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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.282 by root, Sat Apr 23 04:56:56 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 28#include <sproto.h>
30#endif
31#include <sounds.h> 29#include <sounds.h>
32#include <living.h> 30#include <living.h>
33#include <object.h> 31#include <object.h>
34#include <spells.h> 32#include <spells.h>
35#include <skills.h> 33#include <skills.h>
36#include <newclient.h>
37 34
38#ifdef COZY_SERVER 35#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 36#include <functional>
40#endif
41 37
42player * 38playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80
81void
82display_motd (const object *op)
83{
84 char buf[MAX_BUF];
85 char motd[HUGE_BUF];
86 FILE *fp;
87 int comp;
88 int size;
89
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return;
94 }
95 motd[0] = '\0';
96 size = 0;
97 while (fgets (buf, MAX_BUF, fp) != NULL)
98 {
99 if (*buf == '#')
100 continue;
101 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf);
103 }
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp);
106}
107
108void
109send_rules (const object *op)
110{
111 char buf[MAX_BUF];
112 char rules[HUGE_BUF];
113 FILE *fp;
114 int comp;
115 int size;
116
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return;
121 }
122 rules[0] = '\0';
123 size = 0;
124 while (fgets (buf, MAX_BUF, fp) != NULL)
125 {
126 if (*buf == '#')
127 continue;
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf);
135 }
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153 news[0] = '\0';
154 subject[0] = '\0';
155 size = 0;
156 while (fgets (buf, MAX_BUF, fp) != NULL)
157 {
158 if (*buf == '#')
159 continue;
160 if (*buf == '%')
161 { /* send one news */
162 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164 strcpy (subject, buf + 1);
165 strip_endline (subject);
166 size = 0;
167 news[0] = '\0';
168 }
169 else
170 {
171 if (size + strlen (buf) >= HUGE_BUF)
172 {
173 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 break;
175 }
176 strncat (news + size, buf, HUGE_BUF - size);
177 size += strlen (buf);
178 }
179 }
180
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309}
310 39
311/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
312static void 41static void
313set_first_map (object *op) 42set_first_map (object *op)
314{ 43{
315 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
316 op->x = -1; 45 op->x = -1;
317 op->y = -1; 46 op->y = -1;
318 enter_exit (op, NULL);
319} 47}
320 48
321/* Tries to add player on the connection passwd in ns. 49void
322 * All we can really get in this is some settings like host and display 50player::activate ()
323 * mode.
324 */
325
326int
327add_player (NewSocket * ns)
328{ 51{
329 player *p; 52 if (active)
53 return;
330 54
331 p = get_player (NULL); 55 players.insert (this);
332 p->socket = *ns; 56 ob->remove ();
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 57 ob->map = 0;
334 if (p->socket.faces_sent == NULL) 58 ob->activate_recursive ();
335 fatal (OUT_OF_MEMORY); 59 ob->clr_flag (FLAG_FRIENDLY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 60 add_friendly_object (ob);
337 /* Needed because the socket we just copied over needs to be cleared. 61}
338 * Note that this can result in a client reset if there is partial data 62
339 * on the uncoming socket. 63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 players.erase (this);
82}
83
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 ())
114 {
115 object *tmp, *abil = 0, *skin = 0;
116
117 for (tmp = ob->inv; tmp; tmp = tmp->below)
118 if (tmp->type == FORCE)
119 if (tmp->arch->archname == shstr_dragon_ability_force)
120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
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{
210 /* There are some elements we want initialised to non zero value -
211 * we deal with that below this point.
340 */ 212 */
341 p->socket.inbuf.len = 0; 213 outputs_sync = 4;
342 set_first_map (p->ob); 214 outputs_count = 4;
215 unapply = unapply_nochoice;
343 216
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 217 savebed_map = first_map_path; /* Init. respawn position */
345 add_friendly_object (p->ob); 218
346 send_rules (p->ob); 219 gen_sp_armour = 10;
347 send_news (p->ob); 220 bowtype = bow_normal;
348 display_motd (p->ob); 221 petmode = pet_normal;
349 get_name (p->ob); 222 usekeys = containers;
350 return 0; 223 peaceful = 1; /* default peaceful */
224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
228}
229
230void
231player::do_destroy ()
232{
233 disconnect ();
234
235 attachable::do_destroy ();
236
237 if (ob)
238 ob->destroy ();
239
240 ob = observe = viewpoint = 0;
241}
242
243player::~player ()
244{
245 /* Clear item stack */
246 free (stack_items);
351} 247}
352 248
353/* 249/*
354 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
356 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
357 */ 253 */
358archetype * 254static archetype *
359get_player_archetype (archetype *at) 255get_player_archetype (archetype *at)
360{ 256{
361 archetype *start = at; 257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
362 264
363 for (;;) 265 for (;;)
364 { 266 {
365 if (at == NULL || at->next == NULL) 267 if (++i == archetypes.end ())
366 at = first_archetype; 268 i = archetypes.begin ();
367 else 269 else if (*i == at)
368 at = at->next; 270 cleanup ("not a single player archetype found");
271
369 if (at->clone.type == PLAYER) 272 if ((*i)->type == PLAYER)
370 return at; 273 return *i;
371 if (at == start)
372 {
373 LOG (llevError, "No Player archetypes\n");
374 exit (-1);
375 }
376 } 274 }
377} 275}
378 276
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}
379 296
380object * 297object *
381get_nearest_player (object *mon) 298get_nearest_player (object *mon)
382{ 299{
383 object *op = NULL; 300 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 301 objectlink *ol;
386 unsigned lastdist; 302 unsigned lastdist;
387 rv_vector rv; 303 rv_vector rv;
388 304
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 306 {
391 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop.
395 */
396 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
397 {
398 object *tmp = ol->ob;
399
400 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared.
402 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
404 ol = ol->next;
405 remove_friendly_object (tmp);
406 if (!ol)
407 return op;
408 }
409
410 /* Remove special check for player from this. First, it looks to cause
411 * some crashes (ol->ob->contr not set properly?), but secondly, a more
412 * complicated method of state checking would be needed in any case -
413 * as it was, a clever player could type quit, and the function would
414 * skip them over while waiting for confirmation. Remove
415 * on_same_map check, as can_detect_enemy also does this
416 */
417 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
418 continue; 308 continue;
419 309
420 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
421 { 311 {
422 op = ol->ob; 312 op = ol->ob;
423 lastdist = rv.distance; 313 lastdist = rv.distance;
424 } 314 }
425 } 315 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 316
427 { 317 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 318 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 319 if (lastdist > rv.distance)
432 { 320 {
433 op = pl->ob; 321 op = pl->ob;
434 lastdist = rv.distance; 322 lastdist = rv.distance;
435 } 323 }
436 } 324
437 }
438#if 0 325#if 0
439 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)");
440#endif 327#endif
441 return op; 328 return op;
442} 329}
460 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
461 * 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
462 * is probably not a good thing. 349 * is probably not a good thing.
463 */ 350 */
464#define MAX_SPACES 50 351#define MAX_SPACES 50
465
466 352
467/* 353/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * 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
470 * 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
487 */ 373 */
488int 374int
489path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 376{
491 rv_vector rv; 377 rv_vector rv;
492 sint16 x, y;
493 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;
494 mapstruct *m, *lastmap;
495 379
496 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
497 381
498 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
499 return 0; 383 return 0;
500 384
501 x = mon->x; 385 mapxy pos (mon);
502 y = mon->y;
503 m = mon->map;
504 dir = rv.direction; 386 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
507 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 391 if (diff > max)
509 return 0; 392 return 0;
393
510 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
511 { 395 {
512 lastx = x; 396 mapxy lastpos = pos;
513 lasty = y;
514 lastmap = m;
515 x = lastx + freearr_x[dir];
516 y = lasty + freearr_y[dir];
517 397
518 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
519 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
520 399
521 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
522 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
523 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
524 { 404 {
525 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
526 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
527 */ 407 */
528 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
529 if (rv.direction != dir) 409 if (rv.direction != dir)
530 { 410 {
531 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
532 * the values so it will try again. 412 * the values so it will try again.
533 */ 413 */
534 x = lastx;
535 y = lasty;
536 m = lastmap; 414 pos = lastpos;
537 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
538 } 416 }
539 else 417 else
540 { 418 {
541 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
548 */ 426 */
549 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
550 { 428 {
551 if (i == 0) 429 if (i == 0)
552 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
553 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
554 * since the direction that the creature should move in 433 * since the direction that the creature should move in
555 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
556 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
557 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
559 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
560 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
561 * the last direction the creature has successfully 440 * the last direction the creature has successfully
562 * moved. 441 * moved.
563 */ 442 */
564
565 x = lastx + freearr_x[absdir (lastdir + i)];
566 y = lasty + freearr_y[absdir (lastdir + i)];
567 m = lastmap; 443 pos = lastpos;
568 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
569 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
570 continue; 447 continue;
571 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
572 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
573 continue; 452 continue;
574 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
575 continue; 455 continue;
576 456
577 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
578 break; 458 break;
579 } 459 }
460
580 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
581 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
582 */ 463 */
583 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
584 return 0; 465 return 0;
466
585 diff--; 467 diff--;
586 lastdir = dir; 468 lastdir = dir;
587 max--; 469 max--;
588 if (!firstdir) 470 if (!firstdir)
589 firstdir = dir + i; 471 firstdir = dir + i;
593 { 475 {
594 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
595 diff--; 477 diff--;
596 max--; 478 max--;
597 lastdir = dir; 479 lastdir = dir;
480
598 if (!firstdir) 481 if (!firstdir)
599 firstdir = dir; 482 firstdir = dir;
600 } 483 }
484
601 if (diff <= 1) 485 if (diff <= 1)
602 { 486 {
603 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 488 * headed toward player for entire distance.
605 */ 489 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 492 }
493
609 if (diff > max) 494 if (diff > max)
610 return 0; 495 return 0;
611 } 496 }
497
612 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
613 if (!max) 499 if (!max)
614 return 0; 500 return 0;
615 501
616 return firstdir; 502 return firstdir;
617} 503}
618 504
619void 505void
620give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
621{ 507{
622 object *op, *next = NULL;
623
624 if (pl->randomitems != NULL) 508 if (pl->randomitems)
625 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
626 510
627 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
628 { 512 {
629 next = op->below; 513 next = op->below;
630 514
631 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
632 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
633 */ 517 */
634 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
635 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
636 520
637 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
638 * by this player due to race restrictions 522 * by this player due to race restrictions
639 */ 523 */
640 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
641 { 525 {
642 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
643 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
644 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
645 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
647 { 533 {
648 remove_ob (op); 534 op->destroy ();
649 free_object (op);
650 continue; 535 continue;
651 } 536 }
652 } 537 }
653 538
654 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
655 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
656 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */ 542 */
660 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
661 { 544 {
662 object *tmp;
663
664 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name) 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);
666 break; 551 break;
667
668 if (tmp)
669 {
670 remove_ob (op);
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue;
674 } 552 }
553
675 if (op->nrof > 1) 554 if (op->nrof > 1)
676 op->nrof = 1; 555 op->nrof = 1;
677 } 556 }
678 557
679 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
680 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683 560
684 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
685 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
686 * merged properly. 563 * merged properly.
687 */ 564 */
688 if (need_identify (op)) 565 if (op->need_identify ())
689 {
690 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
694 if (op->type == SPELL) 572 if (op->type == SPELL)
695 { 573 {
696 remove_ob (op); 574 op->destroy ();
697 free_object (op);
698 continue; 575 continue;
699 } 576 }
700 else if (op->type == SKILL) 577 else if (op->type == SKILL)
701 { 578 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0; 580 op->stats.exp = 0;
704 op->level = 1; 581 op->level = 1;
705 } 582 }
706 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
707 else 584 op->set_flag (FLAG_INV_LOCKED);
708 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
710 586
711 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
712 link_player_skills (pl); 588 pl->contr->link_skills ();
713}
714
715void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796} 589}
797 590
798void 591void
799get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
800{ 593{
801 if (party == NULL) 594 if (party == NULL)
802 { 595 {
803 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);
804 return; 597 return;
805 } 598 }
599
806 op->contr->write_buf[0] = '\0'; 600 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 602 op->contr->party_to_join = party;
809 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:");
810} 604}
811
812 605
813/* 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. */
814int 607static int
815roll_stat (void) 608roll_stat ()
816{ 609{
817 int a[4], i, j, k; 610 int a[4], i, j, k;
818 611
819 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 613 a[i] = rndm (1, 6);
821 614
822 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 616 if (a[i] < k)
824 k = a[i], j = i; 617 k = a[i], j = i;
825 618
826 for (i = 0, k = 0; i < 4; i++) 619 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 620 if (i != j)
829 k += a[i]; 621 k += a[i];
830 } 622
831 return k; 623 return k;
832} 624}
833 625
834void 626void
835roll_stats (object *op) 627object::roll_stats ()
836{ 628{
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
837 int sum = 0; 633 int sum = 0;
838 int i = 0, j = 0; 634 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 635 sum += statsort [i] = roll_stat ();
840 636
841 do 637 if (sum >= 82 && sum <= 116)
638 break;
842 { 639 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 640
854 /* Sort the stats so that rerolling is easier... */ 641 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 643
863 /* a quick and dirty bubblesort? */ 644 for (int i = 0; i < NUM_STATS; ++i)
864 do 645 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 646
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 647 stats.exp = 0;
899 op->stats.ac = 0; 648 stats.ac = 0;
900 649
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 650 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 651 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 652 stats.grace = stats.maxgrace;
653
654 if (contr)
655 {
656 contr->levhp[1] = 9;
657 contr->levsp[1] = 6;
658 contr->levgrace[1] = 3;
659
909 op->contr->orig_stats = op->stats; 660 contr->orig_stats = stats;
661 }
910} 662}
911 663
912void 664void
913Roll_Again (object *op) 665object::swap_stats (int a, int b)
914{ 666{
915 esrv_new_player (op->contr, 0); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 668
920void 669 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 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
680 stats.hp = stats.maxhp;
681 stats.sp = stats.maxsp;
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
690 contr->orig_stats = stats;
691 }
692}
693
694static void
695start_info (object *op)
922{ 696{
923 signed char tmp;
924 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
925 698
926 if (op->contr->Swap_First == -1) 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 701}
1041 702
1042/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
1046 * not the class. 707 * not the class.
1047 */ 708 */
1048 709void
1049int 710player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 711{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 714
715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
716 if (tl)
717 create_treasure (tl, ob, 0, 0, 0);
718
1068 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr);
1070 720
1071 op->contr->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
1072 722
1073 if (op->msg) 723 if (ob->msg)
1074 op->msg = NULL; 724 ob->msg = 0;
1075 725
1076 /* We create this now because some of the unique maps will need it
1077 * to save here.
1078 */
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080 make_path_to_file (buf);
1081
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 726 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op);
1089 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
1090 fix_player (op); 730 ob->update_stats ();
1091 731
1092 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
1093 * is one for this race 733 * is one for this race
1094 */ 734 */
1095 if (*first_map_ext_path) 735 if (*first_map_ext_path)
1096 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1097 object *tmp;
1098 char mapname[MAX_BUF];
1099
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object ();
1102 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the
1107 * default initial map */
1108 free_object (tmp);
1109 }
1110 else 737 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 739}
1114 return 0;
1115 }
1116 740
741void
742player::chargen_race_next ()
743{
1117 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1119 */ 746 */
1120 747
1121 tmp_loop = 0; 748 do
1122 while (!tmp_loop)
1123 { 749 {
1124 shstr name = op->name; 750 shstr name = ob->name;
1125 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
1126 752
1127 remove_statbonus (op); 753 ob->remove_statbonus ();
1128 remove_ob (op); 754 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 756 ob->arch->copy_to (ob);
1131 op->instantiate (); 757 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
1134 op->x = x; 760 ob->x = x;
1135 op->y = y; 761 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 765 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 766 }
767 while (!allowed_class (ob));
1142 768
1143 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 771 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 774 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155} 775}
1156 776
1157int 777static void
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204}
1205
1206void
1207flee_player (object *op) 778flee_player (object *op)
1208{ 779{
1209 int dir, diff; 780 int dir, diff;
1210 rv_vector rv; 781 rv_vector rv;
1211 782
1212 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
1213 { 784 {
1214 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1215 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1216 return; 787 return;
1217 } 788 }
1218 789
1219 if (op->enemy == NULL) 790 if (!op->enemy)
1220 { 791 {
1221 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1222 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1223 return; 794 return;
1224 } 795 }
1225 796
1226 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1227 * op->enemy_count, it is possible that something destroys the
1228 * actual enemy, and the object is recycled.
1229 */
1230 if (op->enemy->map == NULL)
1231 { 798 {
1232 CLEAR_FLAG (op, FLAG_SCARED);
1233 op->enemy = NULL; 799 op->enemy = NULL;
800 op->clr_flag (FLAG_SCARED);
1234 return; 801 return;
1235 } 802 }
1236 803
1237 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238 {
1239 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED);
1241 return;
1242 }
1243 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1244 805
1245 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1247 { 808 {
1248 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1249 810
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1251 {
1252 return; 812 return;
1253 }
1254 } 813 }
814
1255 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1257 op->enemy = NULL; 817 op->enemy = NULL;
1258} 818}
1259 819
1260
1261/* 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.
1262 * 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
1263 * stop. 822 * stop.
1264 */ 823 */
1265int 824int
1266check_pick (object *op) 825check_pick (object *op)
1267{ 826{
1268 object *tmp, *next; 827 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 828 int stop = 0;
1271 int j, k, wvratio; 829 int wvratio;
1272 char putstring[128], tmpstr[16];
1273 830
1274
1275 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1277 return 1; 833 return 1;
1278 834
1279 op_tag = op->count;
1280
1281 next = op->below; 835 next = op->below;
1282 if (next) 836
1283 next_tag = next->count; 837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1284 839
1285 /* 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
1286 * destroyed */ 841 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 842 while (next && !next->destroyed ())
1288 { 843 {
1289 tmp = next; 844 tmp = next;
1290 next = tmp->below; 845 next = tmp->below;
846
1291 if (next) 847 if (cnt <= 0)
1292 next_tag = next->count; 848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
1293 852
1294 if (was_destroyed (op, op_tag)) 853 if (op->destroyed ())
1295 return 0; 854 return 0;
1296 855
1297 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1298 continue; 857 continue;
1299 858
1300 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1301 { 860 {
1302 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1303 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1304 continue; 864 continue;
1305 } 865 }
1306 866
1307 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
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
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1308 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1309 { 929 {
1310 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1311 { 993 {
1312 case 0: 994 CHK_PICK_PICKUP;
1313 return 1; /* don't pick up */ 995 continue;
1314 case 1:
1315 pick_up (op, tmp);
1316 return 1;
1317 case 2:
1318 pick_up (op, tmp);
1319 return 0;
1320 case 3:
1321 return 0; /* stop before pickup */
1322 case 4:
1323 pick_up (op, tmp);
1324 break;
1325 case 5:
1326 pick_up (op, tmp);
1327 stop = 1;
1328 break;
1329 case 6:
1330 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1331 pick_up (op, tmp);
1332 break;
1333
1334 case 7:
1335 if (tmp->type == MONEY || tmp->type == GEM)
1336 pick_up (op, tmp);
1337 break;
1338
1339 default:
1340 /* use value density */
1341 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1342 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1343 pick_up (op, tmp);
1344 } 996 }
1345 } 997 }
1346 else 998
1347 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1348 /* NEW pickup handling */
1349 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1350 { 1005 {
1351 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1352 if (tmp->name != NULL)
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 }
1389 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for
1394 * example.
1395 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#>
1398 */
1399
1400 /* the first two modes are exclusive: if NOTHING we return, if
1401 * STOP then we stop. All the rest are applied sequentially,
1402 * meaning if any test passes, the item gets picked up. */
1403
1404 /* if mode is set to pick nothing up, return */
1405
1406 if (op->contr->mode & PU_NOTHING)
1407 return 1;
1408
1409 /* if mode is set to stop when encountering objects, return */
1410 /* take STOP before INHIBIT since it doesn't actually pick
1411 * anything up */
1412
1413 if (op->contr->mode & PU_STOP)
1414 return 0;
1415
1416 /* useful for going into stores and not losing your settings... */
1417 /* and for battles wher you don't want to get loaded down while
1418 * fighting */
1419 if (op->contr->mode & PU_INHIBIT)
1420 return 1;
1421
1422 /* prevent us from turning into auto-thieves :) */
1423 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1424 continue; 1007 continue;
1008 }
1425 1009
1426 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1427 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1428 continue; 1015 continue;
1016 }
1429 1017
1430 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1431 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1432 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1433 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1434 { 1089 {
1435 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1091 continue;
1439 } 1092 }
1093 }
1094
1095 /* misc stuff that's useful */
1440 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1442 { 1098 {
1443 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1100 continue;
1447 } 1101 }
1448 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1449 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1450 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1451 { 1110 */
1452 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue;
1456 }
1457
1458 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK)
1461 {
1462 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue;
1466 }
1467 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL)
1469 {
1470 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue;
1474 }
1475 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 {
1478 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue;
1482 }
1483
1484 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 {
1488 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue;
1492 }
1493
1494 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1497 {
1498 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue;
1502 }
1503
1504 if (op->contr->mode & PU_VALUABLES)
1505 { 1113 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1507 { 1117 {
1508 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n"); 1118 fprintf (stderr, "%s", tmp->name);
1511 continue;
1512 } 1119 }
1513 }
1514
1515 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET)
1518 {
1519 pick_up (op, tmp);
1520 if (0)
1521 fprintf (stderr, "JEWELS\n");
1522 continue;
1523 }
1524
1525 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW)
1528 {
1529 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue;
1533 }
1534 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW)
1536 {
1537 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue;
1541 }
1542
1543 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR)
1546 {
1547 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue;
1551 }
1552 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET)
1554 {
1555 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue;
1559 }
1560 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD)
1562 {
1563 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue;
1567 }
1568 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS)
1570 {
1571 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue;
1575 }
1576 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES)
1578 {
1579 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue;
1583 }
1584 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK)
1586 {
1587 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue;
1591 }
1592
1593 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 {
1597 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue;
1601 }
1602
1603 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON)
1605 {
1606 if (tmp->type == WEAPON && tmp->name != NULL)
1607 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 {
1611 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue;
1615 }
1616 }
1617 if (tmp->type == WEAPON && tmp->name == NULL)
1618 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 {
1621 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue;
1625 }
1626 }
1627 }
1628
1629 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 {
1633 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue;
1637 }
1638
1639 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */
1641 if (op->contr->mode & PU_RATIO)
1642 {
1643 /* use value density to decide what else to grab */
1644 /* >=7 was >= op->contr->mode */
1645 /* >=7 is the old standard setting. Now we take the last 4 bits
1646 * and multiply them by 5, giving 0..15*5== 5..75 */
1647 wvratio = (op->contr->mode & PU_RATIO) * 5;
1648 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1649 {
1650 pick_up (op, tmp);
1651#if 0
1652 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1653 if (tmp->name != NULL)
1654 {
1655 fprintf (stderr, "%s", tmp->name);
1656 }
1657 else 1120 else
1658 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1659 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1660 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))));
1661#endif 1124#endif
1125 CHK_PICK_PICKUP;
1662 continue; 1126 continue;
1663 }
1664 } 1127 }
1665 } /* the new pickup model */ 1128 } /* the new pickup model */
1666 } 1129 }
1130
1667 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;
1668} 1167}
1669 1168
1670/* 1169/*
1671 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1672 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1673 * found object is returned. 1172 * found object is returned.
1674 */ 1173 */
1675object * 1174static object *
1676find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1677{ 1176{
1678 object *tmp = NULL;
1679
1680 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1684 return op; 1186 return arrow;
1187 }
1188
1685 return tmp; 1189 return 0;
1686} 1190}
1687 1191
1688/* 1192/*
1689 * 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
1690 * 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
1691 * 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
1692 * 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.
1693 */ 1197 */
1694 1198static object *
1695object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1697{ 1200{
1698 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1700 1203
1701 if (!type) 1204 if (!type)
1702 return NULL; 1205 return NULL;
1703 1206
1704 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1705 { 1208 {
1706 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1707 { 1210 {
1708 i = 0; 1211 i = 0;
1709 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1710 if (i > betterby) 1214 if (i > betterby)
1711 { 1215 {
1712 tmp = ntmp; 1216 tmp = ntmp;
1713 betterby = i; 1217 betterby = i;
1714 } 1218 }
1715 } 1219 }
1716 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1717 { 1221 {
1718 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1719 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1720 { 1224 {
1721 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1722 { 1226 {
1723 *better = 100; 1227 *better = 100;
1724 return arrow; 1228 return arrow;
1732 else 1236 else
1733 { 1237 {
1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 { 1239 {
1736 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1738 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)
1739 { 1243 {
1740 tmp = arrow; 1244 tmp = arrow;
1741 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;
1742 } 1246 }
1743 } 1247 }
1248
1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1250 {
1746 tmp = arrow; 1251 tmp = arrow;
1747 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1748 } 1253 }
1254
1749 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1750 { 1256 {
1751 tmp = arrow; 1257 tmp = arrow;
1752 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1753 } 1259 }
1754 } 1260 }
1755 } 1261 }
1756 } 1262 }
1263
1757 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1758 return find_arrow (op, type); 1265 return find_arrow (op, type);
1759 1266
1760 *better = betterby; 1267 *better = betterby;
1761 return tmp; 1268 return tmp;
1765 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1273 * op = the shooter
1767 * type = bow->race 1274 * type = bow->race
1768 * dir = fire direction 1275 * dir = fire direction
1769 */ 1276 */
1770 1277static object *
1771object *
1772pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1773{ 1279{
1774 object *tmp = NULL; 1280 object *tmp = NULL;
1775 mapstruct *m; 1281 maptile *m;
1776 int i, mflags, found, number; 1282 int i, mflags, found, number;
1777 sint16 x, y; 1283 sint16 x, y;
1778 1284
1779 if (op->map == NULL) 1285 if (op->map == NULL)
1780 return find_arrow (op, type); 1286 return find_arrow (op, type);
1792 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1793 { 1299 {
1794 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1795 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1796 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1797 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1798 { 1305 {
1799 tmp = NULL; 1306 tmp = 0;
1800 break; 1307 break;
1801 } 1308 }
1802 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)
1803 { 1310 {
1804 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1805 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1806 */ 1313 */
1807 tmp = NULL; 1314 tmp = 0;
1808 break; 1315 break;
1809 } 1316 }
1317
1810 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1811 {
1812 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)
1813 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1814 {
1815 found++;
1816 break;
1817 }
1818 if (found)
1819 break; 1321 break;
1820 }
1821 } 1322 }
1822 if (tmp == NULL) 1323
1324 if (!tmp)
1823 return find_arrow (op, type); 1325 return find_arrow (op, type);
1824 1326
1825 if (tmp->head) 1327 if (tmp->head)
1826 tmp = tmp->head; 1328 tmp = tmp->head;
1827 1329
1840 */ 1342 */
1841int 1343int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1345{
1844 object *left, *bow; 1346 object *left, *bow;
1845 tag_t left_tag, tag; 1347 int mflags;
1846 int bowspeed, mflags; 1348 maptile *m;
1847 mapstruct *m;
1848 1349
1849 if (!dir) 1350 if (!dir)
1850 { 1351 {
1851 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!");
1852 return 0; 1353 return 0;
1853 } 1354 }
1854 if (op->type == PLAYER) 1355
1855 bow = op->contr->ranges[range_bow]; 1356 if (op->contr)
1357 bow = op->current_weapon;
1856 else 1358 else
1857 { 1359 {
1858 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1859 /* 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
1860 * 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.
1865 if (!bow) 1367 if (!bow)
1866 { 1368 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1370 return 0;
1869 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1870 } 1375 }
1376
1871 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1872 { 1378 {
1873 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);
1874 return 0; 1380 return 0;
1875 } 1381 }
1876
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878
1879 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1882 if (bowspeed < 1)
1883 bowspeed = 1;
1884 1382
1885 if (arrow == NULL) 1383 if (arrow == NULL)
1886 { 1384 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1386 {
1889 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1891 /* 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 */
1892 else 1390 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1894 return 0; 1393 return 0;
1895 } 1394 }
1896 } 1395 }
1396
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1398 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1399 return 0;
1901 } 1400
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1401 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1402 {
1904 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.");
1905 return 0; 1404 return 0;
1906 } 1405 }
1907 1406
1908 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1910 { 1409 {
1911 remove_ob (arrow); 1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1912 free_object (arrow); 1411 arrow->destroy ();
1913 return 0; 1412 return 0;
1914 } 1413 }
1915 1414
1916 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count; 1416 arrow = arrow->split ();
1918 arrow = get_split_ob (arrow, 1); 1417 if (!arrow)
1919 if (arrow == NULL)
1920 { 1418 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1420 return 0;
1923 } 1421 }
1924 set_owner (arrow, op); 1422
1423 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1425 arrow->direction = dir;
1928 arrow->x = sx; 1426
1929 arrow->y = sy; 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1428 arrow->stats.hp = arrow->stats.dam;
1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1431
1432#if 0
1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
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
1449 /* update the speed */
1450
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 ));
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1458
1931 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1932 { 1460 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op);
1935 }
1936
1937 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying);
1943
1944 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1950 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953
1954 if (arrow->speed < 1.0)
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0;
1958
1959 if (op->type == PLAYER)
1960 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1966 } 1468 }
1967 else 1469 else
1968 { 1470 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1471 arrow->level = op->level;
1972 } 1472 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1473
1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1974 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1478 }
1976 arrow->slaying = bow->slaying;
1977 1479
1978 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);
1979 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1486
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1983 tag = arrow->count; 1488 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1489
1986 if (!was_destroyed (arrow, tag)) 1490 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1491 move_arrow (arrow);
1988 1492
1989 if (op->type == PLAYER)
1990 {
1991 if (was_destroyed (left, left_tag))
1992 esrv_del_item (op->contr, left_tag);
1993 else
1994 esrv_send_item (op, left);
1995 }
1996 return 1; 1493 return 1;
1997} 1494}
1998 1495
1999/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1497 * account the special fire modes players can have
2001 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
2002 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
2003 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
2004 * hence the function name. 1501 * hence the function name.
2005 */ 1502 */
2006int 1503static int
2007player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
2008{ 1505{
2009 int ret = 0, wcmod = 0; 1506 int ret;
2010 1507
2011 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
2012 { 1509 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1511 }
2015 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)
2016 { 1513 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
2018 wcmod = -1;
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1516 }
2021 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
2022 { 1518 {
2023 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);
2024 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)]);
2025 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)]);
2026 } 1522 }
2027 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1524 {
2029 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);
2030 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);
2031 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);
2032
2033 } 1528 }
2034 else 1529 else
2035 { 1530 {
2036 /* Simple case */ 1531 /* Simple case */
2037 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);
2038 } 1533 }
1534
2039 return ret; 1535 return ret;
2040} 1536}
2041
2042 1537
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
2045 */ 1540 */
2046void 1541static void
2047fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
2048{ 1543{
2049 object *item; 1544 object *item = op->contr->ranged_ob;
2050 1545
2051 if (!op->contr->ranges[range_misc]) 1546 if (!item)
2052 { 1547 {
2053 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.");
2054 return; 1549 return;
2055 } 1550 }
2056 1551
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1552 if (!item->inv)
2059 { 1553 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1555 return;
2062 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
2063 if (item->type == WAND) 1561 if (item->type == WAND)
2064 { 1562 {
2065 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
2066 { 1564 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
2069 return; 1568 return;
2070 } 1569 }
2071 } 1570 }
2072 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
2073 { 1572 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 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))
2075 { 1578 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
2077 if (item->type == ROD) 1581 if (item->type == ROD)
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1583 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
2081 return; 1586 return;
2082 } 1587 }
2083 } 1588 }
2084 1589
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
2086 { 1591 {
2087 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
2088 if (item->type == WAND) 1594 if (item->type == WAND)
2089 { 1595 {
2090 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
2091 { 1597 {
2092 object *tmp; 1598 object *tmp;
2093 1599
2094 if (item->arch) 1600 if (item->arch)
2095 { 1601 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
2098 item->speed = 0; 1604 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1605 }
2101 if ((tmp = is_player_inv (item))) 1606
1607 if (object *pl = item->visible_to ())
2102 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
2103 } 1609 }
2104 } 1610 }
2105 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1612 drain_rod_charge (item);
2108 }
2109 } 1613 }
2110} 1614}
2111 1615
2112/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
2113 */ 1617 */
2114void 1618bool
2115fire (object *op, int dir) 1619fire (object *who, int dir)
2116{ 1620{
2117 int spellcost = 0; 1621 int spellcost = 0;
2118 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
2119 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
2121 make_visible (op); 1646 make_visible (who);
2122 1647
2123 switch (op->contr->shoottype) 1648 switch (ob->type)
2124 { 1649 {
2125 case range_none: 1650 case BOW:
2126 return;
2127
2128 case range_bow:
2129 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
2130 return; 1652 break;
2131 1653
2132 case range_magic: /* Casting spells */ 1654 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2134 return; 1656 break;
2135 1657
2136 case range_misc: 1658 case BUILDER:
2137 fire_misc_object (op, dir);
2138 return;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
2162 return; 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
2163 default: 1670 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
2165 return; 1672 break;
2166 } 1673 }
2167}
2168 1674
1675 return true;
1676}
2169 1677
2170 1678static object *
2171/* find_key
2172 * We try to find a key for the door as passed. If we find a key
2173 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic
2175 * for both is the same - just the specific key is different.
2176 * pl is the player,
2177 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers.
2180 */
2181
2182object *
2183find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
2184{ 1680{
2185 object *tmp, *key; 1681 object *tmp, *key;
2186 1682
2187 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1684 if (!container->inv)
2189 return NULL; 1685 return 0;
2190 1686
2191 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1689 {
2194 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1691 break;
1692
2196 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
2198 */ 1695 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1697 break;
2201 } 1698 }
1699
2202 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1701 /* If we find and use a key in an inventory, return at that time.
2204 * otherwise, if we search all the inventories and still don't find 1702 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1703 * a key, return
2206 */ 1704 */
2207 if (!tmp) 1705 if (!tmp)
2208 { 1706 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 {
2211 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
2213 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
2215 return key; 1711 return key;
2216 } 1712
2217 }
2218 if (!tmp) 1713 if (!tmp)
2219 return NULL; 1714 return 0;
2220 } 1715 }
1716
2221 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
2222 * see if we actually want to use it 1718 * see if we actually want to use it
2223 */ 1719 */
2224 if (pl != container) 1720 if (pl != container)
2225 { 1721 {
2226 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
2227 if (!pl->contr) 1723 if (!pl->contr)
2228 return NULL; 1724 return 0;
1725
2229 /* cases where this fails: 1726 /* cases where this fails:
2230 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
2231 * are not in the players inventory. 1728 * are not in the players inventory.
2232 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
2233 * containers can be used. 1730 * containers can be used.
2237 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
2238 * 1735 *
2239 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
2240 * all the others. 1737 * all the others.
2241 */ 1738 */
2242 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
2243 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
2244 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2245 { 1742 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1745 return NULL;
2249 } 1746 }
2250 } 1747 }
1748
2251 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
2252} 1775}
2253 1776
2254/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
2256 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
2257 * 0 otherwise 1780 * 0 otherwise
2258 */ 1781 */
2259static int 1782static int
2260player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
2261{ 1784{
2262
2263 /* 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,
2264 * 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 -
2265 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
2266 */ 1788 */
2267 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
2268 1790
2269 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
2270 if (key) 1792 if (key)
2271 { 1793 {
2272 object *container = key->env; 1794 object *container = key->env;
2273 1795
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2275 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
2276 make_visible (op); 1797 make_visible (op);
1798
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
2279 if (door->type == DOOR) 1802 if (door->type == DOOR)
2280 {
2281 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 */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
2284 { 1805 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "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);
2286 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1808 }
1809
2288 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1812
2291 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container);
2293 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2294 } 1814 }
2295 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2296 { 1816 {
2297 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2298 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...");
2299 return 1; 1819 return 1;
2300 } 1820 }
1821
2301 return 0; 1822 return 0;
2302} 1823}
2303 1824
2304/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2309 */ 1830 */
2310 1831bool
2311void
2312move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2313{ 1833{
2314 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2315 sint16 nx, ny; 1835 {
2316 int on_battleground; 1836 --op->speed_left;
2317 mapstruct *m; 1837 return true;
1838 }
2318 1839
2319 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2321 1842
2322 on_battleground = op_on_battleground (op, NULL, NULL); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2323 1845
2324 /* 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
2325 * 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
2326 * 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
2327 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2328 * 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
2329 * 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
2330 * 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
2331 * move_ob uses. 1853 * move_ob uses.
2332 */ 1854 */
2333 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);
2334 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2337 m = get_map_from_coord (op->map, &nx, &ny);
2338 if (!m)
2339 return; /* Don't think this should happen */
2340 }
2341 else
2342 m = op->map;
2343 1856
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return;
2348 }
2349
2350 mon = NULL;
2351 /* 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
2352 * 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.
2353 * 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
2354 * on the space 1860 * on the space
2355 */ 1861 */
2356 while (tmp != NULL) 1862 object *mon;
2357 { 1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2358 if (tmp == op) 1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
1870 }
1871
1872 /* no monster == player tries to move into a wall or so */
1873 if (!mon)
1874 {
1875 if (op->contr->ns->bumpmsg)
1876 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1877 if (op->move_type & ob->move_block)
2359 { 1878 {
2360 tmp = tmp->above; 1879 if (ob->move_block == MOVE_ALL)
2361 continue;
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 1880 {
2365 mon = tmp; 1881 op->play_sound (sound_find ("bump_wall"));
1882
1883 op->statusmsg (ob->invisible
1884 ? "You bump into something."
1885 : format ("You bump into the %s.", query_name (ob))
1886 );
1887 }
1888 else
1889 {
1890 op->play_sound (sound_find ("blocked_move"));
1891
1892 op->statusmsg (ob->invisible
1893 ? "Something blocks you."
1894 : format ("Something blocks you from entering the %s.", query_name (ob))
1895 );
1896 }
1897
2366 break; 1898 break;
2367 } 1899 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372 1900
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 1901 return false;
2374 return; /* into a wall */ 1902 }
2375 1903
2376 if (mon->head != NULL)
2377 mon = mon->head; 1904 mon = mon->head_ ();
2378 1905
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1906 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1907 if (op->contr->weapon_sp_left > 0.f)
2380 if (player_attack_door (op, mon)) 1908 if (player_attack_door (op, mon))
1909 {
1910 --op->contr->weapon_sp_left;
2381 return; 1911 return true;
1912 }
2382 1913
2383 /* The following deals with possibly attacking peaceful 1914 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered 1915 * or friendly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the 1916 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that 1917 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently, 1918 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them. 1919 * and thus will not push them.
2389 */ 1920 */
2390 1921
2391 /* If the creature is a pet, push it even if the player is not 1922 /* If the creature is a pet, push it even if the player is not
2392 * peaceful. Our assumption is the creature is a pet if the 1923 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive. 1924 * player owns it and it is either friendly or unagressive.
2394 */ 1925 */
2395 if ((op->type == PLAYER) 1926 if (op->type == PLAYER
2396#if COZY_SERVER 1927 && ((mon->owner && mon->owner->contr
2397 &&
2398 ((get_owner (mon) && get_owner (mon)->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 1928 && same_party (mon->owner->contr->party, op->contr->party))
2400#else 1929 || mon->owner == op)
2401 && get_owner (mon) == op 1930 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2402#endif 1931 {
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 {
2405 /* If we're braced, we don't want to switch places with it */ 1932 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 1933 if (op->contr->braced)
2407 return; 1934 return false;
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1935
1936 if (op->speed_left > 0.f)
1937 {
1938 --op->speed_left;
1939
1940 op->play_sound (sound_find ("push_player"));
2409 (void) push_ob (mon, dir, op); 1941 push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 1942
1943 if (action_makes_visible (op))
2411 make_visible (op); 1944 make_visible (op);
1945
2412 return; 1946 return true;
2413 } 1947 }
1948 else
1949 return false;
1950 }
2414 1951
1952 bool on_battleground = op_on_battleground (op, 0, 0);
1953
2415 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2418 * attack them either. 1957 * attack them either.
2419 */ 1958 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 1959 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1960 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2422#ifdef PROHIBIT_PLAYERKILL 1961 && ((op->contr->peaceful
2423 (op->contr->peaceful 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 1963 && !on_battleground))
2425 && mon->contr-> 1964 {
2426 peaceful)) && 1965 if (op->speed_left > 0.f)
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 1966 {
1967 --op->speed_left;
1968
2432 if (!op->contr->braced) 1969 if (!op->contr->braced)
2433 { 1970 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1971 op->play_sound (sound_find ("push_player"));
2435 (void) push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2436 } 1973 }
2437 else 1974 else
2438 { 1975 op->statusmsg ("You withhold your attack");
2439 new_draw_info (0, 0, op, "You withhold your attack"); 1976
2440 }
2441 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2442 make_visible (op); 1978 make_visible (op);
2443 }
2444 1979
1980 return true;
1981 }
1982 }
2445 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2446 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2447 */ 1985 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1986 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
2449 { 1989 {
1990 --op->speed_left;
1991
2450 recursive_roll (mon, dir, op); 1992 recursive_roll (mon, dir, op);
2451 if (action_makes_visible (op)) 1993 if (action_makes_visible (op))
2452 make_visible (op); 1994 make_visible (op);
2453 }
2454 1995
1996 return true;
1997 }
1998 }
2455 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2456 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2004 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2007 {
2465 2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2466 /* If the player hasn't hit something this tick, and does
2467 * so, give them speed boost based on weapon speed. Doing
2468 * it here is better than process_players2, which basically
2469 * incurred a 1 tick offset.
2470 */
2471 if (!op->contr->has_hit)
2472 { 2009 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2010 --op->contr->weapon_sp_left;
2474 2011
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 }
2477
2478 skill_attack (mon, op, 0, NULL, NULL); 2012 skill_attack (mon, op, 0, 0, 0);
2479 2013
2480 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is
2483 * the wiz.
2484 */
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 {
2487 short luck = mon->stats.luck;
2488
2489 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL);
2491 mon->stats.luck = luck;
2492 }
2493 if (action_makes_visible (op)) 2014 if (action_makes_visible (op))
2494 make_visible (op); 2015 make_visible (op);
2495 }
2496 } /* if player should attack something */
2497}
2498 2016
2499int 2017 return true;
2018 }
2019 }
2020
2021 return false;
2022}
2023
2024bool
2500move_player (object *op, int dir) 2025move_player (object *op, int dir)
2501{ 2026{
2502 int pick;
2503
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2505 return 0; 2028 return 0;
2506 2029
2507 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2031 if (dir < 0 || dir > 8)
2509 { 2032 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2033 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2034 return 0;
2512 } 2035 }
2513 2036
2514 /* peterm: added following line */ 2037 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (op->flag [FLAG_CONFUSED] && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2040
2518 op->facing = dir; 2041 op->facing = dir;
2519 2042
2520 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2521 do_hidden_move (op); 2044 do_hidden_move (op);
2522 2045
2046 bool retval;
2047 int pick = 0;
2048
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ; 2050 retval = RESULT_INT (0);
2525 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2526 fire (op, dir); 2052 retval = fire (op, dir);
2527 else 2053 else
2528 { 2054 {
2529 move_player_attack (op, dir); 2055 retval = move_player_attack (op, dir);
2530 pick = check_pick (op); 2056 pick = check_pick (op);
2531 } 2057 }
2532 2058
2533 /* Add special check for newcs players and fire on - this way, the 2059 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2060 * server can handle repeat firing.
2535 */ 2061 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2062 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2063 op->direction = dir;
2539 }
2540 else 2064 else
2541 {
2542 op->direction = 0; 2065 op->direction = 0;
2543 } 2066
2544 /* Update how the player looks. Use the facing, so direction may 2067 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2068 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2069 * for players.
2547 */ 2070 */
2548 animate_object (op, op->facing); 2071 animate_object (op, op->facing);
2549 return 0; 2072
2073 return retval;
2550} 2074}
2551 2075
2552/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2553 * new client/server stuff. 2077 * new client/server stuff.
2554 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2555 * the new speed values for commands. 2079 * the new speed values for commands.
2556 * 2080 *
2557 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2558 */ 2084 */
2559int 2085bool
2560handle_newcs_player (object *op) 2086handle_newcs_player (object *op)
2561{ 2087{
2088 if (op->flag [FLAG_SCARED])
2089 {
2090 if (op->speed_left > 0.f)
2091 {
2092 --op->speed_left;
2093 flee_player (op);
2094
2095 return true;
2096 }
2097 else
2098 return false;
2099 }
2100
2101 /* call this here - we also will call this in do_ericserver, but
2102 * the players time has been increased when doericserver has been
2103 * called, so we recheck it here.
2104 */
2105 if (op->contr->ns->handle_command ())
2106 return true;
2107
2108 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2109 return move_player (op, op->direction);
2110
2111 return false;
2112}
2113
2114static int
2115save_life (object *op)
2116{
2117 if (!op->flag [FLAG_LIFESAVE])
2118 return 0;
2119
2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2121 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2122 {
2123 op->play_sound (sound_find ("ob_evaporate"));
2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2125
2126 tmp->destroy ();
2127 op->clr_flag (FLAG_LIFESAVE);
2128
2129 if (op->stats.hp < 0)
2130 op->stats.hp = op->stats.maxhp;
2131
2132 if (op->stats.food < 0)
2133 op->stats.food = MAX_FOOD;
2134
2135 op->update_stats ();
2136 return 1;
2137 }
2138
2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2140 op->clr_flag (FLAG_LIFESAVE);
2141 enter_player_savebed (op); /* bring him home. */
2142 return 0;
2143}
2144
2145/* This goes throws the inventory and removes unpaid objects, and puts them
2146 * back in the map (location and map determined by values of env). This
2147 * function will descend into containers. op is the object to start the search
2148 * from.
2149 */
2150static void
2151drop_unpaid_items (object *op, object *env)
2152{
2153 while (op)
2154 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156
2157 if (op->flag [FLAG_UNPAID])
2158 op->insert_at (env);
2159 else if (op->inv)
2160 drop_unpaid_items (op->inv, env);
2161
2162 op = next;
2163 }
2164}
2165
2166void
2167object::drop_unpaid_items ()
2168{
2169 if (!flag [FLAG_REMOVED])
2170 ::drop_unpaid_items (inv, this);
2171}
2172
2173void
2174do_some_living (object *op)
2175{
2176 int last_food = op->stats.food;
2177 int gen_hp, gen_sp, gen_grace;
2178 int i;
2179 int rate_hp = 1200;
2180 int rate_sp = 2500;
2181 int rate_grace = 2000;
2182 const int max_hp = 1;
2183 const int max_sp = 1;
2184 const int max_grace = 1;
2185
2562 if (op->contr->hidden) 2186 if (op->contr->hidden)
2563 { 2187 {
2564 op->invisible = 1000; 2188 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible 2189 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to 2190 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly. 2191 * alternate it here for it to work correctly.
2568 */ 2192 */
2569 if (pticks & 2) 2193 if (pticks & 2)
2570 op->invisible--; 2194 op->invisible--;
2571 } 2195 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2196 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2573 { 2197 {
2574 op->invisible--;
2575 if (!op->invisible) 2198 if (!op->invisible--)
2576 { 2199 {
2577 make_visible (op); 2200 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 } 2202 }
2580 } 2203 }
2581 2204
2582 if (QUERY_FLAG (op, FLAG_SCARED))
2583 {
2584 flee_player (op);
2585 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 {
2588 op->speed_left--;
2589 return 0;
2590 }
2591 }
2592
2593 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer.
2597 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600 {
2601 op->contr->ranges[range_golem] = NULL;
2602 op->contr->golem_count = 0;
2603 }
2604
2605 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here.
2608 */
2609 HandleClient (&op->contr->socket, op->contr);
2610 if (op->speed_left < 0)
2611 return 0;
2612
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2617
2618 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff.
2621 */
2622 move_player (op, op->direction);
2623 if (op->speed_left > 0)
2624 return 1;
2625 else
2626 return 0;
2627 }
2628 return 0;
2629}
2630
2631int
2632save_life (object *op)
2633{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0;
2638
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2644 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp);
2647 free_object (tmp);
2648 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food < 0)
2652 op->stats.food = 999;
2653 fix_player (op);
2654 return 1;
2655 }
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */
2659 return 0;
2660}
2661
2662/* This goes throws the inventory and removes unpaid objects, and puts them
2663 * back in the map (location and map determined by values of env). This
2664 * function will descend into containers. op is the object to start the search
2665 * from.
2666 */
2667void
2668remove_unpaid_objects (object *op, object *env)
2669{
2670 object *next;
2671
2672 while (op)
2673 {
2674 next = op->below; /* Make sure we have a good value, in case
2675 * we remove object 'op'
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0);
2685 }
2686 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env);
2688 op = next;
2689 }
2690}
2691
2692
2693/*
2694 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the
2697 * best, a misc file for object actions is probably better,
2698 * but there isn't one in the server directory.
2699 */
2700char *
2701gravestone_text (object *op)
2702{
2703 static char buf2[MAX_BUF];
2704 char buf[MAX_BUF];
2705 time_t now = time (NULL);
2706
2707 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else
2711 sprintf (buf, "%s\n", &op->name);
2712 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf);
2714 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf);
2720 if (op->type == PLAYER)
2721 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf);
2725 }
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf);
2729 return buf2;
2730}
2731
2732
2733
2734void
2735do_some_living (object *op)
2736{
2737 int last_food = op->stats.food;
2738 int gen_hp, gen_sp, gen_grace;
2739 int over_hp, over_sp, over_grace;
2740 int i;
2741 int rate_hp = 1200;
2742 int rate_sp = 2500;
2743 int rate_grace = 2000;
2744 const int max_hp = 1;
2745 const int max_sp = 1;
2746 const int max_grace = 1;
2747
2748 if (op->contr->outputs_sync)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]);
2753 }
2754
2755 if (op->contr->state == ST_PLAYING) 2205 if (op->contr->ns->state == ST_PLAYING)
2756 { 2206 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2207 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2208 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2209 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2210 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2211 else
2763 { 2212 {
2764 gen_hp = op->stats.maxhp; 2213 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2214 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2215 }
2216
2767 if (op->contr->gen_sp >= 0) 2217 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2218 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2219 else
2770 { 2220 {
2771 gen_sp = op->stats.maxsp; 2221 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2222 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2223 }
2224
2774 if (op->contr->gen_grace >= 0) 2225 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2226 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2227 else
2777 { 2228 {
2778 gen_grace = op->stats.maxgrace; 2229 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2230 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2231 }
2781 2232
2782 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2784 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2786 if (op->stats.sp < op->stats.maxsp)
2787 {
2788 op->stats.sp++;
2789 /* dms do not consume food */
2790 if (!QUERY_FLAG (op, FLAG_WIZ))
2791 {
2792 op->stats.food--;
2793 if (op->contr->digestion < 0)
2794 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food;
2797 }
2798 }
2799 if (max_sp > 1)
2800 {
2801 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0)
2803 {
2804 if (op->stats.sp < op->stats.maxsp)
2805 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--;
2809 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp;
2811 }
2812 op->last_sp = 0;
2813 }
2814 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 }
2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824
2825 /* Regenerate Grace */ 2233 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2234 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2235 if (--op->last_grace < 0)
2828 { 2236 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2237 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2238 op->stats.grace++; /* no penalty in food for regaining grace */
2239
2240 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2241
2831 if (max_grace > 1) 2242 if (max_grace > 1)
2832 { 2243 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2244 int over_grace = temp / rate_grace;
2245
2834 if (over_grace > 0) 2246 if (over_grace > 0)
2835 { 2247 {
2836 op->stats.sp += over_grace 2248 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2837 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2838 op->last_grace = 0; 2249 op->last_grace = 0;
2839 } 2250 }
2840 else 2251 else
2841 { 2252 op->last_grace = rate_grace / temp;
2842 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2843 }
2844 } 2253 }
2845 else 2254 else
2255 op->last_grace = rate_grace / temp;
2256
2257 /* wearing stuff doesn't detract from grace generation. */
2258 }
2259
2260 if (op->stats.food > 0)
2261 {
2262 /* Regenerate Spell Points */
2263 if (!op->contr->golem && --op->last_sp < 0)
2846 { 2264 {
2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2848 }
2849 /* wearing stuff doesn't detract from grace generation. */
2850 }
2851 2266
2852 /* Regenerate Hit Points */
2853 if (--op->last_heal < 0)
2854 {
2855 if (op->stats.hp < op->stats.maxhp) 2267 if (op->stats.sp < op->stats.maxsp)
2856 {
2857 op->stats.hp++;
2858 /* dms do not consume food */
2859 if (!QUERY_FLAG (op, FLAG_WIZ))
2860 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!op->flag [FLAG_WIZ])
2273 {
2861 op->stats.food--; 2274 op->stats.food--;
2275
2862 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2863 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2278 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2866 } 2281 }
2867 } 2282
2868 if (max_hp > 1) 2283 if (max_sp > 1)
2869 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0)
2872 { 2284 {
2873 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2285 int over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0)
2287 {
2288 if (op->stats.sp < op->stats.maxsp)
2289 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2291
2292 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2293 op->stats.sp--;
2294
2295 if (op->stats.sp > op->stats.maxsp)
2296 op->stats.sp = op->stats.maxsp;
2297 }
2298
2874 op->last_heal = 0; 2299 op->last_sp = 0;
2300 }
2301 else
2302 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2875 } 2303 }
2876 else 2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2306 }
2307
2308 /* Regenerate Hit Points */
2309 if (--op->last_heal < 0)
2310 {
2311 if (op->stats.hp < op->stats.maxhp)
2877 { 2312 {
2878 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->stats.hp++;
2314
2315 /* dms do not consume food */
2316 if (!op->flag [FLAG_WIZ])
2317 {
2318 op->stats.food--;
2319
2320 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food;
2324 }
2879 } 2325 }
2326
2327 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2328
2329 if (max_hp > 1)
2330 {
2331 int over_hp = temp / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / temp;
2880 } 2340 }
2881 else 2341 else
2882 { 2342 op->last_heal = rate_hp / temp;
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884 } 2343 }
2885 } 2344 }
2886 2345
2887 /* Digestion */ 2346 /* Digestion */
2888 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2889 { 2348 {
2890#ifdef COZY_SERVER 2349 int bonus = max (0, op->contr->digestion),
2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2350 penalty = max (0, -op->contr->digestion);
2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2893#else
2894 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895#endif
2896 2351
2897 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2899 else 2353
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2901 /* dms do not consume food */ 2354 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!op->flag [FLAG_WIZ])
2903 op->stats.food--; 2356 op->stats.food--;
2904 } 2357 }
2905 }
2906 2358
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2360 {
2909 object *tmp, *flesh = NULL; 2361 object *flesh = 0;
2910 2362
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2364 {
2365 if (tmp->flag [FLAG_UNPAID])
2366 continue;
2367
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2369 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2370 op->statusmsg ("You blindly grab for a bite of food. "
2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2918 manual_apply (op, tmp, 0); 2372 op->apply (tmp);
2373
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2375 break;
2921 } 2376 }
2922 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2923 flesh = tmp; 2378 flesh = tmp;
2924 } /* End if paid for object */ 2379 }
2925 } /* end of for loop */ 2380
2926 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2382 * eat flesh instead.
2928 */ 2383 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2385 {
2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2388 op->apply (flesh);
2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2930 { 2395 }
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2396
2932 manual_apply (op, flesh, 0); 2397 if (op->stats.food < 0)
2933 } 2398 {
2934 } /* end if player is starving */ 2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2935 2401
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2402 if (op->stats.hp < 0)
2937 op->stats.food++, op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2938 2408
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2409 /* killer should be set here already */
2410 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2940 kill_player (op); 2411 kill_player (op);
2412 }
2941} 2413}
2942
2943
2944 2414
2945/* If the player should die (lack of hp, food, etc), we call this. 2415/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2416 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2417 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2418 * file.
2949 */ 2419 */
2950void 2420void
2951kill_player (object *op) 2421kill_player (object *op)
2952{ 2422{
2953 char buf[MAX_BUF];
2954 int x, y; 2423 int x, y;
2955
2956 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2958
2959 /* int z;
2960 int num_stats_lose;
2961 int lost_a_stat;
2962 int lose_this_stat;
2963 int this_stat; */
2964 int will_kill_again; 2425 int will_kill_again;
2965 archetype *at; 2426 archetype *at;
2966 object *tmp; 2427 object *tmp;
2967 2428
2968 if (save_life (op)) 2429 if (save_life (op))
2969 return; 2430 return;
2970 2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454 max_it (op->stats.food , 200);
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2971 2467
2972 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2973 * in cities ONLY!!! It is very important that this doesn't get abused. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2974 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2975 */ 2471 */
2976 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2977 { 2473 {
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980
2981 /* restore player */
2982 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op);
2984 if (tmp)
2985 {
2986 remove_ob (tmp);
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 }
2990
2991 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op);
2993 if (tmp)
2994 {
2995 remove_ob (tmp);
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 }
2999
3000 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0)
3003 op->stats.food = 999;
3004 2475
3005 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2477 object *tmp = archetype::find (shstr_finger)->instance ();
3007 if (tmp != NULL) 2478
3008 { 2479 tmp->name = format ("%s's finger" , &op->name);
3009 sprintf (buf, "%s's finger", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
3010 tmp->name = buf; 2481 tmp->msg = format (
3011 sprintf (buf, " This finger has been cut off %s\n" 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2483 &op->name, op->contr->title,
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2484 (int)op->level,
3014 tmp->msg = buf; 2485 op->contr->killer_name ()
2486 );
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2488 tmp->material = name_to_material (shstr_organic);
3017 tmp->x = op->x, tmp->y = op->y; 2489 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 }
3020 2490
3021 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3024 return; 2496 return;
3025 } 2497 }
3026 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
3027 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
3028 2503
3029 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
3030 2505
3031 if (op->stats.food < 0) 2506 op->contr->play_sound (sound_find ("player_dies"));
2507
2508 /* save the map location for corpse, gravestone */
2509 x = op->x;
2510 y = op->y;
2511 map = op->map;
2512
2513 /* NOT_PERMADEATH code. This basically brings the character back to
2514 * life if they are dead - it takes some exp and a random stat.
2515 * See the config.h file for a little more in depth detail about this.
2516 */
2517
2518 /* Basically two ways to go - remove a stat permanently, or just
2519 * make it depletion. This bunch of code deals with that aspect
2520 * of death.
2521 */
2522#ifndef COZY_SERVER
2523 if (settings.balanced_stat_loss)
3032 { 2524 {
3033 if (op->contr->explore) 2525 /* If stat loss is permanent, lose one stat only. */
3034 { 2526 /* Lower level chars don't lose as many stats because they suffer
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2527 more if they do. */
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2528 /* Higher level characters can afford things such as potions of
3037 op->stats.food = 999; 2529 restoration, or better, stat potions. So we slug them that
3038 return; 2530 little bit harder. */
3039 } 2531 /* GD */
3040 sprintf (buf, "%s starved to death.", &op->name); 2532 if (settings.stat_loss_on_death)
3041 strcpy (op->contr->killer, "starvation"); 2533 num_stats_lose = 1;
2534 else
2535 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3042 } 2536 }
3043 else 2537 else
3044 { 2538 num_stats_lose = 1;
3045 if (op->contr->explore) 2539
3046 { 2540 lost_a_stat = 0;
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2541
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2542 for (z = 0; z < num_stats_lose; z++)
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name);
3053 } 2543 {
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2544 i = rndm (NUM_STATS);
3055 2545
3056 /* save the map location for corpse, gravestone */
3057 x = op->x;
3058 y = op->y;
3059 map = op->map;
3060
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this.
3067 */
3068
3069 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect
3071 * of death.
3072 */
3073#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss)
3075 {
3076 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */
3079 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */
3082 /* GD */
3083 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2547 {
3085 else 2548 /* Pick a random stat and take a point off it. Tell the player
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2549 * what he lost.
2550 */
2551 change_attr_value (&(op->stats), i, -1);
2552 check_stat_bounds (&(op->stats));
2553 change_attr_value (&(op->contr->orig_stats), i, -1);
2554 check_stat_bounds (&(op->contr->orig_stats));
2555 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2556 lost_a_stat = 1;
3087 } 2557 }
3088 else 2558 else
3089 { 2559 {
3090 num_stats_lose = 1; 2560 /* deplete a stat */
3091 } 2561 archetype *deparch = archetype::find (shstr_depletion);
3092 lost_a_stat = 0; 2562 object *dep;
3093 2563
3094 for (z = 0; z < num_stats_lose; z++) 2564 dep = present_arch_in_ob (deparch, op);
3095 { 2565 if (!dep)
3096 i = RANDOM () % NUM_STATS;
3097
3098 if (settings.stat_loss_on_death)
3099 { 2566 {
3100 /* Pick a random stat and take a point off it. Tell the player 2567 dep = deparch->instance ();
3101 * what he lost. 2568 insert_ob_in_ob (dep, op);
3102 */
3103 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1;
3109 } 2569 }
3110 else 2570 lose_this_stat = 1;
2571 if (settings.balanced_stat_loss)
3111 { 2572 {
3112 /* deplete a stat */ 2573 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2574 /* Get the stat that we're about to deplete. */
3114 object *dep; 2575 this_stat = get_attr_value (&(dep->stats), i);
3115 2576 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2577 {
3119 dep = arch_to_object (deparch); 2578 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2579 int keep_chance = this_stat * this_stat;
3121 } 2580
3122 lose_this_stat = 1; 2581 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2582 if (keep_chance < 1)
2583 keep_chance = 1;
2584
2585 /* There is a maximum depletion total per level. */
2586 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2587 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2588 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2589 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2590 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2591 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2592 else
3164 if (this_stat >= -50)
3165 { 2593 {
3166 change_attr_value (&(dep->stats), i, -1); 2594 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2595 lose_this_stat = 0;
2596 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2597 this_stat, keep_chance, loss_chance,
2598 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2599 }
3172 } 2600 }
3173 } 2601 }
2602
2603 if (lose_this_stat)
2604 {
2605 this_stat = get_attr_value (&dep->stats, i);
2606 /* We could try to do something clever like find another
2607 * stat to reduce if this fails. But chances are, if
2608 * stats have been depleted to -50, all are pretty low
2609 * and should be roughly the same, so it shouldn't make a
2610 * difference.
2611 */
2612 if (this_stat >= -50)
2613 {
2614 change_attr_value (&(dep->stats), i, -1);
2615 dep->set_flag (FLAG_APPLIED);
2616 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2617 op->update_stats ();
2618 lost_a_stat = 1;
2619 }
3174 } 2620 }
2621 }
2622 }
2623
3175 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2625 if (!lost_a_stat)
3177 { 2626 {
3178 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2628 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
3181 2630
3182 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3184 else 2633 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3186 } 2635 }
2636#else
2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3187#endif 2638#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2639
3190 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2641 * exp loss on the stone.
3192 */ 2642 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
3194 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
3195 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
3196 sprintf (buf, "%s's gravestones", &op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3197 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3199 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2650
3203 /**************************************/ 2651 /**************************************/
3204 /* */ 2652 /* */
3205 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */
3208 /* */ 2654 /* */
3209
3210 /**************************************/ 2655 /**************************************/
3211 2656
3212 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */
3214 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op);
3216 if (tmp)
3217 {
3218 remove_ob (tmp);
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 }
3222
3223 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op);
3225 if (tmp)
3226 {
3227 remove_ob (tmp);
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 }
3231 cure_disease (op, 0); /* remove any disease */
3232
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100)
3236 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2659
3241 /* 2660 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2661 * Check to see if the player has any unpaid items. If so, remove them
3243 * the player has any unpaid items. If so, remove them and put them back 2662 * and put them back in the map.
3244 * in the map. 2663 */
3245 */ 2664 op->drop_unpaid_items ();
3246 2665
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op);
3249
3250 /****************************************/ 2666 /****************************************/
3251 /* */ 2667 /* */
3252 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
3254 /* */ 2670 /* */
3255
3256 /****************************************/ 2671 /****************************************/
3257 2672
3258 enter_player_savebed (op); 2673 enter_player_savebed (op);
3259 2674
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2675 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2676
3266 /* it is possible that the player has blown something up 2677 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2678 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2679 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2680 * on the space that might harm the player.
3270 */ 2681 */
3271 will_kill_again = 0; 2682 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2683 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2684 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2685 will_kill_again |= tmp->attacktype;
3276 } 2686
3277 if (will_kill_again) 2687 if (will_kill_again)
3278 { 2688 {
3279 object *force; 2689 object *force;
3280 int at; 2690 int at;
3281 2691
3282 force = get_archetype (FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1;
3285 force->speed_left = -5.0; 2694 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2695 force->set_speed (0.1f);
2696 force->set_flag (FLAG_APPLIED);
2697
3287 for (at = 0; at < NROFATTACKS; at++) 2698 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2699 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2700 force->resist[at] = 100;
3291 } 2701
3292 insert_ob_in_ob (force, op); 2702 insert_ob_in_ob (force, op);
3293 fix_player (op); 2703 op->update_stats ();
3294
3295 }
3296
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 { 2704 }
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305 2705
3306 op->contr->party = NULL; 2706 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2707}
3366 2708
3367 2709static void
3368void
3369loot_object (object *op) 2710loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2711{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2712 object *tmp, *tmp2, *next;
3372 2713
3373 if (op->container) 2714 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2715
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2716 for (tmp = op->inv; tmp; tmp = next)
3379 { 2717 {
3380 next = tmp->below; 2718 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2719
2720 if (tmp->invisible)
3382 continue; 2721 continue;
3383 remove_ob (tmp); 2722
2723 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2724 tmp->x = op->x, tmp->y = op->y;
2725
3385 if (tmp->type == CONTAINER) 2726 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2727 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2728
3388 } 2729 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 2730 {
3391 if (tmp->nrof > 1) 2731 if (tmp->nrof > 1)
3392 { 2732 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2733 tmp->decrease (rndm (1, tmp->nrof - 1));
3394 free_object (tmp2);
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2734 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2735 }
3397 else 2736 else
3398 free_object (tmp); 2737 tmp->destroy ();
3399 } 2738 }
3400 else 2739 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2740 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2741 }
3403} 2742}
3405/* 2744/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2745 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2746 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2747 * was changed.
3409 */ 2748 */
3410
3411void 2749void
3412fix_weight (void) 2750fix_weight ()
3413{ 2751{
3414 player *pl; 2752 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2753 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2754 sint32 old = pl->ob->carrying;
3419 2755
3420 if (old == sum) 2756 pl->ob->update_weight ();
3421 continue; 2757
3422 fix_player (pl->ob); 2758 if (old != pl->ob->carrying)
2759 {
2760 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2761 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2762 }
3424 } 2763 }
3425} 2764}
3426 2765
3427void 2766void
3428fix_luck (void) 2767fix_luck ()
3429{ 2768{
3430 player *pl; 2769 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2770 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2771 pl->ob->change_luck (0);
3435} 2772}
3436
3437 2773
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 2774/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 2775 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 2776 * just treat this as any other spell casting object.
3441 */ 2777 */
3442
3443void 2778void
3444cast_dust (object *op, object *throw_ob, int dir) 2779cast_dust (object *op, object *throw_ob, int dir)
3445{ 2780{
3446 object *skop, *spob; 2781 object *skop, *spob;
3447 2782
3468 if (op->type == PLAYER) 2803 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2804 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 2805
3471 cast_spell (op, throw_ob, dir, spob, NULL); 2806 cast_spell (op, throw_ob, dir, spob, NULL);
3472 2807
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2808 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 2809}
3477 2810
3478void 2811void
3479make_visible (object *op) 2812make_visible (object *op)
3480{ 2813{
3481 op->hide = 0; 2814 op->flag [FLAG_HIDDEN] = 0;
3482 op->invisible = 0; 2815 op->invisible = 0;
2816
3483 if (op->type == PLAYER) 2817 if (op->type == PLAYER)
3484 { 2818 {
3485 op->contr->tmp_invis = 0; 2819 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 2820 op->contr->invis_race = 0;
3487 } 2821 }
2822
3488 update_object (op, UP_OBJ_FACE); 2823 update_object (op, UP_OBJ_CHANGE);
3489} 2824}
3490 2825
3491int 2826int
3492is_true_undead (object *op) 2827is_true_undead (object *op)
3493{ 2828{
3494 object *tmp = NULL; 2829 if (op->arch->flag [FLAG_UNDEAD])
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 2830 return 1;
3498 2831
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 2832 return 0;
3505} 2833}
3506 2834
3507/* look at the surrounding terrain to determine 2835/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 2836 * the hideability of this object. Positive levels
3509 * indicate greater hideability. 2837 * indicate greater hideability.
3510 */ 2838 */
3511
3512int 2839int
3513hideability (object *ob) 2840hideability (object *ob)
3514{ 2841{
3515 int i, level = 0, mflag; 2842 int i, level = 0, mflag;
3516 sint16 x, y; 2843 sint16 x, y;
3517 2844
3518 if (!ob || !ob->map) 2845 if (!ob || !ob->map)
3519 return 0; 2846 return 0;
3520 2847
3521 /* so, on normal lighted maps, its hard to hide */ 2848 /* so, on normal lighted maps, its hard to hide */
3522 level = ob->map->darkness - 2; 2849 level = ob->map->darklevel () - 2;
3523 2850
3524 /* this also picks up whether the object is glowing. 2851 /* this also picks up whether the object is glowing.
3525 * If you carry a light on a non-dark map, its not 2852 * If you carry a light on a non-dark map, its not
3526 * as bad as carrying a light on a pitch dark map */ 2853 * as bad as carrying a light on a pitch dark map */
3527 if (has_carried_lights (ob)) 2854 if (ob->has_carried_lights ())
3528 level = -(10 + (2 * ob->map->darkness)); 2855 level = -(10 + (2 * ob->map->darklevel ()));
3529 2856
3530 /* scan through all nearby squares for terrain to hide in */ 2857 /* scan through all nearby squares for terrain to hide in */
3531 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2858 for (i = 0, x = ob->x, y = ob->y;
2859 i <= SIZEOFFREE1;
2860 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3532 { 2861 {
3533 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2862 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3534 if (mflag & P_OUT_OF_MAP) 2863 if (mflag & P_OUT_OF_MAP)
3535 {
3536 continue; 2864 continue;
3537 } 2865
3538 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2866 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3539 level += 2; 2867 level += 2;
3540 else /* open terrain! */ 2868 else /* open terrain! */
3541 level -= 1; 2869 level -= 1;
3542 } 2870 }
3550/* For Hidden creatures - a chance of becoming 'unhidden' 2878/* For Hidden creatures - a chance of becoming 'unhidden'
3551 * every time they move - as we subtract off 'invisibility' 2879 * every time they move - as we subtract off 'invisibility'
3552 * AND, for players, if they move into a ridiculously unhideable 2880 * AND, for players, if they move into a ridiculously unhideable
3553 * spot (surrounded by clear terrain in broad daylight). -b.t. 2881 * spot (surrounded by clear terrain in broad daylight). -b.t.
3554 */ 2882 */
3555
3556void 2883void
3557do_hidden_move (object *op) 2884do_hidden_move (object *op)
3558{ 2885{
3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2886 int hide = 0;
3560 object *skop;
3561 2887
3562 if (!op || !op->map) 2888 if (!op || !op->map)
3563 return; 2889 return;
3564 2890
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2891 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2892 int num = random_roll (0, 19, op, PREFER_LOW);
3566 2893
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 2894 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 2895 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 2896 if (!skop || num >= skop->level)
3571 { 2897 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 2899 make_visible (op);
3574 return; 2900 return;
3575 } 2901 }
3576 else 2902 else
3577 num += 20; 2903 num += 20;
3578 } 2904
3579 num += op->map->difficulty; 2905 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 2906 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 2907 num -= hide;
2908
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2909 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 2910 {
3584 make_visible (op); 2911 make_visible (op);
2912
3585 if (op->type == PLAYER) 2913 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 2915 }
3588 else if (op->type == PLAYER && skop) 2916 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2917 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 2918}
3593 2919
3594/* determine if who is standing near a hostile creature. */ 2920/* determine if who is standing near a hostile creature. */
3595 2921
3596int 2922int
3597stand_near_hostile (object *who) 2923stand_near_hostile (object *who)
3598{ 2924{
3599 object *tmp = NULL; 2925 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 2926 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 2927 maptile *m;
3602 sint16 x, y; 2928 sint16 x, y;
3603 2929
3604 if (!who) 2930 if (!who)
3605 return 0; 2931 return 0;
3606 2932
3607 if (who->type == PLAYER) 2933 if (who->type == PLAYER)
3608 player = 1; 2934 player = 1;
3609 2935
3610 else 2936 else
3611 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2937 friendly = who->flag [FLAG_FRIENDLY];
3612 2938
3613 /* search adjacent squares */ 2939 /* search adjacent squares */
3614 for (i = 1; i < 9; i++) 2940 for (i = 1; i < 9; i++)
3615 { 2941 {
3616 x = who->x + freearr_x[i]; 2942 x = who->x + freearr_x[i];
3623 if (mflags & P_OUT_OF_MAP) 2949 if (mflags & P_OUT_OF_MAP)
3624 continue; 2950 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2951 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 2952 continue;
3627 2953
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2954 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 2955 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2956 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3631 return 1; 2957 return 1;
3632 else if (tmp->type == PLAYER) 2958 else if (tmp->type == PLAYER)
3633 { 2959 {
3634 /*don't let a hidden DM prevent you from hiding */ 2960 /*don't let a hidden DM prevent you from hiding */
3635 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2961 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3636 return 1; 2962 return 1;
3637 } 2963 }
3638 } 2964 }
3639 } 2965 }
3640 return 0; 2966 return 0;
3644 * object op. This function works fine for monsters, 2970 * object op. This function works fine for monsters,
3645 * but we dont worry if the object isnt the top one in 2971 * but we dont worry if the object isnt the top one in
3646 * a pile (say a coin under a table would return "viewable" 2972 * a pile (say a coin under a table would return "viewable"
3647 * by this routine). Another question, should we be 2973 * by this routine). Another question, should we be
3648 * concerned with the direction the player is looking 2974 * concerned with the direction the player is looking
3649 * in? Realistically, most of use cant see stuff behind 2975 * in? Realistically, most of us can't see stuff behind
3650 * our backs...on the other hand, does the "facing" direction 2976 * our backs...on the other hand, does the "facing" direction
3651 * imply the way your head, or body is facing? Its possible 2977 * imply the way your head, or body is facing? It's possible
3652 * for them to differ. Sigh, this fctn could get a bit more complex. 2978 * for them to differ. Sigh, this fctn could get a bit more complex.
3653 * -b.t. 2979 * -b.t.
3654 * This function is now map tiling safe. 2980 * This function is now map tiling safe.
3655 */ 2981 */
3656
3657int 2982int
3658player_can_view (object *pl, object *op) 2983player_can_view (object *pl, object *op)
3659{ 2984{
3660 rv_vector rv; 2985 rv_vector rv;
3661 int dx, dy; 2986 int dx, dy;
3663 if (pl->type != PLAYER) 2988 if (pl->type != PLAYER)
3664 { 2989 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 2990 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 2991 return -1;
3667 } 2992 }
2993
3668 if (!pl || !op) 2994 if (!pl || !op)
3669 return 0; 2995 return 0;
3670 2996
3671 if (op->head)
3672 {
3673 op = op->head; 2997 op = op->head_ ();
3674 } 2998
3675 get_rangevector (pl, op, &rv, 0x1); 2999 get_rangevector (pl, op, &rv, 0x1);
3676 3000
3677 /* starting with the 'head' part, lets loop 3001 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3002 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3003 * part that is in the los array but isn't on
3680 * a blocked los square. 3004 * a blocked los square.
3681 * we use the archetype to figure out offsets. 3005 * we use the archetype to figure out offsets.
3682 */ 3006 */
3683 while (op) 3007 while (op)
3684 { 3008 {
3685 dx = rv.distance_x + op->arch->clone.x; 3009 dx = rv.distance_x + op->arch->x;
3686 dy = rv.distance_y + op->arch->clone.y; 3010 dy = rv.distance_y + op->arch->y;
3687 3011
3688 /* only the viewable area the player sees is updated by LOS 3012 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3689 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values.
3691 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3695 return 1; 3013 return 1;
3014
3696 op = op->more; 3015 op = op->more;
3697 } 3016 }
3698 return 0;
3699}
3700 3017
3701/* routine for both players and monsters. We call this when
3702 * there is a possibility for our action distrubing our hiding
3703 * place or invisiblity spell. Artefact invisiblity is not
3704 * effected by this. If we arent invisible to begin with, we
3705 * return 0.
3706 */
3707int
3708action_makes_visible (object *op)
3709{
3710
3711 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3712 {
3713 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3714 return 0;
3715
3716 if (op->contr && op->contr->tmp_invis == 0)
3717 return 0;
3718
3719 /* If monsters, they should become visible */
3720 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3721 {
3722 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3723 return 1;
3724 }
3725 }
3726 return 0; 3018 return 0;
3727} 3019}
3728 3020
3729/* op_on_battleground - checks if the given object op (usually 3021/* op_on_battleground - checks if the given object op (usually
3730 * a player) is standing on a valid battleground-tile, 3022 * a player) is standing on a valid battleground-tile,
3735 * Default is to do the same as before, so only people wanting to have different points need worry about this 3027 * Default is to do the same as before, so only people wanting to have different points need worry about this
3736 */ 3028 */
3737int 3029int
3738op_on_battleground (object *op, int *x, int *y) 3030op_on_battleground (object *op, int *x, int *y)
3739{ 3031{
3740 object *tmp;
3741
3742 /* A battleground-tile needs the following attributes to be valid: 3032 /* A battleground-tile needs the following attributes to be valid:
3743 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3033 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3744 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3034 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3745 * and the exit-coordinates sp/hp must both be > 0. 3035 * and the exit-coordinates sp/hp must both be > 0.
3746 * => The intention here is to prevent abuse of the battleground- 3036 * => The intention here is to prevent abuse of the battleground-
3747 * feature (like pickable or hidden battleground tiles). */ 3037 * feature (like pickable or hidden battleground tiles). */
3748 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3038 for (object *tmp = op->below; tmp; tmp = tmp->below)
3749 { 3039 {
3750 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3040 if (tmp->flag [FLAG_IS_FLOOR])
3751 { 3041 {
3752 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3042 if (tmp->flag [FLAG_NO_PICK]
3753 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3043 && tmp->type == BATTLEGROUND
3044 && tmp->name == shstr_battleground
3045 && EXIT_X (tmp) && EXIT_Y (tmp))
3754 { 3046 {
3755 /*before we assign the exit, check if this is a teambattle */ 3047 /* before we assign the exit, check if this is a teambattle */
3756 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3048 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3757 {
3758 object *invtmp;
3759
3760 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3049 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3761 { 3051 {
3762 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3763 {
3764 if (x != NULL && y != NULL) 3052 if (x && y)
3765 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3766 return 1; 3055 return 1;
3767 }
3768 } 3056 }
3769 } 3057
3770 if (x != NULL && y != NULL) 3058 if (x && y)
3771 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3059 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3060
3772 return 1; 3061 return 1;
3773 } 3062 }
3774 } 3063 }
3775 } 3064 }
3065
3776 /* If we got here, did not find a battleground */ 3066 /* If we got here, did not find a battleground */
3777 return 0; 3067 return 0;
3778} 3068}
3779 3069
3780/* 3070/*
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3086 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3087 int i = 0, j = 0;
3798 3088
3799 /* get the appropriate treasurelist */ 3089 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3090 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3091 trlist = treasurelist::find (shstr_dragon_ability_fire);
3802 else if (atnr == ATNR_COLD) 3092 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3093 trlist = treasurelist::find (shstr_dragon_ability_cold);
3804 else if (atnr == ATNR_ELECTRICITY) 3094 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3095 trlist = treasurelist::find (shstr_dragon_ability_elec);
3806 else if (atnr == ATNR_POISON) 3096 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3097 trlist = treasurelist::find (shstr_dragon_ability_poison);
3808 3098
3809 if (trlist == NULL || who->type != PLAYER) 3099 if (trlist == NULL || who->type != PLAYER)
3810 return; 3100 return;
3811 3101
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3102 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3103
3814 if (tr == NULL || tr->item == NULL) 3104 if (!tr || !tr->item)
3815 { 3105 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3106 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3107 return;
3818 } 3108 }
3819 3109
3820 /* everything seems okay - now bring on the gift: */ 3110 /* everything seems okay - now bring on the gift: */
3821 item = &(tr->item->clone); 3111 item = tr->item;
3822 3112
3823 if (item->type == SPELL) 3113 if (item->type == SPELL)
3824 { 3114 {
3825 if (check_spell_known (who, item->name)) 3115 if (check_spell_known (who, item->name))
3826 return; 3116 return;
3885 { 3175 {
3886 /* forces in the treasurelist can alter the player's stats */ 3176 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3177 object *skin;
3888 3178
3889 /* first get the dragon skin force */ 3179 /* first get the dragon skin force */
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3180 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3181 ;
3182
3891 if (skin == NULL) 3183 if (!skin)
3892 return; 3184 return;
3893 3185
3894 /* adding new spellpath attunements */ 3186 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3187 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3188 {
3907 else 3199 else
3908 j = 1; 3200 j = 1;
3909 strcat (buf, spellpathnames[i]); 3201 strcat (buf, spellpathnames[i]);
3910 } 3202 }
3911 } 3203 }
3204
3912 strcat (buf, "."); 3205 strcat (buf, ".");
3913 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3206 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3914 } 3207 }
3915 3208
3916 /* evtl. adding flags: */ 3209 /* evtl. adding flags: */
3917 if (QUERY_FLAG (item, FLAG_XRAYS)) 3210 if (item->flag [FLAG_XRAYS])
3918 SET_FLAG (skin, FLAG_XRAYS); 3211 skin->set_flag (FLAG_XRAYS);
3919 if (QUERY_FLAG (item, FLAG_STEALTH)) 3212 if (item->flag [FLAG_STEALTH])
3920 SET_FLAG (skin, FLAG_STEALTH); 3213 skin->set_flag (FLAG_STEALTH);
3921 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3214 if (item->flag [FLAG_SEE_IN_DARK])
3922 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3215 skin->set_flag (FLAG_SEE_IN_DARK);
3923 3216
3924 /* print message if there is one */ 3217 /* print message if there is one */
3925 if (item->msg != NULL) 3218 if (item->msg != NULL)
3926 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3219 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3927 } 3220 }
3928 else 3221 else
3929 { 3222 {
3930 /* generate misc. treasure */ 3223 /* generate misc. treasure */
3931 tmp = arch_to_object (tr->item); 3224 tmp = tr->item->instance ();
3932 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3225 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3933 tmp = insert_ob_in_ob (tmp, who); 3226 who->insert (tmp);
3934 if (who->type == PLAYER)
3935 esrv_send_item (who, tmp);
3936 } 3227 }
3937} 3228}
3938 3229
3939/** 3230//-GPL
3940 * Unready an object for a player. This function does nothing if the object was 3231
3941 * not readied. 3232sint8
3942 */ 3233player::darkness_at (maptile *map, int x, int y) const
3234{
3235 if (!ns)
3236 return LOS_BLOCKED;
3237
3238 int dx, dy;
3239 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3240 return LOS_BLOCKED;
3241
3242 x += dx - ns->current_x;
3243 y += dy - ns->current_y;
3244
3245 return blocked_los (x, y);
3246}
3247
3943void 3248void
3944player_unready_range_ob (player *pl, object *ob) 3249player::infobox (const char *title, const char *msg, int color)
3945{ 3250{
3946 rangetype i; 3251 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3947
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3949 {
3950 if (pl->ranges[i] == ob)
3951 {
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3252}
3253
3254void
3255player::statusmsg (const char *msg, int color)
3256{
3257 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3258}
3259
3260void
3261player::failmsg (const char *msg, int color)
3262{
3263 play_sound (sound_find ("generic_failure"));
3264 statusmsg (msg, color);
3265}
3266
3267void
3268object::failmsgf (const char *format, ...)
3269{
3270 if (!contr)
3271 return;
3272
3273 va_list ap;
3274 va_start (ap, format);
3275 contr->failmsg (vformat (format, ap));
3276 va_end (ap);
3277}
3278
3279void
3280player::failmsgf (const char *format, ...)
3281{
3282 va_list ap;
3283 va_start (ap, format);
3284 failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287

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