. */
2553 if (keep_chance < 1)
2554 keep_chance = 1;
2555
2556 /* There is a maximum depletion total per level. */
2557 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2558 {
2559 lose_this_stat = 0;
2560 /* Take loss chance vs keep chance to see if we
2561 retain the stat. */
2562 }
2563 else
2564 {
2565 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2566 lose_this_stat = 0;
2567 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2568 this_stat, keep_chance, loss_chance,
2569 lose_this_stat?"LOSE":"KEEP"); */
2570 }
2571 }
2572 }
2573
2574 if (lose_this_stat)
2575 {
2576 this_stat = get_attr_value (&dep->stats, i);
2758 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2580 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2581 * difference.
2763 */ 2582 */
2764 if (this_stat>=-50) { 2583 if (this_stat >= -50)
2584 {
2765 change_attr_value(&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2588 op->update_stats ();
2769 lost_a_stat = 1; 2589 lost_a_stat = 1;
2770 } 2590 }
2771 } 2591 }
2592 }
2772 } 2593 }
2773 } 2594
2774 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2596 if (!lost_a_stat)
2776 { 2597 {
2777 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2600 shstr_tmp god = determine_god (op);
2780 if (god && (strcmp(god, "none"))) 2601
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2602 if (god != shstr_none)
2782 "moment you feel the holy presence of %s protecting" 2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2783 " you.", god); 2604 else
2784 else 2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2606 }
2607#else
2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2788#endif 2609#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2610
2792 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2612 * exp loss on the stone.
2794 */ 2613 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2796 sprintf(buf,"%s's gravestone",op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2799 FREE_AND_COPY(tmp->name_pl, buf); 2618 &op->name, op->contr->title, op->contr->killer_name ());
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2621
2809 /**************************************/ 2622 /**************************************/
2810 /* */ 2623 /* */
2811 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */
2814 /* */ 2625 /* */
2815 /**************************************/ 2626 /**************************************/
2816 2627
2817 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */
2819 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op);
2821 if (tmp) {
2822 remove_ob(tmp);
2823 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 }
2826
2827 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op);
2829 if (tmp) {
2830 remove_ob(tmp);
2831 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 }
2834 cure_disease(op,0); /* remove any disease */
2835
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2629 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842 2630
2843 /* 2631 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2632 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2633 * and put them back in the map.
2846 * in the map. 2634 */
2847 */ 2635 op->drop_unpaid_items ();
2848 2636
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op);
2852 break;
2853 }
2854 }
2855
2856
2857 /****************************************/ 2637 /****************************************/
2858 /* */ 2638 /* */
2859 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
2861 /* */ 2641 /* */
2862 /****************************************/ 2642 /****************************************/
2863 2643
2864 enter_player_savebed(op); 2644 enter_player_savebed (op);
2865 2645
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2646 op->contr->braced = 0;
2870 save_player(op,1);
2871 2647
2872 /* it is possible that the player has blown something up 2648 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2649 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2650 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2651 * on the space that might harm the player.
2876 */ 2652 */
2877 will_kill_again=0; 2653 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2654 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2655 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2656 will_kill_again |= tmp->attacktype;
2881 } 2657
2882 if (will_kill_again) { 2658 if (will_kill_again)
2659 {
2883 object *force; 2660 object *force;
2884 int at; 2661 int at;
2885 2662
2886 force=get_archetype(FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1;
2889 force->speed_left=-5.0; 2665 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2891 for (at=0; at<NROFATTACKS; at++) { 2669 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2671 force->resist[at] = 100;
2894 } 2672
2895 insert_ob_in_ob(force, op); 2673 insert_ob_in_ob (force, op);
2896 fix_player(op); 2674 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 } 2675 }
2955 }
2956 play_again(op);
2957 2676
2958 /* peterm: added to create a corpse at deathsite. */ 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 2678}
2972 2679
2973 2680static void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2681loot_object (object *op)
2682{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2683 object *tmp, *tmp2, *next;
2976 2684
2977 if (op->container) { /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2686
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2687 for (tmp = op->inv; tmp; tmp = next)
2688 {
2982 next=tmp->below; 2689 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2690
2984 remove_ob(tmp); 2691 if (tmp->invisible)
2692 continue;
2693
2694 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2696
2987 loot_object(tmp); 2697 if (tmp->type == CONTAINER)
2988 } 2698 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2699
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2701 {
2991 if(tmp->nrof>1) { 2702 if (tmp->nrof > 1)
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2703 {
2993 free_object(tmp2); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2706 }
2707 else
2708 tmp->destroy ();
2709 }
2995 } else 2710 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2711 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2712 }
3000} 2713}
3001 2714
3002/* 2715/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2718 * was changed.
3006 */ 2719 */
2720void
2721fix_weight ()
2722{
2723 for_all_players (pl)
2724 {
2725 sint32 old = pl->ob->carrying;
3007 2726
3008void fix_weight(void) { 2727 pl->ob->update_weight ();
3009 player *pl; 2728
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2729 if (old != pl->ob->carrying)
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2730 {
3012 if(old == sum) 2731 pl->ob->update_stats ();
3013 continue; 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3014 fix_player(pl->ob); 2733 }
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3016 pl->ob->name, old, sum);
3017 } 2734 }
3018} 2735}
3019 2736
3020void fix_luck(void) { 2737void
3021 player *pl; 2738fix_luck ()
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2739{
2740 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2741 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2742 pl->ob->change_luck (0);
3025} 2743}
3026
3027 2744
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2745/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2746 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2747 * just treat this as any other spell casting object.
3031 */ 2748 */
3032
3033void 2749void
3034cast_dust (object * op, object * throw_ob, int dir) 2750cast_dust (object *op, object *throw_ob, int dir)
3035{ 2751{
3036 object *skop, *spob; 2752 object *skop, *spob;
3037 2753
3038 skop = find_skill_by_name (op, throw_ob->skill); 2754 skop = find_skill_by_name (op, throw_ob->skill);
3039 2755
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2756 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2757 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2758 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2759 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2760 return;
3046 } 2761 }
3047 2762
3048 spob = throw_ob->inv; 2763 spob = throw_ob->inv;
3049 2764
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2765 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 2766 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2767 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2768 if (!spob)
3054 { 2769 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2770 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 2771 return;
3058 } 2772 }
3059 2773
3060 if (op->type == PLAYER) 2774 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2775 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 2776
3063 cast_spell (op, throw_ob, dir, spob, NULL); 2777 cast_spell (op, throw_ob, dir, spob, NULL);
3064 2778
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2779 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 2780}
3069 2781
2782void
3070void make_visible (object *op) { 2783make_visible (object *op)
3071 op->hide = 0; 2784{
2785 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2786 op->invisible = 0;
3073 if(op->type==PLAYER) {
3074 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3076 }
3077 update_object(op,UP_OBJ_FACE);
3078}
3079 2787
3080int is_true_undead(object *op) {
3081 object *tmp=NULL;
3082
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3084
3085 if(op->type==PLAYER) 2788 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 2789 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2790 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2791 op->contr->invis_race = 0;
2792 }
2793
2794 update_object (op, UP_OBJ_CHANGE);
2795}
2796
2797int
2798is_true_undead (object *op)
2799{
2800 if (op->arch->flag [FLAG_UNDEAD])
2801 return 1;
2802
3089 return 0; 2803 return 0;
3090} 2804}
3091 2805
3092/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 2808 * indicate greater hideability.
3095 */ 2809 */
3096 2810int
3097int hideability(object *ob) { 2811hideability (object *ob)
2812{
3098 int i,level=0, mflag; 2813 int i, level = 0, mflag;
3099 sint16 x,y; 2814 sint16 x, y;
3100 2815
3101 if(!ob||!ob->map) return 0; 2816 if (!ob || !ob->map)
2817 return 0;
3102 2818
3103 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3105 2821
3106 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2825 if (ob->has_carried_lights ())
2826 level = -(10 + (2 * ob->map->darklevel ()));
3110 2827
3111 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2832 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 2834 if (mflag & P_OUT_OF_MAP)
2835 continue;
2836
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 2838 level += 2;
3117 else /* open terrain! */ 2839 else /* open terrain! */
3118 level -= 1; 2840 level -= 1;
3119 } 2841 }
3120 2842
3121#if 0 2843#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2844 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 2845#endif
3124 return level; 2846 return level;
3125} 2847}
3126 2848
3127/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 2853 */
3132 2854void
3133void do_hidden_move (object *op) { 2855do_hidden_move (object *op)
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2856{
3135 object *skop; 2857 int hide = 0;
3136 2858
3137 if(!op || !op->map) return; 2859 if (!op || !op->map)
2860 return;
3138 2861
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3140 2864
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 2866 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 2867 if (!skop || num >= skop->level)
2868 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 2870 make_visible (op);
3146 return; 2871 return;
3147 } else num += 20;
3148 } 2872 }
2873 else
2874 num += 20;
2875
3149 num += op->map->difficulty; 2876 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 2877 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 2878 num -= hide;
2879
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2881 {
3153 make_visible(op); 2882 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2883
3155 "You moved out of hiding! You are visible!"); 2884 if (op->type == PLAYER)
2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 2886 }
3157 else if (op->type == PLAYER && skop) { 2887 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 2889}
3161 2890
3162/* determine if who is standing near a hostile creature. */ 2891/* determine if who is standing near a hostile creature. */
3163 2892
2893int
3164int stand_near_hostile( object *who ) { 2894stand_near_hostile (object *who)
2895{
3165 object *tmp=NULL; 2896 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 2897 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 2898 maptile *m;
3168 sint16 x,y; 2899 sint16 x, y;
3169 2900
3170 if(!who) return 0; 2901 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 2902 return 0;
2903
2904 if (who->type == PLAYER)
2905 player = 1;
2906
2907 else
2908 friendly = who->flag [FLAG_FRIENDLY];
2909
2910 /* search adjacent squares */
2911 for (i = 1; i < 9; i++)
2912 {
2913 x = who->x + freearr_x[i];
2914 y = who->y + freearr_y[i];
2915 m = who->map;
2916 mflags = get_map_flags (m, &m, x, y, &x, &y);
2917 /* space must be blocked if there is a monster. If not
2918 * blocked, don't need to check this space.
2919 */
2920 if (mflags & P_OUT_OF_MAP)
2921 continue;
2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2923 continue;
2924
2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2926 {
2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2928 return 1;
2929 else if (tmp->type == PLAYER)
2930 {
2931 /*don't let a hidden DM prevent you from hiding */
2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2933 return 1;
2934 }
2935 }
2936 }
2937 return 0;
3200} 2938}
3201 2939
3202/* check the player los field for viewability of the 2940/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 2942 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 2950 * -b.t.
3213 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3214 */ 2952 */
3215 2953int
3216int player_can_view (object *pl,object *op) { 2954player_can_view (object *pl, object *op)
2955{
3217 rv_vector rv; 2956 rv_vector rv;
3218 int dx,dy; 2957 int dx, dy;
3219 2958
3220 if(pl->type!=PLAYER) { 2959 if (pl->type != PLAYER)
2960 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 2961 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 2962 return -1;
3247 op = op->more;
3248 } 2963 }
2964
2965 if (!pl || !op)
3249 return 0; 2966 return 0;
3250}
3251 2967
3252/* routine for both players and monsters. We call this when 2968 op = op->head_ ();
3253 * there is a possibility for our action distrubing our hiding 2969
3254 * place or invisiblity spell. Artefact invisiblity is not 2970 get_rangevector (pl, op, &rv, 0x1);
3255 * effected by this. If we arent invisible to begin with, we 2971
3256 * return 0. 2972 /* starting with the 'head' part, lets loop
2973 * through the object and find if it has any
2974 * part that is in the los array but isn't on
2975 * a blocked los square.
2976 * we use the archetype to figure out offsets.
3257 */ 2977 */
3258int action_makes_visible (object *op) { 2978 while (op)
2979 {
2980 dx = rv.distance_x + op->arch->x;
2981 dy = rv.distance_y + op->arch->y;
3259 2982
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3262 return 0;
3263
3264 if (op->contr && op->contr->tmp_invis == 0) return 0;
3265
3266 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3269 return 1; 2984 return 1;
3270 } 2985
2986 op = op->more;
3271 } 2987 }
2988
3272 return 0; 2989 return 0;
3273} 2990}
3274 2991
3275/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 2994 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 2995 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 2996 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 2997 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 2998 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 2999 */
3000int
3283int op_on_battleground (object *op, int *x, int *y) { 3001op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3002{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3004 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3010 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3011 if (tmp->flag [FLAG_IS_FLOOR])
3295 strcmp(tmp->name, "battleground")==0 && 3012 {
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3013 if (tmp->flag [FLAG_NO_PICK]
3014 && tmp->type == BATTLEGROUND
3015 && tmp->name == shstr_battleground
3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3017 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3018 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3019 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3022 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3023 if (x && y)
3303 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3026 return 1;
3027 }
3028
3029 if (x && y)
3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3305 return 1; 3032 return 1;
3306 } 3033 }
3307 } 3034 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3035 }
3313 } 3036
3314 }
3315 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3316 return 0; 3038 return 0;
3317} 3039}
3318 3040
3319/* 3041/*
3323 * attributes: 3045 * attributes:
3324 * object *who the dragon player 3046 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3047 * int atnr the attack-number of the ability focus
3326 * int level ability level 3048 * int level ability level
3327 */ 3049 */
3050void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3051dragon_ability_gain (object *who, int atnr, int level)
3052{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3053 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3054 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3055 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3056 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3058 int i = 0, j = 0;
3335 3059
3336 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3069
3346 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3347 return; 3071 return;
3348 3072
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3073 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3074
3351 3075 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3076 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3077 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3078 return;
3355 } 3079 }
3356 3080
3357 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3082 item = tr->item;
3359 3083
3360 if (item->type == SPELL) { 3084 if (item->type == SPELL)
3085 {
3361 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3362 return; 3087 return;
3363 3088
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3089 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3090 do_learn_spell (who, item, 0);
3366 return; 3091 return;
3367 } 3092 }
3368 3093
3369 /* grant direct spell */ 3094 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3095 if (item->type == SPELLBOOK)
3096 {
3371 if (!item->inv) { 3097 if (!item->inv)
3098 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3099 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3100 return;
3375 } 3101 }
3376 if (check_spell_known (who, item->inv->name)) 3102 if (check_spell_known (who, item->inv->name))
3377 return; 3103 return;
3378 if (item->invisible) { 3104 if (item->invisible)
3105 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3106 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3107 do_learn_spell (who, item->inv, 0);
3381 return; 3108 return;
3382 } 3109 }
3383 } 3110 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3111 else if (item->type == SKILL_TOOL && item->invisible)
3112 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3113 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3114 {
3386 3115
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3116 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3117 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3118 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3119 * but not all of them, he gets nothing.
3391 */ 3120 */
3392 if (!(skop->attacktype & item->attacktype)) { 3121 if (!(skop->attacktype & item->attacktype))
3122 {
3393 /* Give new attacktype */ 3123 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3124 skop->attacktype |= item->attacktype;
3395 3125
3396 /* always add physical if there's none */ 3126 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3127 skop->attacktype |= AT_PHYSICAL;
3398
3399 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3401 3128
3402 /* Give player new face */ 3129 if (item->msg != NULL)
3403 if (item->animation_id) {
3404 who->face = skop->face;
3405 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0;
3408 who->state = 0;
3409 animate_object(who, who->direction);
3410 }
3411 }
3412 }
3413 }
3414 else if (item->type == FORCE) {
3415 /* forces in the treasurelist can alter the player's stats */
3416 object *skin;
3417 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3419 skin=skin->below);
3420 if (skin == NULL) return;
3421
3422 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425
3426 /* print message */
3427 sprintf(buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3429 if(item->path_attuned & (1<<i)) {
3430 if (j)
3431 strcat(buf," and ");
3432 else
3433 j = 1;
3434 strcat(buf, spellpathnames[i]);
3435 }
3436 }
3437 strcat(buf,".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3439 }
3440
3441 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3448
3449 /* print message if there is one */
3450 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3130 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3452 }
3453 else {
3454 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3457 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp);
3460 }
3461}
3462 3131
3463/** 3132 /* Give player new face */
3464 * Unready an object for a player. This function does nothing if the object was 3133 if (item->animation_id)
3465 * not readied. 3134 {
3466 */ 3135 who->face = skop->face;
3467void player_unready_range_ob(player *pl, object *ob) { 3136 who->animation_id = item->animation_id;
3468 rangetype i; 3137 who->anim_speed = item->anim_speed;
3469 3138 who->last_anim = 0;
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3139 who->state = 0;
3471 if (pl->ranges[i] == ob) { 3140 animate_object (who, who->direction);
3472 pl->ranges[i] = NULL; 3141 }
3473 if (pl->shoottype == i) {
3474 pl->shoottype = range_none;
3475 } 3142 }
3476 } 3143 }
3477 } 3144 }
3145 else if (item->type == FORCE)
3146 {
3147 /* forces in the treasurelist can alter the player's stats */
3148 object *skin;
3149
3150 /* first get the dragon skin force */
3151 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3152 ;
3153
3154 if (!skin)
3155 return;
3156
3157 /* adding new spellpath attunements */
3158 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3159 {
3160 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3161
3162 /* print message */
3163 sprintf (buf, "You feel attuned to ");
3164 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3165 {
3166 if (item->path_attuned & (1 << i))
3167 {
3168 if (j)
3169 strcat (buf, " and ");
3170 else
3171 j = 1;
3172 strcat (buf, spellpathnames[i]);
3173 }
3174 }
3175
3176 strcat (buf, ".");
3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3178 }
3179
3180 /* evtl. adding flags: */
3181 if (item->flag [FLAG_XRAYS])
3182 skin->set_flag (FLAG_XRAYS);
3183 if (item->flag [FLAG_STEALTH])
3184 skin->set_flag (FLAG_STEALTH);
3185 if (item->flag [FLAG_SEE_IN_DARK])
3186 skin->set_flag (FLAG_SEE_IN_DARK);
3187
3188 /* print message if there is one */
3189 if (item->msg != NULL)
3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3191 }
3192 else
3193 {
3194 /* generate misc. treasure */
3195 tmp = tr->item->instance ();
3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3197 who->insert (tmp);
3198 }
3478} 3199}
3200
3201//-GPL
3202
3203sint8
3204player::darkness_at (maptile *map, int x, int y) const
3205{
3206 if (!ns)
3207 return LOS_BLOCKED;
3208
3209 int dx, dy;
3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3211 return LOS_BLOCKED;
3212
3213 x += dx - ns->current_x;
3214 y += dy - ns->current_y;
3215
3216 return blocked_los (x, y);
3217}
3218
3219void
3220player::infobox (const char *title, const char *msg, int color)
3221{
3222 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3223}
3224
3225void
3226player::statusmsg (const char *msg, int color)
3227{
3228 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3229}
3230
3231void
3232player::failmsg (const char *msg, int color)
3233{
3234 play_sound (sound_find ("generic_failure"));
3235 statusmsg (msg, color);
3236}
3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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