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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 1.299 by root, Sat Sep 16 21:55:51 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 31#include <sproto.h>
30#endif
31#include <sounds.h> 32#include <sounds.h>
32#include <living.h> 33#include <living.h>
33#include <object.h> 34#include <object.h>
34#include <spells.h> 35#include <spells.h>
35#include <skills.h> 36#include <skills.h>
36#include <newclient.h>
37 37
38#ifdef COZY_SERVER 38playervec players;
39extern int same_party (partylist *a, partylist *b);
40#endif
41
42player *
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 {
239 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
240 // temporarily backed out patchset 4025 to see if THIS change causes crashes
241 //ob->contr = 0;
242 ob->destroy ();
243 }
244
245 ob = observe = viewpoint = 0;
246}
247
248player::~player ()
249{
250 /* Clear item stack */
251 free (stack_items);
351} 252}
352 253
353/* 254/*
354 * get_player_archetype() return next player archetype from archetype 255 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 256 * list. Not very efficient routine, but used only creating new players.
356 * Note: there MUST be at least one player archetype! 257 * Note: there MUST be at least one player archetype!
357 */ 258 */
358archetype * 259static archetype *
359get_player_archetype (archetype *at) 260get_player_archetype (archetype *at)
360{ 261{
361 archetype *start = at; 262 // archetypes could have been reloaded
263 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
264
265 if (!nat)
266 return at;
267
268 archvec::iterator i = archetypes.find (nat);
362 269
363 for (;;) 270 for (;;)
364 { 271 {
365 if (at == NULL || at->next == NULL) 272 if (++i == archetypes.end ())
366 at = first_archetype; 273 i = archetypes.begin ();
367 else 274 else if (*i == at)
368 at = at->next; 275 cleanup ("not a single player archetype found");
276
369 if (at->clone.type == PLAYER) 277 if ((*i)->type == PLAYER)
370 return at; 278 return *i;
371 if (at == start)
372 {
373 LOG (llevError, "No Player archetypes\n");
374 exit (-1);
375 }
376 } 279 }
377} 280}
378 281
282/* Tries to add player on the connection passed in ns.
283 * All we can really get in this is some settings like host and display
284 * mode.
285 */
286player *
287player::create ()
288{
289 player *pl = new player;
290
291 pl->set_object (get_player_archetype (0)->instance ());
292
293 pl->ob->roll_stats ();
294 pl->ob->stats.wc = 2;
295 pl->ob->run_away = 25; /* Then we panick... */
296
297 set_first_map (pl->ob);
298
299 return pl;
300}
379 301
380object * 302object *
381get_nearest_player (object *mon) 303get_nearest_player (object *mon)
382{ 304{
383 object *op = NULL; 305 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 306 objectlink *ol;
386 unsigned lastdist; 307 unsigned lastdist;
387 rv_vector rv; 308 rv_vector rv;
388 309
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 310 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 311 {
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)) 312 if (!can_detect_enemy (mon, ol->ob, &rv))
418 continue; 313 continue;
419 314
420 if (lastdist > rv.distance) 315 if (lastdist > rv.distance)
421 { 316 {
422 op = ol->ob; 317 op = ol->ob;
423 lastdist = rv.distance; 318 lastdist = rv.distance;
424 } 319 }
425 } 320 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 321
427 { 322 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 323 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 324 if (lastdist > rv.distance)
432 { 325 {
433 op = pl->ob; 326 op = pl->ob;
434 lastdist = rv.distance; 327 lastdist = rv.distance;
435 } 328 }
436 } 329
437 }
438#if 0 330#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 331 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 332#endif
441 return op; 333 return op;
442} 334}
443 335
444/* I believe this can safely go to 2, 3 is questionable, 4 will likely 336/* I believe this can safely go to 2, 3 is questionable, 4 will likely
445 * result in a monster paths backtracking. It basically determines how large a 337 * result in a monster paths backtracking. It basically determines how large a
446 * detour a monster will take from the direction path when looking 338 * detour a monster will take from the direction path when looking
447 * for a path to the player. The values are in the amount of direction 339 * for a path to the player. The values are in the amount of direction
448 * the deviation is 340 * the deviation is
449 */ 341 */
450#define DETOUR_AMOUNT 2 342#define DETOUR_AMOUNT 2
460 * circling behaviour. Unfortunately, this function is also used to determined 352 * 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 353 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 354 * is probably not a good thing.
463 */ 355 */
464#define MAX_SPACES 50 356#define MAX_SPACES 50
465
466 357
467/* 358/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 359 * 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 360 * 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 361 * player and if path is blocked then see if blockage is close enough to player that
487 */ 378 */
488int 379int
489path_to_player (object *mon, object *pl, unsigned mindiff) 380path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 381{
491 rv_vector rv; 382 rv_vector rv;
492 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 383 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
494 mapstruct *m, *lastmap;
495 384
496 get_rangevector (mon, pl, &rv, 0); 385 get_rangevector (mon, pl, &rv, 0);
497 386
498 if (rv.distance < mindiff) 387 if (rv.distance < mindiff)
499 return 0; 388 return 0;
500 389
501 x = mon->x; 390 mapxy pos (mon);
502 y = mon->y;
503 m = mon->map;
504 dir = rv.direction; 391 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 392 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); 393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
394
507 /* If we can't solve it within the search distance, return now. */ 395 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 396 if (diff > max)
509 return 0; 397 return 0;
398
510 while (diff > 1 && max > 0) 399 while (diff > 1 && max > 0)
511 { 400 {
512 lastx = x; 401 mapxy lastpos = pos;
513 lasty = y;
514 lastmap = m;
515 x = lastx + freearr_x[dir];
516 y = lasty + freearr_y[dir];
517 402
518 mflags = get_map_flags (m, &m, x, y, &x, &y); 403 pos.move (dir);
519 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
520 404
521 /* Space is blocked - try changing direction a little */ 405 /* Space is blocked - try changing direction a little */
522 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 406 if (!pos.normalise ()
523 && (m == mon->map && blocked_link (mon, m, x, y)))) 407 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
408 && blocked_link (mon, pos.m, pos.x, pos.y)))
524 { 409 {
525 /* recalculate direction from last good location. Possible 410 /* recalculate direction from last good location. Possible
526 * we were not traversing ideal location before. 411 * we were not traversing ideal location before.
527 */ 412 */
528 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 413 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
529 if (rv.direction != dir) 414 if (rv.direction != dir)
530 { 415 {
531 /* OK - says direction should be different - lets reset the 416 /* OK - says direction should be different - lets reset the
532 * the values so it will try again. 417 * the values so it will try again.
533 */ 418 */
534 x = lastx;
535 y = lasty;
536 m = lastmap; 419 pos = lastpos;
537 dir = firstdir = rv.direction; 420 dir = firstdir = rv.direction;
538 } 421 }
539 else 422 else
540 { 423 {
541 /* direct path is blocked - try taking a side step to 424 /* direct path is blocked - try taking a side step to
542 * either the left or right. 425 * either the left or right.
543 * Note increase the values in the loop below to be 426 * Note increase the values in the loop below to be
544 * more than -1/1 respectively will mean the monster takes 427 * more than -1/1 respectively will mean the monster takes
545 * bigger detour. Have to be careful about these values getting 428 * bigger detour. Have to be careful about these values getting
546 * too big (3 or maybe 4 or higher) as the monster may just try 429 * too big (3 or maybe 4 or higher) as the monster may just try
547 * stepping back and forth 430 * stepping back and forth
548 */ 431 */
549 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 432 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
550 { 433 {
551 if (i == 0) 434 if (i == 0)
552 continue; /* already did this, so skip it */ 435 continue; /* already did this, so skip it */
436
553 /* Use lastdir here - otherwise, 437 /* Use lastdir here - otherwise,
554 * since the direction that the creature should move in 438 * since the direction that the creature should move in
555 * may change, you could get infinite loops. 439 * may change, you could get infinite loops.
556 * ie, player is northwest, but monster can only 440 * ie, player is northwest, but monster can only
557 * move west, so it does that. It goes some distance, 441 * move west, so it does that. It goes some distance,
559 * can't do that, but now finds it can move east, and 443 * can't do that, but now finds it can move east, and
560 * gets back to its original point. lastdir contains 444 * gets back to its original point. lastdir contains
561 * the last direction the creature has successfully 445 * the last direction the creature has successfully
562 * moved. 446 * moved.
563 */ 447 */
564
565 x = lastx + freearr_x[absdir (lastdir + i)];
566 y = lasty + freearr_y[absdir (lastdir + i)];
567 m = lastmap; 448 pos = lastpos;
568 mflags = get_map_flags (m, &m, x, y, &x, &y); 449 pos.move (absdir (lastdir + i));
569 if (mflags & P_OUT_OF_MAP) 450
451 if (!pos.normalise ())
570 continue; 452 continue;
571 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 453
572 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 454 mapspace &ms = *pos;
455
456 if (ms.flags () & P_BLOCKSVIEW)
573 continue; 457 continue;
574 if (mflags & P_BLOCKSVIEW) 458
459 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
575 continue; 460 continue;
576 461
577 if (m == mon->map && blocked_link (mon, m, x, y)) 462 if (blocked_link (mon, pos.m, pos.x, pos.y))
578 break; 463 break;
579 } 464 }
465
580 /* go through entire loop without finding a valid 466 /* go through entire loop without finding a valid
581 * sidestep to take - thus, no valid path. 467 * sidestep to take - thus, no valid path.
582 */ 468 */
583 if (i == (DETOUR_AMOUNT + 1)) 469 if (i == DETOUR_AMOUNT + 1)
584 return 0; 470 return 0;
471
585 diff--; 472 diff--;
586 lastdir = dir; 473 lastdir = dir;
587 max--; 474 max--;
588 if (!firstdir) 475 if (!firstdir)
589 firstdir = dir + i; 476 firstdir = dir + i;
593 { 480 {
594 /* we moved towards creature, so diff is less */ 481 /* we moved towards creature, so diff is less */
595 diff--; 482 diff--;
596 max--; 483 max--;
597 lastdir = dir; 484 lastdir = dir;
485
598 if (!firstdir) 486 if (!firstdir)
599 firstdir = dir; 487 firstdir = dir;
600 } 488 }
489
601 if (diff <= 1) 490 if (diff <= 1)
602 { 491 {
603 /* Recalculate diff (distance) because we may not have actually 492 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 493 * headed toward player for entire distance.
605 */ 494 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 495 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); 496 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 497 }
498
609 if (diff > max) 499 if (diff > max)
610 return 0; 500 return 0;
611 } 501 }
502
612 /* If we reached the max, didn't find a direction in time */ 503 /* If we reached the max, didn't find a direction in time */
613 if (!max) 504 if (!max)
614 return 0; 505 return 0;
615 506
616 return firstdir; 507 return firstdir;
617} 508}
618 509
619void 510void
620give_initial_items (object *pl, treasurelist * items) 511give_initial_items (object *pl, treasurelist *items)
621{ 512{
622 object *op, *next = NULL;
623
624 if (pl->randomitems != NULL) 513 if (pl->randomitems)
625 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 514 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
626 515
627 for (op = pl->inv; op; op = next) 516 for (object *next, *op = pl->inv; op; op = next)
628 { 517 {
629 next = op->below; 518 next = op->below;
630 519
631 /* Forces get applied per default, unless they have the 520 /* Forces get applied per default, unless they have the
632 * flag "neutral" set. Sorry but I can't think of a better way 521 * flag "neutral" set. Sorry but I can't think of a better way
633 */ 522 */
634 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 523 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
635 SET_FLAG (op, FLAG_APPLIED); 524 op->set_flag (FLAG_APPLIED);
636 525
637 /* we never give weapons/armour if these cannot be used 526 /* we never give weapons/armour if these cannot be used
638 * by this player due to race restrictions 527 * by this player due to race restrictions
639 */ 528 */
640 if (pl->type == PLAYER) 529 if (pl->type == PLAYER)
641 { 530 {
642 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 531 if ((!pl->flag [FLAG_USE_ARMOUR]
532 &&
643 (op->type == ARMOUR || op->type == BOOTS || 533 (op->type == ARMOUR || op->type == BOOTS
644 op->type == CLOAK || op->type == HELMET || 534 || op->type == CLOAK || op->type == HELMET
645 op->type == SHIELD || op->type == GLOVES || 535 || op->type == SHIELD || op->type == GLOVES
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 536 || op->type == BRACERS || op->type == GIRDLE))
537 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
647 { 538 {
648 remove_ob (op); 539 op->destroy ();
649 free_object (op);
650 continue; 540 continue;
651 } 541 }
652 } 542 }
653 543
654 /* This really needs to be better - we should really give 544 /* Here we remove duplicated skills (as duplicated spell objects have
655 * a substitute spellbook. The problem is that we don't really 545 * _very_ confusing effects for players), which could for instance be
656 * have a good idea what to replace it with (need something like 546 * generated by multiple treasurelists specifying the same skills.
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */ 547 */
660 if (op->type == SPELLBOOK || op->type == SKILL) 548 if (op->type == SKILL)
661 { 549 {
662 object *tmp;
663
664 for (tmp = op->below; tmp; tmp = tmp->below) 550 for (object *tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name) 551 if (tmp->type == op->type && tmp->name == op->name)
552 {
553 op->destroy ();
666 break; 554 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 } 555 }
556
675 if (op->nrof > 1) 557 if (op->nrof > 1)
676 op->nrof = 1; 558 op->nrof = 1;
677 } 559 }
678 560
679 if (op->type == SPELLBOOK && op->inv) 561 if (op->type == SPELLBOOK && op->inv)
680 { 562 op->inv->clr_flag (FLAG_STARTEQUIP);
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683 563
684 /* Give starting characters identified, uncursed, and undamned 564 /* Give starting characters identified, uncursed, and undamned
685 * items. Just don't identify gold or silver, or it won't be 565 * items. Just don't identify gold or silver, or it won't be
686 * merged properly. 566 * merged properly.
687 */ 567 */
688 if (need_identify (op)) 568 if (op->need_identify ())
689 {
690 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 569 {
570 op->set_flag (FLAG_IDENTIFIED);
571 op->clr_flag (FLAG_CURSED);
572 op->clr_flag (FLAG_DAMNED);
573 }
574
694 if (op->type == SPELL) 575 if (op->type == SPELL)
695 { 576 {
696 remove_ob (op); 577 op->destroy ();
697 free_object (op);
698 continue; 578 continue;
699 } 579 }
700 else if (op->type == SKILL) 580 else if (op->type == SKILL)
701 { 581 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 582 op->set_flag (FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0; 583 op->stats.exp = 0;
704 op->level = 1; 584 op->level = 1;
705 } 585 }
706 /* lock all 'normal items by default */ 586 else /* lock all 'normal items by default */
707 else 587 op->set_flag (FLAG_INV_LOCKED);
708 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */ 588 } /* for loop of objects in player inv */
710 589
711 /* Need to set up the skill pointers */ 590 /* Need to set up the skill pointers */
712 link_player_skills (pl); 591 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} 592}
797 593
798void 594void
799get_party_password (object *op, partylist *party) 595get_party_password (object *op, partylist *party)
800{ 596{
801 if (party == NULL) 597 if (party == NULL)
802 { 598 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 599 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 600 return;
805 } 601 }
602
806 op->contr->write_buf[0] = '\0'; 603 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 604 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 605 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 606 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 607}
811
812 608
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 609/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 610static int
815roll_stat (void) 611roll_stat ()
816{ 612{
817 int a[4], i, j, k; 613 int a[4], i, j, k;
818 614
819 for (i = 0; i < 4; i++) 615 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 616 a[i] = rndm (1, 6);
821 617
822 for (i = 0, j = 0, k = 7; i < 4; i++) 618 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 619 if (a[i] < k)
824 k = a[i], j = i; 620 k = a[i], j = i;
825 621
826 for (i = 0, k = 0; i < 4; i++) 622 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 623 if (i != j)
829 k += a[i]; 624 k += a[i];
830 } 625
831 return k; 626 return k;
832} 627}
833 628
834void 629void
835roll_stats (object *op) 630object::roll_stats ()
836{ 631{
632 int statsort [NUM_STATS];
633
634 for (;;)
635 {
837 int sum = 0; 636 int sum = 0;
838 int i = 0, j = 0; 637 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 638 sum += statsort [i] = roll_stat ();
840 639
841 do 640 if (sum >= 82 && sum <= 116)
641 break;
842 { 642 }
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);
853 643
854 /* Sort the stats so that rerolling is easier... */ 644 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 645 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;
862 646
863 /* a quick and dirty bubblesort? */ 647 for (int i = 0; i < NUM_STATS; ++i)
864 do 648 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);
879 649
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; 650 stats.exp = 0;
899 op->stats.ac = 0; 651 stats.ac = 0;
900 652
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; 653 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 654 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 655 stats.grace = stats.maxgrace;
656
657 if (contr)
658 {
659 contr->levhp[1] = 9;
660 contr->levsp[1] = 6;
661 contr->levgrace[1] = 3;
662
909 op->contr->orig_stats = op->stats; 663 contr->orig_stats = stats;
664 }
910} 665}
911 666
912void 667void
913Roll_Again (object *op) 668object::swap_stats (int a, int b)
914{ 669{
915 esrv_new_player (op->contr, 0); 670 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}
919 671
920void 672 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 673 stats.stat (i) = contr->orig_stats.stat (i);
674
675 //TODO: the following code looks so borked and should, at the very least,
676 // be merged with the similar code in roll_stats
677 stats.ac = 0;
678
679 level = 1;
680 stats.exp = 0;
681 stats.ac = 0;
682
683 stats.hp = stats.maxhp;
684 stats.sp = stats.maxsp;
685 stats.grace = stats.maxgrace;
686
687 if (contr)
688 {
689 contr->levhp[1] = 9;
690 contr->levsp[1] = 6;
691 contr->levgrace[1] = 3;
692
693 contr->orig_stats = stats;
694 }
695}
696
697static void
698start_info (object *op)
922{ 699{
923 signed char tmp;
924 char buf[MAX_BUF]; 700 char buf[MAX_BUF];
925 701
926 if (op->contr->Swap_First == -1) 702 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); 703 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} 704}
1041 705
1042/* This function takes the key that is passed, and does the 706/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 707 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 708 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 709 * separate race and class; this actually changes the RACE,
1046 * not the class. 710 * not the class.
1047 */ 711 */
1048 712void
1049int 713player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 714{
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 */ 715 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 716 esrv_new_player (ob->contr);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 717
718 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
719 if (tl)
720 create_treasure (tl, ob, 0, 0, 0);
721
1068 INVOKE_PLAYER (BIRTH, op->contr); 722 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr);
1070 723
1071 op->contr->state = ST_PLAYING; 724 ob->contr->ns->state = ST_PLAYING;
1072 725
1073 if (op->msg) 726 if (ob->msg)
1074 op->msg = NULL; 727 ob->msg = 0;
1075 728
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); 729 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 730 ob->clr_flag (FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 731 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op);
1089 esrv_send_inventory (op, op); 732 esrv_send_inventory (ob, ob);
1090 fix_player (op); 733 ob->update_stats ();
1091 734
1092 /* This moves the player to a different start map, if there 735 /* This moves the player to a different start map, if there
1093 * is one for this race 736 * is one for this race
1094 */ 737 */
1095 if (*first_map_ext_path) 738 if (*first_map_ext_path)
1096 { 739 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 740 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 741 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 742}
1114 return 0;
1115 }
1116 743
744/*
745 * Returns true if the given player is a legal class.
746 * The function to add and remove class-bonuses to the stats doesn't
747 * check if the stat becomes negative, thus this function
748 * merely checks that all stats are 1 or more, and returns
749 * false otherwise.
750 */
751static int
752allowed_class (const object *op)
753{
754 return op->stats.Dex > 0
755 && op->stats.Str > 0
756 && op->stats.Con > 0
757 && op->stats.Int > 0
758 && op->stats.Wis > 0
759 && op->stats.Pow > 0
760 && op->stats.Cha > 0;
761}
762
763void
764player::chargen_race_next ()
765{
1117 /* Following actually changes the race - this is the default command 766 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 767 * if we don't match with one of the options above.
1119 */ 768 */
1120 769
1121 tmp_loop = 0; 770 do
1122 while (!tmp_loop)
1123 { 771 {
1124 shstr name = op->name; 772 shstr name = ob->name;
1125 int x = op->x, y = op->y; 773 int x = ob->x, y = ob->y;
1126 774
1127 remove_statbonus (op); 775 ob->remove_statbonus ();
1128 remove_ob (op); 776 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 777 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 778 ob->arch->copy_to (ob);
1131 op->instantiate (); 779 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 780 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 781 ob->name = ob->name_pl = name;
1134 op->x = x; 782 ob->x = x;
1135 op->y = y; 783 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 784 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 785 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 786 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 787 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 788 }
789 while (!allowed_class (ob));
1142 790
1143 update_object (op, UP_OBJ_FACE); 791 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 792 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 793 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 794 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 795 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 796 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} 797}
1156 798
1157int 799static 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) 800flee_player (object *op)
1208{ 801{
1209 int dir, diff; 802 int dir, diff;
1210 rv_vector rv; 803 rv_vector rv;
1211 804
1212 if (op->stats.hp < 0) 805 if (op->stats.hp < 0)
1213 { 806 {
1214 LOG (llevDebug, "Fleeing player is dead.\n"); 807 LOG (llevDebug, "Fleeing player is dead.\n");
1215 CLEAR_FLAG (op, FLAG_SCARED); 808 op->clr_flag (FLAG_SCARED);
1216 return; 809 return;
1217 } 810 }
1218 811
1219 if (op->enemy == NULL) 812 if (!op->enemy)
1220 { 813 {
1221 LOG (llevDebug, "Fleeing player had no enemy.\n"); 814 LOG (llevDebug, "Fleeing player had no enemy.\n");
1222 CLEAR_FLAG (op, FLAG_SCARED); 815 op->clr_flag (FLAG_SCARED);
1223 return; 816 return;
1224 } 817 }
1225 818
1226 /* Seen some crashes here. Since we don't store an 819 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 { 820 {
1232 CLEAR_FLAG (op, FLAG_SCARED);
1233 op->enemy = NULL; 821 op->enemy = NULL;
822 op->clr_flag (FLAG_SCARED);
1234 return; 823 return;
1235 } 824 }
1236 825
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); 826 get_rangevector (op, op->enemy, &rv, 0);
1244 827
1245 dir = absdir (4 + rv.direction); 828 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 829 for (diff = 0; diff < 3; diff++)
1247 { 830 {
1248 int m = 1 - (RANDOM () & 2); 831 int m = 1 - rndm (2) * 2;
1249 832
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 833 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1251 {
1252 return; 834 return;
1253 }
1254 } 835 }
836
1255 /* Cornered, get rid of scared */ 837 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 838 op->clr_flag (FLAG_SCARED);
1257 op->enemy = NULL; 839 op->enemy = NULL;
1258} 840}
1259 841
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 842/* 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 843 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 844 * stop.
1264 */ 845 */
1265int 846int
1266check_pick (object *op) 847check_pick (object *op)
1267{ 848{
1268 object *tmp, *next; 849 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 850 int stop = 0;
1271 int j, k, wvratio; 851 int wvratio;
1272 char putstring[128], tmpstr[16];
1273 852
1274
1275 /* if you're flying, you cna't pick up anything */ 853 /* if you're flying, you can't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 854 if (op->move_type & MOVE_FLYING)
1277 return 1; 855 return 1;
1278 856
1279 op_tag = op->count;
1280
1281 next = op->below; 857 next = op->below;
1282 if (next) 858
1283 next_tag = next->count; 859 int cnt = MAX_ITEM_PER_ACTION;
860#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1284 861
1285 /* loop while there are items on the floor that are not marked as 862 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 863 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 864 while (next && !next->destroyed ())
1288 { 865 {
1289 tmp = next; 866 tmp = next;
1290 next = tmp->below; 867 next = tmp->below;
868
1291 if (next) 869 if (cnt <= 0)
1292 next_tag = next->count; 870 {
871 op->failmsg ("Couldn't pickup all items at once.");
872 return 0;
873 }
1293 874
1294 if (was_destroyed (op, op_tag)) 875 if (op->destroyed ())
1295 return 0; 876 return 0;
1296 877
1297 if (!can_pick (op, tmp)) 878 if (!can_pick (op, tmp))
1298 continue; 879 continue;
1299 880
1300 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 881 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1301 { 882 {
1302 if (item_matched_string (op, tmp, op->contr->search_str)) 883 if (item_matched_string (op, tmp, op->contr->search_str))
1303 pick_up (op, tmp); 884 CHK_PICK_PICKUP;
885
1304 continue; 886 continue;
1305 } 887 }
1306 888
1307 /* high not bit set? We're using the old autopickup model */ 889 /* pickup handling */
890 if (op->contr->mode & PU_DEBUG)
891 {
892 /* some debugging code to figure out item information */
893 const char *str = tmp->name
894 ? format ("item name: %s item type: %d weight/value: %d",
895 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
896 : format ("item name: %s item type: %d weight/value: %d",
897 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
898
899 new_draw_info (NDI_UNIQUE, 0, op, str);
900 }
901
902 if (op->contr->mode & PU_INHIBIT)
903 return 1;
904
905 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
906 return 1;
907
908 /* philosophy:
909 * It's easy to grab an item type from a pile, as long as it's
910 * generic. This takes no game-time. For more detailed pickups
911 * and selections, select-items should be used. This is a
912 * grab-as-you-run type mode that's really useful for arrows for
913 * example.
914 * The drawback: right now it has no frontend, so you need to
915 * stick the bits you want into a calculator in hex mode and then
916 * convert to decimal and then 'pickup <#>
917 */
918
919 /* the first two modes are exclusive: if NOTHING we return, if
920 * STOP then we stop. All the rest are applied sequentially,
921 * meaning if any test passes, the item gets picked up. */
922
923 /* if mode is set to pick nothing up, return */
924 if (op->contr->mode == PU_NOTHING)
925 return 1;
926
927 /* if mode is set to stop when encountering objects, return */
928 /* take STOP before INHIBIT since it doesn't actually pick
929 * anything up */
930 if (op->contr->mode & PU_STOP)
931 return 0;
932
933 /* useful for going into stores and not losing your settings... */
934 /* and for battles wher you don't want to get loaded down while
935 * fighting */
936 if (op->contr->mode & PU_INHIBIT)
937 return 1;
938
939 /* prevent us from turning into auto-thieves :) */
940 if (tmp->flag [FLAG_UNPAID])
941 continue;
942
943 /* ignore known cursed objects */
944 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
945 continue;
946
947 /* all food and drink if desired */
948 /* question: don't pick up known-poisonous stuff? */
1308 if (!(op->contr->mode & PU_NEWMODE)) 949 if (op->contr->mode & PU_FOOD)
950 if (tmp->type == FOOD)
1309 { 951 {
1310 switch (op->contr->mode) 952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_DRINK)
957 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_POTION)
964 if (tmp->type == POTION)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* spellbooks, skillscrolls and normal books/scrolls */
971 if (op->contr->mode & PU_SPELLBOOK)
972 if (tmp->type == SPELLBOOK)
973 {
974 CHK_PICK_PICKUP;
975 continue;
976 }
977
978 if (op->contr->mode & PU_SKILLSCROLL)
979 if (tmp->type == SKILLSCROLL)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_READABLES)
986 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 /* wands/staves/rods/horns */
993 if (op->contr->mode & PU_MAGIC_DEVICE)
994 if (tmp->type == WAND
995 || tmp->type == ROD
996 || tmp->type == HORN
997 || tmp->type == POWER_CRYSTAL)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* pick up all magical items */
1004 if (op->contr->mode & PU_MAGICAL)
1005 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1006 && !tmp->flag [FLAG_KNOWN_CURSED])
1007 {
1008 CHK_PICK_PICKUP;
1009 continue;
1010 }
1011
1012 if (op->contr->mode & PU_VALUABLES)
1013 {
1014 if (tmp->type == MONEY || tmp->type == GEM)
1311 { 1015 {
1312 case 0: 1016 CHK_PICK_PICKUP;
1313 return 1; /* don't pick up */ 1017 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 } 1018 }
1345 } 1019 }
1346 else 1020
1347 { /* old model */ 1021 /* rings & amulets - talismans seems to be typed AMULET */
1348 /* NEW pickup handling */
1349 if (op->contr->mode & PU_DEBUG) 1022 if (op->contr->mode & PU_JEWELS)
1023 if (tmp->type == RING
1024 || tmp->type == AMULET
1025 || tmp->type == GIRDLE
1026 || tmp->type == SKILL_TOOL)
1350 { 1027 {
1351 /* some debugging code to figure out item information */ 1028 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; 1029 continue;
1030 }
1425 1031
1426 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1427 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1428 continue; 1037 continue;
1038 }
1429 1039
1430 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1431 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1432 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1433 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1434 { 1111 {
1435 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1113 continue;
1439 } 1114 }
1115 }
1116
1117 /* misc stuff that's useful */
1440 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1442 { 1120 {
1443 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1122 continue;
1447 } 1123 }
1448 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1449 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1450 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1451 { 1132 */
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) 1133 wvratio = op->contr->mode & PU_RATIO;
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 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 { 1135 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1507 { 1139 {
1508 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n"); 1140 fprintf (stderr, "%s", tmp->name);
1511 continue;
1512 } 1141 }
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 1142 else
1658 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1659 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1660 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1661#endif 1146#endif
1147 CHK_PICK_PICKUP;
1662 continue; 1148 continue;
1663 }
1664 } 1149 }
1665 } /* the new pickup model */ 1150 } /* the new pickup model */
1666 } 1151 }
1152
1667 return !stop; 1153 return !stop;
1154}
1155
1156/* routine for both players and monsters. We call this when
1157 * there is a possibility for our action distrubing our hiding
1158 * place or invisiblity spell. Artefact invisiblity causes
1159 * "noise" instead. If we arent invisible to begin with, we
1160 * return 0.
1161 */
1162static int
1163action_makes_visible (object *op)
1164{
1165 if (op->invisible && op->flag [FLAG_ALIVE])
1166 {
1167 if (op->flag [FLAG_MAKE_INVIS])
1168 {
1169 // artefact invisibility is permanent, but we still make noise
1170 // this is important for game-balance.
1171 if (op->contr)
1172 op->make_noise ();
1173
1174 return 0;
1175 }
1176
1177 if (op->contr && op->contr->tmp_invis == 0)
1178 return 0;
1179
1180 /* If monsters, they should become visible */
1181 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1182 {
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1184 return 1;
1185 }
1186 }
1187
1188 return 0;
1668} 1189}
1669 1190
1670/* 1191/*
1671 * Find an arrow in the inventory and after that 1192 * Find an arrow in the inventory and after that
1672 * in the right type container (quiver). Pointer to the 1193 * in the right type container (quiver). Pointer to the
1673 * found object is returned. 1194 * found object is returned.
1674 */ 1195 */
1675object * 1196static object *
1676find_arrow (object *op, const char *type) 1197find_arrow (object *op, const char *type)
1677{ 1198{
1678 object *tmp = NULL;
1679
1680 for (op = op->inv; op; op = op->below) 1199 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) 1200 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1201 return splay (tmp);
1202
1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1205 if (object *arrow = find_arrow (tmp, type))
1206 {
1207 splay (tmp);
1684 return op; 1208 return arrow;
1209 }
1210
1685 return tmp; 1211 return 0;
1686} 1212}
1687 1213
1688/* 1214/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1215 * 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 1216 * 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 1217 * 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. 1218 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1219 */
1694 1220static object *
1695object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1221find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1697{ 1222{
1698 object *tmp = NULL, *arrow, *ntmp; 1223 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1224 int attacknum, attacktype, betterby = 0, i;
1700 1225
1701 if (!type) 1226 if (!type)
1702 return NULL; 1227 return NULL;
1703 1228
1704 for (arrow = op->inv; arrow; arrow = arrow->below) 1229 for (arrow = op->inv; arrow; arrow = arrow->below)
1705 { 1230 {
1706 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1231 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1707 { 1232 {
1708 i = 0; 1233 i = 0;
1709 ntmp = find_better_arrow (arrow, target, type, &i); 1234 ntmp = find_better_arrow (arrow, target, type, &i);
1235
1710 if (i > betterby) 1236 if (i > betterby)
1711 { 1237 {
1712 tmp = ntmp; 1238 tmp = ntmp;
1713 betterby = i; 1239 betterby = i;
1714 } 1240 }
1715 } 1241 }
1716 else if (arrow->type == ARROW && arrow->race == type) 1242 else if (arrow->type == ARROW && arrow->race == type)
1717 { 1243 {
1718 /* allways prefer assasination/slaying */ 1244 /* allways prefer assasination/slaying */
1719 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1245 if (target->race && arrow->slaying.contains (target->race))
1720 { 1246 {
1721 if (arrow->attacktype & AT_DEATH) 1247 if (arrow->attacktype & AT_DEATH)
1722 { 1248 {
1723 *better = 100; 1249 *better = 100;
1724 return arrow; 1250 return arrow;
1732 else 1258 else
1733 { 1259 {
1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1260 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 { 1261 {
1736 attacktype = 1 << attacknum; 1262 attacktype = 1 << attacknum;
1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1263 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1738 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1264 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1739 { 1265 {
1740 tmp = arrow; 1266 tmp = arrow;
1741 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1267 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1742 } 1268 }
1743 } 1269 }
1270
1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1271 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1272 {
1746 tmp = arrow; 1273 tmp = arrow;
1747 betterby = 2 + arrow->magic + arrow->stats.dam; 1274 betterby = 2 + arrow->magic + arrow->stats.dam;
1748 } 1275 }
1276
1749 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1277 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1750 { 1278 {
1751 tmp = arrow; 1279 tmp = arrow;
1752 betterby = 1 + arrow->magic + arrow->stats.dam; 1280 betterby = 1 + arrow->magic + arrow->stats.dam;
1753 } 1281 }
1754 } 1282 }
1755 } 1283 }
1756 } 1284 }
1285
1757 if (tmp == NULL && arrow == NULL) 1286 if (tmp == NULL && arrow == NULL)
1758 return find_arrow (op, type); 1287 return find_arrow (op, type);
1759 1288
1760 *better = betterby; 1289 *better = betterby;
1761 return tmp; 1290 return tmp;
1765 * find_better_arrow to find a decent arrow to use. 1294 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1295 * op = the shooter
1767 * type = bow->race 1296 * type = bow->race
1768 * dir = fire direction 1297 * dir = fire direction
1769 */ 1298 */
1770 1299static object *
1771object *
1772pick_arrow_target (object *op, const char *type, int dir) 1300pick_arrow_target (object *op, shstr_cmp type, int dir)
1773{ 1301{
1774 object *tmp = NULL; 1302 object *tmp = NULL;
1775 mapstruct *m; 1303 maptile *m;
1776 int i, mflags, found, number; 1304 int i, mflags, found, number;
1777 sint16 x, y; 1305 sint16 x, y;
1778 1306
1779 if (op->map == NULL) 1307 if (op->map == NULL)
1780 return find_arrow (op, type); 1308 return find_arrow (op, type);
1792 for (i = 0, found = 0; i < 20; i++) 1320 for (i = 0, found = 0; i < 20; i++)
1793 { 1321 {
1794 x += freearr_x[dir]; 1322 x += freearr_x[dir];
1795 y += freearr_y[dir]; 1323 y += freearr_y[dir];
1796 mflags = get_map_flags (m, &m, x, y, &x, &y); 1324 mflags = get_map_flags (m, &m, x, y, &x, &y);
1325
1797 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1326 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1798 { 1327 {
1799 tmp = NULL; 1328 tmp = 0;
1800 break; 1329 break;
1801 } 1330 }
1802 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1331 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1803 { 1332 {
1804 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1333 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1805 * perhaps a bad assumption. 1334 * perhaps a bad assumption.
1806 */ 1335 */
1807 tmp = NULL; 1336 tmp = 0;
1808 break; 1337 break;
1809 } 1338 }
1339
1810 if (mflags & P_IS_ALIVE) 1340 if (mflags & P_IS_ALIVE)
1811 {
1812 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1341 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1813 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1342 if (tmp->flag [FLAG_ALIVE])
1814 {
1815 found++;
1816 break;
1817 }
1818 if (found)
1819 break; 1343 break;
1820 }
1821 } 1344 }
1822 if (tmp == NULL) 1345
1346 if (!tmp)
1823 return find_arrow (op, type); 1347 return find_arrow (op, type);
1824 1348
1825 if (tmp->head) 1349 if (tmp->head)
1826 tmp = tmp->head; 1350 tmp = tmp->head;
1827 1351
1828 return find_better_arrow (op, tmp, type, &i); 1352 return find_better_arrow (op, tmp, type, &i);
1829} 1353}
1830 1354
1831/* 1355/*
1832 * Creature fires a bow - op can be monster or player. Returns 1356 * Creature fires a bow - op can be monster or player. Returns
1833 * 1 if bow was actually fired, 0 otherwise. 1357 * 1 if bow was actually fired, 0 otherwise.
1834 * op is the object firing the bow. 1358 * op is the object firing the bow.
1835 * part is for multipart creatures - the part firing the bow. 1359 * part is for multipart creatures - the part firing the bow.
1836 * dir is the direction of fire. 1360 * dir is the direction of fire.
1837 * wc_mod is any special modifier to give (used in special player fire modes) 1361 * wc_mod is any special modifier to give (used in special player fire modes)
1840 */ 1364 */
1841int 1365int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1366fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1367{
1844 object *left, *bow; 1368 object *left, *bow;
1845 tag_t left_tag, tag; 1369 int mflags;
1846 int bowspeed, mflags; 1370 maptile *m;
1847 mapstruct *m;
1848 1371
1849 if (!dir) 1372 if (!dir)
1850 { 1373 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1374 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1375 return 0;
1853 } 1376 }
1854 if (op->type == PLAYER) 1377
1855 bow = op->contr->ranges[range_bow]; 1378 if (op->contr)
1379 bow = op->current_weapon;
1856 else 1380 else
1857 { 1381 {
1858 for (bow = op->inv; bow; bow = bow->below) 1382 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1383 /* 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. 1384 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1389 if (!bow)
1866 { 1390 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1391 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1392 return 0;
1869 } 1393 }
1394
1395 // optimisation: move object to top so we will find it quickly again
1396 splay (bow);
1870 } 1397 }
1398
1871 if (!bow->race || !bow->skill) 1399 if (!bow->race || !bow->skill)
1872 { 1400 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1401 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1402 return 0;
1875 } 1403 }
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 1404
1885 if (arrow == NULL) 1405 if (arrow == NULL)
1886 { 1406 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1407 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1408 {
1889 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1410 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 */ 1411 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1412 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1413 op->clr_flag (FLAG_READY_BOW);
1414
1894 return 0; 1415 return 0;
1895 } 1416 }
1896 } 1417 }
1418
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1419 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1420 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1421 return 0;
1901 } 1422
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1423 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1424 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1425 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1426 return 0;
1906 } 1427 }
1907 1428
1908 /* this should not happen, but sometimes does */ 1429 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1430 if (arrow->nrof == 0)
1910 { 1431 {
1911 remove_ob (arrow); 1432 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1912 free_object (arrow); 1433 arrow->destroy ();
1913 return 0; 1434 return 0;
1914 } 1435 }
1915 1436
1916 left = arrow; /* these are arrows left to the player */ 1437 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count; 1438 arrow = arrow->split ();
1918 arrow = get_split_ob (arrow, 1); 1439 if (!arrow)
1919 if (arrow == NULL)
1920 { 1440 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1441 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1442 return 0;
1923 } 1443 }
1924 set_owner (arrow, op); 1444
1445 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1446 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1447 arrow->direction = dir;
1928 arrow->x = sx; 1448
1929 arrow->y = sy; 1449 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1450 arrow->stats.hp = arrow->stats.dam;
1451 arrow->stats.grace = arrow->attacktype;
1452 arrow->custom_name = arrow->slaying;
1453
1454#if 0
1455 if (player *pl = op->contr)
1456 {
1457 float speed = pl->weapon_sp;
1458
1459 /* penalize ROF for bestarrow */
1460 if (pl->bowtype == bow_bestarrow)
1461 speed *= .9f;
1462 else
1463 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1464
1465 op->speed_left += speed - op->speed;
1466 }
1467#endif
1468
1469 SET_ANIMATION (arrow, arrow->direction);
1470
1471 /* update the speed */
1472
1473 arrow->speed_left = 0;
1474 arrow->set_speed (max (2.f,
1475 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1476 + bow->stats.dam / 7.f
1477 ));
1478
1479 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1480
1931 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1932 { 1482 {
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; 1483 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1484 wc -= dex_bonus[op->stats.Dex];
1485
1486 if (!arrow->slaying)
1487 arrow->slaying = op->slaying;
1488
1489 arrow->attacktype |= op->attacktype;
1966 } 1490 }
1967 else 1491 else
1968 { 1492 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1493 arrow->level = op->level;
1972 } 1494 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1495
1496 if (!arrow->slaying)
1497 arrow->slaying = bow->slaying;
1498
1974 arrow->attacktype |= bow->attacktype; 1499 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1500 }
1976 arrow->slaying = bow->slaying;
1977 1501
1978 arrow->map = m; 1502 wc -= arrow->level;
1503 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1504
1505 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1506 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1507 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1508 arrow->set_flag (FLAG_NO_PICK);
1981 1509
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1510 op->play_sound (sound_find ("fire_arrow"));
1983 tag = arrow->count; 1511 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1512
1986 if (!was_destroyed (arrow, tag)) 1513 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1514 move_arrow (arrow);
1988 1515
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; 1516 return 1;
1997} 1517}
1998 1518
1999/* Special fire code for players - this takes into 1519/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1520 * account the special fire modes players can have
2001 * but monsters can't. Putting that code here 1521 * but monsters can't. Putting that code here
2002 * makes the fire_bow code much cleaner. 1522 * makes the fire_bow code much cleaner.
2003 * this function should only be called if 'op' is a player, 1523 * this function should only be called if 'op' is a player,
2004 * hence the function name. 1524 * hence the function name.
2005 */ 1525 */
2006int 1526static int
2007player_fire_bow (object *op, int dir) 1527player_fire_bow (object *op, int dir)
2008{ 1528{
2009 int ret = 0, wcmod = 0; 1529 int ret;
2010 1530
2011 if (op->contr->bowtype == bow_bestarrow) 1531 if (op->contr->bowtype == bow_bestarrow)
2012 { 1532 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1533 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1534 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1535 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1536 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1537 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); 1538 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1539 }
2021 else if (op->contr->bowtype == bow_threewide) 1540 else if (op->contr->bowtype == bow_threewide)
2022 { 1541 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1542 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)]); 1543 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)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2026 } 1545 }
2027 else if (op->contr->bowtype == bow_spreadshot) 1546 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1547 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1548 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); 1549 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); 1550 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1551 }
2034 else 1552 else
2035 { 1553 {
2036 /* Simple case */ 1554 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1555 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1556 }
1557
2039 return ret; 1558 return ret;
2040} 1559}
2041
2042 1560
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1561/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1562 * Broken apart from 'fire' to keep it more readable.
2045 */ 1563 */
2046void 1564static void
2047fire_misc_object (object *op, int dir) 1565fire_misc_object (object *op, int dir)
2048{ 1566{
2049 object *item; 1567 object *item = op->contr->ranged_ob;
2050 1568
2051 if (!op->contr->ranges[range_misc]) 1569 if (!item)
2052 { 1570 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1571 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1572 return;
2055 } 1573 }
2056 1574
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1575 if (!item->inv)
2059 { 1576 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1577 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1578 return;
2062 } 1579 }
1580
1581 if (!op->apply (item))
1582 return;
1583
2063 if (item->type == WAND) 1584 if (item->type == WAND)
2064 { 1585 {
2065 if (item->stats.food <= 0) 1586 if (item->stats.food <= 0)
2066 { 1587 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1588 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)); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1590
2069 return; 1591 return;
2070 } 1592 }
2071 } 1593 }
2072 else if (item->type == ROD || item->type == HORN) 1594 else if (item->type == ROD || item->type == HORN)
2073 { 1595 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1596 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1597
1598 // using the maximum of the rods charge allows at least one spell cast
1599 // for a rod or horn, this fixes some broken rods.
1600 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2075 { 1601 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1602 op->contr->play_sound (sound_find ("wand_poof"));
1603
2077 if (item->type == ROD) 1604 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)); 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1606 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1607 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1608
2081 return; 1609 return;
2082 } 1610 }
2083 } 1611 }
2084 1612
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1613 if (cast_spell (op, item, dir, item->inv, NULL))
2086 { 1614 {
2087 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1615 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1616
2088 if (item->type == WAND) 1617 if (item->type == WAND)
2089 { 1618 {
2090 if (!(--item->stats.food)) 1619 if (!(--item->stats.food))
2091 { 1620 {
2092 object *tmp;
2093
2094 if (item->arch) 1621 if (item->arch)
2095 { 1622 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1623 item->clr_flag (FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1624 item->face = item->arch->face;
2098 item->speed = 0; 1625 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1626 }
2101 if ((tmp = is_player_inv (item))) 1627
1628 if (object *pl = item->visible_to ())
2102 esrv_update_item (UPD_ANIM, tmp, item); 1629 esrv_update_item (UPD_ANIM, pl, item);
2103 } 1630 }
2104 } 1631 }
2105 else if (item->type == ROD || item->type == HORN) 1632 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1633 drain_rod_charge (item);
2108 }
2109 } 1634 }
2110} 1635}
2111 1636
2112/* Received a fire command for the player - go and do it. 1637/* Received a fire command for the player - go and do it.
2113 */ 1638 */
2114void 1639bool
2115fire (object *op, int dir) 1640fire (object *who, int dir)
2116{ 1641{
2117 int spellcost = 0; 1642 int spellcost = 0;
2118 1643
1644 player *pl = who->contr;
1645
1646 if (pl->golem)
1647 {
1648 control_golem (who->contr->golem, dir);
1649 return false;
1650 }
1651
1652 object *ob = pl->ranged_ob;
1653
1654 if (!ob)
1655 return false;
1656
1657 if (who->speed_left > 0.f)
1658 --who->speed_left;
1659 else
1660 return false;
1661
1662 if (!who->apply (ob))
1663 return false;
1664
2119 /* check for loss of invisiblity/hide */ 1665 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1666 if (action_makes_visible (who))
2121 make_visible (op); 1667 make_visible (who);
2122 1668
2123 switch (op->contr->shoottype) 1669 switch (ob->type)
2124 { 1670 {
2125 case range_none: 1671 case BOW:
2126 return;
2127
2128 case range_bow:
2129 player_fire_bow (op, dir); 1672 player_fire_bow (who, dir);
2130 return; 1673 break;
2131 1674
2132 case range_magic: /* Casting spells */ 1675 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1676 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2134 return; 1677 break;
2135 1678
2136 case range_misc: 1679 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); 1680 apply_map_builder (who, dir);
2162 return; 1681 break;
1682
1683 case SKILL:
1684 do_skill (who, who, ob, dir, 0);
1685 break;
1686
1687 case RANGED:
1688 do_skill (who, ob, who->chosen_skill, dir, 0);
1689 break;
1690
2163 default: 1691 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1692 fire_misc_object (who, dir);
2165 return; 1693 break;
2166 } 1694 }
2167}
2168 1695
1696 return true;
1697}
2169 1698
2170 1699static 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) 1700find_key_ (object *pl, object *container, object *door)
2184{ 1701{
2185 object *tmp, *key; 1702 object *tmp, *key;
2186 1703
2187 /* Should not happen, but sanity checking is never bad */ 1704 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1705 if (!container->inv)
2189 return NULL; 1706 return 0;
2190 1707
2191 /* First, lets try to find a key in the top level inventory */ 1708 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1709 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1710 {
2194 if (door->type == DOOR && tmp->type == KEY) 1711 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1712 break;
1713
2196 /* For sanity, we should really check door type, but other stuff 1714 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1715 * (like containers) can be locked with special keys
2198 */ 1716 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1718 break;
2201 } 1719 }
1720
2202 /* No key found - lets search inventories now */ 1721 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1722 /* 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 1723 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1724 * a key, return
2206 */ 1725 */
2207 if (!tmp) 1726 if (!tmp)
2208 { 1727 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 {
2211 /* No reason to search empty containers */ 1729 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1730 if (tmp->type == CONTAINER && tmp->inv)
2213 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1731 if ((key = find_key_ (pl, tmp, door)))
2215 return key; 1732 return key;
2216 } 1733
2217 }
2218 if (!tmp) 1734 if (!tmp)
2219 return NULL; 1735 return 0;
2220 } 1736 }
1737
2221 /* We get down here if we have found a key. Now if its in a container, 1738 /* 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 1739 * see if we actually want to use it
2223 */ 1740 */
2224 if (pl != container) 1741 if (pl != container)
2225 { 1742 {
2226 /* Only let players use keys in containers */ 1743 /* Only let players use keys in containers */
2227 if (!pl->contr) 1744 if (!pl->contr)
2228 return NULL; 1745 return 0;
1746
2229 /* cases where this fails: 1747 /* cases where this fails:
2230 * If we only search the player inventory, return now since we 1748 * If we only search the player inventory, return now since we
2231 * are not in the players inventory. 1749 * are not in the players inventory.
2232 * If the container is not active, return now since only active 1750 * If the container is not active, return now since only active
2233 * containers can be used. 1751 * containers can be used.
2237 * inv must have been an container and must have been active. 1755 * inv must have been an container and must have been active.
2238 * 1756 *
2239 * Change the color so that the message doesn't disappear with 1757 * Change the color so that the message doesn't disappear with
2240 * all the others. 1758 * all the others.
2241 */ 1759 */
2242 if (pl->contr->usekeys == key_inventory || 1760 if (pl->contr->usekeys == key_inventory
2243 !QUERY_FLAG (container, FLAG_APPLIED) || 1761 || !container->flag [FLAG_APPLIED]
2244 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2245 { 1763 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1764 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)); 1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1766 return NULL;
2249 } 1767 }
2250 } 1768 }
1769
2251 return tmp; 1770 return tmp;
1771}
1772
1773/* find_key
1774 * We try to find a key for the door as passed. If we find a key
1775 * and successfully use it, we return the key, otherwise NULL
1776 * This function merges both normal and locked door, since the logic
1777 * for both is the same - just the specific key is different.
1778 * pl is the player,
1779 * inv is the objects inventory to searched
1780 * door is the door we are trying to match against.
1781 * This function can be called recursively to search containers.
1782 */
1783object *
1784find_key (object *pl, object *container, object *door)
1785{
1786 if (door->slaying && is_match_expr (door->slaying))
1787 {
1788 // for match expressions, we try to find the key by applying the match
1789 // to the op itself, which is supposed to find the "key", instead
1790 // of searching through containers ourselves.
1791
1792 return match_one (door->slaying, container, door, pl, pl);
1793 }
1794 else
1795 return find_key_ (pl, container, door);
2252} 1796}
2253 1797
2254/* moved door processing out of move_player_attack. 1798/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1799 * returns 1 if player has opened the door with a key
2256 * such that the caller should not do anything more, 1800 * such that the caller should not do anything more,
2257 * 0 otherwise 1801 * 0 otherwise
2258 */ 1802 */
2259static int 1803static int
2260player_attack_door (object *op, object *door) 1804player_attack_door (object *op, object *door)
2261{ 1805{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1806 /* 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 - 1807 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1808 * otherwise, we fall through to the rest of the code.
2266 */ 1809 */
2267 object *key = find_key (op, op, door); 1810 object *key = find_key (op, op, door);
2268 1811
2269 /* IF we found a key, do some extra work */ 1812 /* If we found a key, do some extra work */
2270 if (key) 1813 if (key)
2271 { 1814 {
2272 object *container = key->env; 1815 object *container = key->env;
2273 1816
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2275 if (action_makes_visible (op)) 1817 if (action_makes_visible (op))
2276 make_visible (op); 1818 make_visible (op);
1819
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1820 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1821 spring_trap (door->inv, op);
1822
2279 if (door->type == DOOR) 1823 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1824 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1825 else if (door->type == LOCKED_DOOR)
2284 { 1826 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1827 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2286 remove_door2 (door); /* remove door without violence ;-) */ 1828 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1829 }
1830
2288 /* Do this after we print the message */ 1831 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1832 key->decrease (); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1833
2291 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container);
2293 return 1; /* Nothing more to do below */ 1834 return 1; /* Nothing more to do below */
2294 } 1835 }
2295 else if (door->type == LOCKED_DOOR) 1836 else if (door->type == LOCKED_DOOR)
2296 { 1837 {
2297 /* Might as well return now - no other way to open this */ 1838 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1839 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2299 return 1; 1840 return 1;
2300 } 1841 }
1842
2301 return 0; 1843 return 0;
2302} 1844}
2303 1845
2304/* This function is just part of a breakup from move_player. 1846/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 1847 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 1848 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 1849 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 1850 * going to try and move (not fire weapons).
2309 */ 1851 */
2310 1852bool
2311void
2312move_player_attack (object *op, int dir) 1853move_player_attack (object *op, int dir)
2313{ 1854{
2314 object *tmp, *mon; 1855 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2315 sint16 nx, ny; 1856 {
2316 int on_battleground; 1857 --op->speed_left;
2317 mapstruct *m; 1858 return true;
1859 }
2318 1860
2319 nx = freearr_x[dir] + op->x; 1861 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 1862 sint16 ny = freearr_y[dir] + op->y;
2321 1863
2322 on_battleground = op_on_battleground (op, NULL, NULL); 1864 if (out_of_map (op->map, nx, ny))
1865 return false;
2323 1866
2324 /* If braced, or can't move to the square, and it is not out of the 1867 /* 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 1868 * 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 1869 * 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 1870 * 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 1871 * 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 1872 * 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 1873 * quite a bit of processing. However, it probably is less than what
2331 * move_ob uses. 1874 * move_ob uses.
2332 */ 1875 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1876 maptile *m = op->map->xy_find (nx, ny);
1877
1878 /* Go through all the objects, and find ones of interest. Only stop if
1879 * we find a monster - that is something we know we want to attack.
1880 * if its a door or barrel (can roll) see if there may be monsters
1881 * on the space
1882 */
1883 object *mon;
1884 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1885 {
1886 if ((mon->flag [FLAG_ALIVE]
1887 || mon->type == LOCKED_DOOR
1888 || mon->flag [FLAG_CAN_ROLL])
1889 && mon != op)
1890 break;
2334 { 1891 }
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1892
1893 /* no monster == player tries to move into a wall or so */
1894 if (!mon)
1895 {
1896 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1897 if (op->move_type & ob->move_block)
2336 { 1898 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 1899 if (ob->move_block == MOVE_ALL)
2338 if (!m) 1900 move_into_wall (op, ob);
2339 return; /* Don't think this should happen */ 1901 else
1902 {
1903 if (op->contr->ns->bumpmsg)
1904 {
1905 op->play_sound (sound_find ("blocked_move"));
1906
1907 op->statusmsg (ob->invisible
1908 ? "Something blocks you."
1909 : format ("Something blocks you from entering the %s.", query_name (ob))
1910 );
1911 }
1912 }
1913
1914 break;
1915 }
1916
1917 return false;
1918 }
1919
1920 mon = mon->head_ ();
1921
1922 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1923 if (op->contr->weapon_sp_left > 0.f)
1924 if (player_attack_door (op, mon))
1925 {
1926 --op->contr->weapon_sp_left;
1927 return true;
1928 }
1929
1930 /* The following deals with possibly attacking peaceful
1931 * or friendly creatures. Basically, all players are considered
1932 * unaggressive. If the moving player has peaceful set, then the
1933 * object should be pushed instead of attacked. It is assumed that
1934 * if you are braced, you will not attack friends accidently,
1935 * and thus will not push them.
1936 */
1937
1938 /* If the creature is a pet, push it even if the player is not
1939 * peaceful. Our assumption is the creature is a pet if the
1940 * player owns it and it is either friendly or unagressive.
1941 */
1942 if (op->type == PLAYER
1943 && ((mon->owner && mon->owner->contr
1944 && same_party (mon->owner->contr->party, op->contr->party))
1945 || mon->owner == op)
1946 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1947 {
1948 /* If we're braced, we don't want to switch places with it */
1949 if (op->contr->braced)
1950 return false;
1951
1952 if (op->speed_left > 0.f)
1953 {
1954 --op->speed_left;
1955
1956 op->play_sound (sound_find ("push_player"));
1957 push_ob (mon, dir, op);
1958
1959 if (action_makes_visible (op))
1960 make_visible (op);
1961
1962 return true;
2340 } 1963 }
2341 else 1964 else
2342 m = op->map;
2343
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; 1965 return false;
2348 } 1966 }
2349 1967
2350 mon = NULL; 1968 bool on_battleground = op_on_battleground (op, 0, 0);
2351 /* 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.
2353 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space
2355 */
2356 while (tmp != NULL)
2357 {
2358 if (tmp == op)
2359 {
2360 tmp = tmp->above;
2361 continue;
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 {
2365 mon = tmp;
2366 break;
2367 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372 1969
2373 if (mon == NULL) /* This happens anytime the player tries to move */
2374 return; /* into a wall */
2375
2376 if (mon->head != NULL)
2377 mon = mon->head;
2378
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon))
2381 return;
2382
2383 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them.
2389 */
2390
2391 /* 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
2393 * player owns it and it is either friendly or unagressive.
2394 */
2395 if ((op->type == PLAYER)
2396#if COZY_SERVER
2397 &&
2398 ((get_owner (mon) && get_owner (mon)->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2400#else
2401 && get_owner (mon) == op
2402#endif
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 */
2406 if (op->contr->braced)
2407 return;
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op);
2412 return;
2413 }
2414
2415 /* in certain circumstances, you shouldn't attack friendly 1970 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 1971 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 1972 * someone, but put it inside this loop so that you won't
2418 * attack them either. 1973 * attack them either.
2419 */ 1974 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 1975 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1976 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2422#ifdef PROHIBIT_PLAYERKILL 1977 && ((op->contr->peaceful
2423 (op->contr->peaceful 1978 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 1979 && !on_battleground))
2425 && mon->contr-> 1980 {
2426 peaceful)) && 1981 if (op->speed_left > 0.f)
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 1982 {
1983 --op->speed_left;
1984
2432 if (!op->contr->braced) 1985 if (!op->contr->braced)
2433 { 1986 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1987 op->play_sound (sound_find ("push_player"));
2435 (void) push_ob (mon, dir, op); 1988 push_ob (mon, dir, op);
2436 } 1989 }
2437 else 1990 else
2438 { 1991 op->statusmsg ("You withhold your attack");
2439 new_draw_info (0, 0, op, "You withhold your attack"); 1992
2440 }
2441 if (op->contr->tmp_invis || op->hide) 1993 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2442 make_visible (op); 1994 make_visible (op);
2443 }
2444 1995
1996 return true;
1997 }
1998 }
2445 /* If the object is a boulder or other rollable object, then 1999 /* 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. 2000 * roll it if not braced. You can't roll it if you are braced.
2447 */ 2001 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2002 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2003 {
2004 if (op->speed_left > 0.f)
2449 { 2005 {
2006 --op->speed_left;
2007
2450 recursive_roll (mon, dir, op); 2008 recursive_roll (mon, dir, op);
2451 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2452 make_visible (op); 2010 make_visible (op);
2453 }
2454 2011
2012 return true;
2013 }
2014 }
2455 /* Any generic living creature. Including things like doors. 2015 /* Any generic living creature. Including things like doors.
2456 * Way it works is like this: First, it must have some hit points 2016 * 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: 2017 * 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 2018 * 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. 2019 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2020 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2021 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2022 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2023 {
2465 2024 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 { 2025 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2026 --op->contr->weapon_sp_left;
2474 2027
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); 2028 skill_attack (mon, op, 0, 0, 0);
2479 2029
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)) 2030 if (action_makes_visible (op))
2494 make_visible (op); 2031 make_visible (op);
2495 }
2496 } /* if player should attack something */
2497}
2498 2032
2499int 2033 return true;
2034 }
2035 }
2036
2037 return false;
2038}
2039
2040bool
2500move_player (object *op, int dir) 2041move_player (object *op, int dir)
2501{ 2042{
2502 int pick; 2043 if (!op->map || op->map->state != MAP_ACTIVE)
2503
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2044 return 0;
2506 2045
2507 /* Sanity check: make sure dir is valid */ 2046 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2047 if (dir < 0 || dir > 8)
2509 { 2048 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2049 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2050 return 0;
2512 } 2051 }
2513 2052
2514 /* peterm: added following line */ 2053 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2054 if (op->flag [FLAG_CONFUSED] && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2055 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2056
2518 op->facing = dir; 2057 op->facing = dir;
2519 2058
2520 if (op->hide) 2059 if (op->flag [FLAG_HIDDEN])
2521 do_hidden_move (op); 2060 do_hidden_move (op);
2522 2061
2062 bool retval;
2063 int pick = 0;
2064
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2065 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ; 2066 retval = RESULT_INT (0);
2525 else if (op->contr->fire_on) 2067 else if (op->contr->fire_on)
2526 fire (op, dir); 2068 retval = fire (op, dir);
2527 else 2069 else
2528 { 2070 {
2529 move_player_attack (op, dir); 2071 retval = move_player_attack (op, dir);
2530 pick = check_pick (op); 2072 pick = check_pick (op);
2531 } 2073 }
2532 2074
2533 /* Add special check for newcs players and fire on - this way, the 2075 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2076 * server can handle repeat firing.
2535 */ 2077 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2078 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2079 op->direction = dir;
2539 }
2540 else 2080 else
2541 {
2542 op->direction = 0; 2081 op->direction = 0;
2543 } 2082
2544 /* Update how the player looks. Use the facing, so direction may 2083 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2084 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2085 * for players.
2547 */ 2086 */
2548 animate_object (op, op->facing); 2087 animate_object (op, op->facing);
2549 return 0; 2088
2089 return retval;
2550} 2090}
2551 2091
2552/* This is similar to handle_player, below, but is only used by the 2092/* This is similar to handle_player, below, but is only used by the
2553 * new client/server stuff. 2093 * new client/server stuff.
2554 * This is sort of special, in that the new client/server actually uses 2094 * This is sort of special, in that the new client/server actually uses
2555 * the new speed values for commands. 2095 * the new speed values for commands.
2556 * 2096 *
2557 * Returns true if there are more actions we can do. 2097 * Returns true if there are more actions we can do. Should not do
2098 * many actions in a row, as that would be too unfair to other
2099 * players.
2558 */ 2100 */
2559int 2101bool
2560handle_newcs_player (object *op) 2102handle_newcs_player (object *op)
2561{ 2103{
2562 if (op->contr->hidden) 2104 if (op->flag [FLAG_SCARED])
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 } 2105 {
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2106 if (op->speed_left > 0.f)
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 } 2107 {
2580 }
2581
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--; 2108 --op->speed_left;
2109 flee_player (op);
2110
2589 return 0; 2111 return true;
2590 } 2112 }
2591 } 2113 else
2592 2114 return false;
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 } 2115 }
2604 2116
2605 /* call this here - we also will call this in do_ericserver, but 2117 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2118 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2119 * called, so we recheck it here.
2608 */ 2120 */
2609 HandleClient (&op->contr->socket, op->contr); 2121 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0) 2122 return true;
2123
2124 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2125 return move_player (op, op->direction);
2126
2127 return false;
2128}
2129
2130static int
2131save_life (object *op)
2132{
2133 if (!op->flag [FLAG_LIFESAVE])
2611 return 0; 2134 return 0;
2612 2135
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) 2136 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2137 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2641 { 2138 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2139 op->play_sound (sound_find ("ob_evaporate"));
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2140 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2644 if (op->contr) 2141
2645 esrv_del_item (op->contr, tmp->count); 2142 tmp->destroy ();
2646 remove_ob (tmp); 2143 op->clr_flag (FLAG_LIFESAVE);
2647 free_object (tmp); 2144
2648 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 if (op->stats.hp < 0) 2145 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2146 op->stats.hp = op->stats.maxhp;
2147
2651 if (op->stats.food < 0) 2148 if (op->stats.food < 0)
2652 op->stats.food = 999; 2149 op->stats.food = MAX_FOOD;
2653 fix_player (op); 2150
2151 op->update_stats ();
2654 return 1; 2152 return 1;
2655 } 2153 }
2154
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2155 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2156 op->clr_flag (FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2157 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2158 return 0;
2660} 2159}
2661 2160
2662/* This goes throws the inventory and removes unpaid objects, and puts them 2161/* 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 2162 * 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 2163 * function will descend into containers. op is the object to start the search
2665 * from. 2164 * from.
2666 */ 2165 */
2166static void
2167drop_unpaid_items (object *op, object *env)
2168{
2169 while (op)
2170 {
2171 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2172
2173 if (op->flag [FLAG_UNPAID])
2174 op->insert_at (env);
2175 else if (op->inv)
2176 drop_unpaid_items (op->inv, env);
2177
2178 op = next;
2179 }
2180}
2181
2667void 2182void
2668remove_unpaid_objects (object *op, object *env) 2183object::drop_unpaid_items ()
2669{ 2184{
2670 object *next; 2185 if (!flag [FLAG_REMOVED])
2671 2186 ::drop_unpaid_items (inv, this);
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} 2187}
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 2188
2734void 2189void
2735do_some_living (object *op) 2190do_some_living (object *op)
2736{ 2191{
2737 int last_food = op->stats.food; 2192 int last_food = op->stats.food;
2738 int gen_hp, gen_sp, gen_grace; 2193 int gen_hp, gen_sp, gen_grace;
2739 int over_hp, over_sp, over_grace;
2740 int i;
2741 int rate_hp = 1200; 2194 int rate_hp = 1200;
2742 int rate_sp = 2500; 2195 int rate_sp = 2500;
2743 int rate_grace = 2000; 2196 int rate_grace = 2000;
2744 const int max_hp = 1; 2197 const int max_hp = 1;
2745 const int max_sp = 1; 2198 const int max_sp = 1;
2746 const int max_grace = 1; 2199 const int max_grace = 1;
2747 2200
2748 if (op->contr->outputs_sync) 2201#if 0
2749 { 2202 if (op->contr->hidden)
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 } 2203 {
2204 op->invisible = 1000;
2205 /* the socket code flashes the player visible/invisible
2206 * depending on the value of invisible, so we need to
2207 * alternate it here for it to work correctly.
2208 */
2209 if (server_tick & 2)
2210 op->invisible--;
2211 }
2212 else
2213#endif
2214 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2215 {
2216 if (!op->invisible--)
2217 {
2218 make_visible (op);
2219 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2220 }
2221 }
2754 2222
2755 if (op->contr->state == ST_PLAYING) 2223 if (op->contr->ns->state == ST_PLAYING)
2756 { 2224 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2225 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2226 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2227 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2228 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2229 else
2763 { 2230 {
2764 gen_hp = op->stats.maxhp; 2231 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2232 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2233 }
2234
2767 if (op->contr->gen_sp >= 0) 2235 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2236 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2237 else
2770 { 2238 {
2771 gen_sp = op->stats.maxsp; 2239 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2240 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2241 }
2242
2774 if (op->contr->gen_grace >= 0) 2243 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2244 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2245 else
2777 { 2246 {
2778 gen_grace = op->stats.maxgrace; 2247 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2248 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2249 }
2781 2250
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 */ 2251 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2252 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2253 if (--op->last_grace < 0)
2828 { 2254 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2255 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2256 op->stats.grace++; /* no penalty in food for regaining grace */
2257
2258 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2259
2831 if (max_grace > 1) 2260 if (max_grace > 1)
2832 { 2261 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2262 int over_grace = temp / rate_grace;
2263
2834 if (over_grace > 0) 2264 if (over_grace > 0)
2835 { 2265 {
2836 op->stats.sp += over_grace 2266 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; 2267 op->last_grace = 0;
2839 } 2268 }
2840 else 2269 else
2841 { 2270 op->last_grace = rate_grace / temp;
2842 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2843 }
2844 } 2271 }
2845 else 2272 else
2273 op->last_grace = rate_grace / temp;
2274
2275 /* wearing stuff doesn't detract from grace generation. */
2276 }
2277
2278 if (op->stats.food > 0)
2279 {
2280 /* Regenerate Spell Points */
2281 if (!op->contr->golem && --op->last_sp < 0)
2846 { 2282 {
2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2283 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 2284
2852 /* Regenerate Hit Points */
2853 if (--op->last_heal < 0)
2854 {
2855 if (op->stats.hp < op->stats.maxhp) 2285 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 { 2286 {
2287 op->stats.sp++;
2288
2289 /* dms do not consume food */
2290 if (!op->flag [FLAG_WIZ])
2291 {
2861 op->stats.food--; 2292 op->stats.food--;
2293
2862 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2863 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2296 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2297 op->stats.food = last_food;
2298 }
2866 } 2299 }
2867 } 2300
2868 if (max_hp > 1) 2301 if (max_sp > 1)
2869 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0)
2872 { 2302 {
2873 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2303 int over_sp = (gen_sp + 10) / rate_sp;
2304 if (over_sp > 0)
2305 {
2306 if (op->stats.sp < op->stats.maxsp)
2307 {
2308 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2309
2310 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2311 op->stats.sp--;
2312
2313 if (op->stats.sp > op->stats.maxsp)
2314 op->stats.sp = op->stats.maxsp;
2315 }
2316
2874 op->last_heal = 0; 2317 op->last_sp = 0;
2318 }
2319 else
2320 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2875 } 2321 }
2876 else 2322 else
2323 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2324 }
2325
2326 /* Regenerate Hit Points */
2327 if (--op->last_heal < 0)
2328 {
2329 if (op->stats.hp < op->stats.maxhp)
2877 { 2330 {
2878 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2331 op->stats.hp++;
2332
2333 /* dms do not consume food */
2334 if (!op->flag [FLAG_WIZ])
2335 {
2336 op->stats.food--;
2337
2338 if (op->contr->digestion < 0)
2339 op->stats.food += op->contr->digestion;
2340 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2341 op->stats.food = last_food;
2342 }
2879 } 2343 }
2344
2345 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2346
2347 if (max_hp > 1)
2348 {
2349 int over_hp = temp / rate_hp;
2350
2351 if (over_hp > 0)
2352 {
2353 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2354 op->last_heal = 0;
2355 }
2356 else
2357 op->last_heal = rate_hp / temp;
2880 } 2358 }
2881 else 2359 else
2882 { 2360 op->last_heal = rate_hp / temp;
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884 } 2361 }
2885 } 2362 }
2886 2363
2887 /* Digestion */ 2364 /* Digestion */
2888 if (--op->last_eat < 0) 2365 if (--op->last_eat < 0)
2889 { 2366 {
2890#ifdef COZY_SERVER 2367 int bonus = max (0, op->contr->digestion),
2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2368 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 2369
2897 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2370 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2899 else 2371
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2901 /* dms do not consume food */ 2372 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2373 if (!op->flag [FLAG_WIZ])
2903 op->stats.food--; 2374 op->stats.food--;
2904 } 2375 }
2905 }
2906 2376
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2377 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2378 {
2909 object *tmp, *flesh = NULL; 2379 object *flesh = 0;
2910 2380
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2381 for_inv_removable (op, tmp)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2382 {
2383 if (tmp->flag [FLAG_UNPAID])
2384 continue;
2385
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2386 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2387 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2388 op->statusmsg ("You blindly grab for a bite of food. "
2389 "H<To prevent you from starving, you ate some random item from your backpack.>");
2918 manual_apply (op, tmp, 0); 2390 op->apply (tmp);
2391
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2392 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2393 break;
2921 } 2394 }
2922 else if (tmp->type == FLESH) 2395 else if (tmp->type == FLESH)
2923 flesh = tmp; 2396 flesh = tmp;
2924 } /* End if paid for object */ 2397 }
2925 } /* end of for loop */ 2398
2926 /* If player is still starving, it means they don't have any food, so 2399 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2400 * eat flesh instead.
2928 */ 2401 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2402 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2403 {
2404 op->statusmsg ("You blindly grab for a bite of food. "
2405 "H<To prevent you from starving, you ate some random item from your backpack.>");
2406 op->apply (flesh);
2407 }
2408
2409 // If player is still starving, alert him!
2410 if (op->stats.food < 0)
2411 op->failmsg ("You are starving! "
2412 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2930 { 2413 }
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2414
2932 manual_apply (op, flesh, 0); 2415 if (op->stats.food < 0)
2933 } 2416 {
2934 } /* end if player is starving */ 2417 op->stats.hp += op->stats.food;
2418 op->stats.food = 0;
2935 2419
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2420 if (op->stats.hp < 0)
2937 op->stats.food++, op->stats.hp--; 2421 {
2422 op->contr->killer = archetype::get ("killer_starvation");
2423 op->contr->killer->destroy ();
2424 }
2425 }
2938 2426
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2427 /* killer should be set here already */
2428 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2940 kill_player (op); 2429 kill_player (op);
2430 }
2941} 2431}
2942
2943
2944 2432
2945/* If the player should die (lack of hp, food, etc), we call this. 2433/* 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 2434 * 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 2435 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2436 * file.
2949 */ 2437 */
2950void 2438void
2951kill_player (object *op) 2439kill_player (object *op)
2952{ 2440{
2953 char buf[MAX_BUF];
2954 int x, y; 2441 int x, y;
2955
2956 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2442 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; 2443 int will_kill_again;
2965 archetype *at; 2444 archetype *at;
2966 object *tmp; 2445 object *tmp;
2967 2446
2968 if (save_life (op)) 2447 if (save_life (op))
2969 return; 2448 return;
2970 2449
2450 dynbuf_text deathtab;
2451
2452 /* restore player */
2453 at = archetype::find (shstr_poisoning);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your body feels cleansed...\r";
2458 }
2459
2460 at = archetype::find (shstr_confusion);
2461 if (object *tmp = present_arch_in_ob (at, op))
2462 {
2463 tmp->destroy ();
2464 deathtab << "Your mind feels clearer...\r";
2465 }
2466
2467 cure_disease (op, 0, 0); /* remove any disease */
2468
2469 max_it (op->stats.hp , op->stats.maxhp);
2470 max_it (op->stats.sp , op->stats.maxsp);
2471 max_it (op->stats.grace, op->stats.maxgrace);
2472 max_it (op->stats.food , 200);
2473
2474 // remove all spell effects that are active
2475 // to avoid long-term effects such as word-of-recall
2476 for (object *item = op->inv; item; )
2477 {
2478 object *next = item->below;
2479
2480 if (item->type == SPELL_EFFECT && item->active)
2481 item->destroy ();
2482
2483 item = next;
2484 }
2971 2485
2972 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2486 /* 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. 2487 * in cities ONLY!!! It is very important that this doesn't get abused.
2974 * Look at op_on_battleground() for more info --AndreasV 2488 * Look at op_on_battleground() for more info --AndreasV
2975 */ 2489 */
2976 if (op_on_battleground (op, &x, &y)) 2490 if (op_on_battleground (op, &x, &y))
2977 { 2491 {
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2492 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 2493
3005 /* create a bodypart-trophy to make the winner happy */ 2494 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2495 object *tmp = archetype::find (shstr_finger)->instance ();
3007 if (tmp != NULL) 2496
3008 { 2497 tmp->name = format ("%s's finger" , &op->name);
3009 sprintf (buf, "%s's finger", &op->name); 2498 tmp->name_pl = format ("%s's fingers", &op->name);
3010 tmp->name = buf; 2499 tmp->msg = format (
3011 sprintf (buf, " This finger has been cut off %s\n" 2500 "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", 2501 &op->name, op->contr->title,
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2502 (int)op->level,
3014 tmp->msg = buf; 2503 op->contr->killer_name ()
2504 );
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2505 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2506 tmp->material = name_to_material (shstr_organic);
3017 tmp->x = op->x, tmp->y = op->y; 2507 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 }
3020 2508
3021 /* teleport defeated player to new destination */ 2509 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2510 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2511 op->contr->braced = 0;
2512
2513 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3024 return; 2514 return;
3025 } 2515 }
3026 2516
2517 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2518 deathtab << "T<YOU HAVE DIED>\n\n";
2519
3027 INVOKE_PLAYER (DEATH, op->contr); 2520 INVOKE_PLAYER (DEATH, op->contr);
3028 2521
3029 command_kill_pets (op, 0); 2522 command_kill_pets (op, 0);
3030 2523
3031 if (op->stats.food < 0) 2524 op->contr->play_sound (sound_find ("player_dies"));
2525
2526 /* save the map location for corpse, gravestone */
2527 x = op->x;
2528 y = op->y;
2529 map = op->map;
2530
2531 /* NOT_PERMADEATH code. This basically brings the character back to
2532 * life if they are dead - it takes some exp and a random stat.
2533 * See the config.h file for a little more in depth detail about this.
2534 */
2535
2536 /* Basically two ways to go - remove a stat permanently, or just
2537 * make it depletion. This bunch of code deals with that aspect
2538 * of death.
2539 */
2540#ifndef COZY_SERVER
2541 if (settings.balanced_stat_loss)
3032 { 2542 {
3033 if (op->contr->explore) 2543 /* If stat loss is permanent, lose one stat only. */
3034 { 2544 /* 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"); 2545 more if they do. */
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2546 /* Higher level characters can afford things such as potions of
3037 op->stats.food = 999; 2547 restoration, or better, stat potions. So we slug them that
3038 return; 2548 little bit harder. */
3039 } 2549 /* GD */
3040 sprintf (buf, "%s starved to death.", &op->name); 2550 if (settings.stat_loss_on_death)
3041 strcpy (op->contr->killer, "starvation"); 2551 num_stats_lose = 1;
2552 else
2553 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3042 } 2554 }
3043 else 2555 else
3044 { 2556 num_stats_lose = 1;
3045 if (op->contr->explore) 2557
3046 { 2558 lost_a_stat = 0;
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2559
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2560 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 } 2561 {
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2562 i = rndm (NUM_STATS);
3055 2563
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) 2564 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2565 {
3085 else 2566 /* Pick a random stat and take a point off it. Tell the player
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2567 * what he lost.
2568 */
2569 change_attr_value (&(op->stats), i, -1);
2570 check_stat_bounds (&(op->stats));
2571 change_attr_value (&(op->contr->orig_stats), i, -1);
2572 check_stat_bounds (&(op->contr->orig_stats));
2573 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2574 lost_a_stat = 1;
3087 } 2575 }
3088 else 2576 else
3089 { 2577 {
3090 num_stats_lose = 1; 2578 /* deplete a stat */
3091 } 2579 archetype *deparch = archetype::find (shstr_depletion);
3092 lost_a_stat = 0; 2580 object *dep;
3093 2581
3094 for (z = 0; z < num_stats_lose; z++) 2582 dep = present_arch_in_ob (deparch, op);
3095 { 2583 if (!dep)
3096 i = RANDOM () % NUM_STATS;
3097
3098 if (settings.stat_loss_on_death)
3099 { 2584 {
3100 /* Pick a random stat and take a point off it. Tell the player 2585 dep = deparch->instance ();
3101 * what he lost. 2586 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 } 2587 }
3110 else 2588 lose_this_stat = 1;
2589 if (settings.balanced_stat_loss)
3111 { 2590 {
3112 /* deplete a stat */ 2591 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2592 /* Get the stat that we're about to deplete. */
3114 object *dep; 2593 this_stat = get_attr_value (&(dep->stats), i);
3115 2594 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2595 {
3119 dep = arch_to_object (deparch); 2596 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2597 int keep_chance = this_stat * this_stat;
3121 } 2598
3122 lose_this_stat = 1; 2599 /* 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) 2600 if (keep_chance < 1)
2601 keep_chance = 1;
2602
2603 /* There is a maximum depletion total per level. */
2604 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2605 {
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; 2606 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2607 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2608 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 } 2609 }
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 */ 2610 else
3164 if (this_stat >= -50)
3165 { 2611 {
3166 change_attr_value (&(dep->stats), i, -1); 2612 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; 2613 lose_this_stat = 0;
2614 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2615 this_stat, keep_chance, loss_chance,
2616 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2617 }
3172 } 2618 }
3173 } 2619 }
2620
2621 if (lose_this_stat)
2622 {
2623 this_stat = get_attr_value (&dep->stats, i);
2624 /* We could try to do something clever like find another
2625 * stat to reduce if this fails. But chances are, if
2626 * stats have been depleted to -50, all are pretty low
2627 * and should be roughly the same, so it shouldn't make a
2628 * difference.
2629 */
2630 if (this_stat >= -50)
2631 {
2632 change_attr_value (&(dep->stats), i, -1);
2633 dep->set_flag (FLAG_APPLIED);
2634 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2635 op->update_stats ();
2636 lost_a_stat = 1;
2637 }
3174 } 2638 }
2639 }
2640 }
2641
3175 /* If no stat lost, tell the player. */ 2642 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2643 if (!lost_a_stat)
3177 { 2644 {
3178 /* determine_god() seems to not work sometimes... why is this? 2645 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2646 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2647 shstr_tmp god = determine_god (op);
3181 2648
3182 if (god && (strcmp (god, "none"))) 2649 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); 2650 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3184 else 2651 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2652 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3186 } 2653 }
2654#else
2655 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3187#endif 2656#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 2657
3190 /* Put a gravestone up where the character 'almost' died. List the 2658 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2659 * exp loss on the stone.
3192 */ 2660 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2661 tmp = archetype::find (shstr_gravestone)->instance ();
3194 sprintf (buf, "%s's gravestone", &op->name); 2662 tmp->name = format ("%s's gravestone", &op->name);
3195 tmp->name = buf; 2663 tmp->name_pl = format ("%s's gravestones", &op->name);
3196 sprintf (buf, "%s's gravestones", &op->name); 2664 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3197 tmp->name_pl = buf; 2665 &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; 2666 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2667 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2668
3203 /**************************************/ 2669 /**************************************/
3204 /* */ 2670 /* */
3205 /* Subtract the experience points, */ 2671 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */
3208 /* */ 2672 /* */
3209
3210 /**************************************/ 2673 /**************************************/
3211 2674
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)); */ 2675 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2676 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 2677
3241 /* 2678 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2679 * 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 2680 * and put them back in the map.
3244 * in the map. 2681 */
3245 */ 2682 op->drop_unpaid_items ();
3246 2683
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op);
3249
3250 /****************************************/ 2684 /****************************************/
3251 /* */ 2685 /* */
3252 /* Move player to his current respawn- */ 2686 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2687 /* position (usually last savebed) */
3254 /* */ 2688 /* */
3255
3256 /****************************************/ 2689 /****************************************/
3257 2690
3258 enter_player_savebed (op); 2691 enter_player_savebed (op);
3259 2692
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2693 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2694
3266 /* it is possible that the player has blown something up 2695 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2696 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2697 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2698 * on the space that might harm the player.
3270 */ 2699 */
3271 will_kill_again = 0; 2700 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2701 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2702 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2703 will_kill_again |= tmp->attacktype;
3276 } 2704
3277 if (will_kill_again) 2705 if (will_kill_again)
3278 { 2706 {
3279 object *force; 2707 object *force;
3280 int at; 2708 int at;
3281 2709
3282 force = get_archetype (FORCE_NAME); 2710 force = archetype::get (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2711 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1;
3285 force->speed_left = -5.0; 2712 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2713 force->set_speed (0.1f);
2714 force->set_flag (FLAG_APPLIED);
2715
3287 for (at = 0; at < NROFATTACKS; at++) 2716 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2717 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2718 force->resist[at] = 100;
3291 } 2719
3292 insert_ob_in_ob (force, op); 2720 insert_ob_in_ob (force, op);
3293 fix_player (op); 2721 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 { 2722 }
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 2723
3306 op->contr->party = NULL; 2724 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} 2725}
3366 2726
3367 2727static void
3368void
3369loot_object (object *op) 2728loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2729{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2730 object *tmp, *next;
3372 2731
3373 if (op->container) 2732 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2733
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2734 for (tmp = op->inv; tmp; tmp = next)
3379 { 2735 {
3380 next = tmp->below; 2736 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2737
2738 if (tmp->invisible)
3382 continue; 2739 continue;
3383 remove_ob (tmp); 2740
2741 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2742 tmp->x = op->x, tmp->y = op->y;
2743
3385 if (tmp->type == CONTAINER) 2744 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2745 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2746
3388 } 2747 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 { 2748 {
3391 if (tmp->nrof > 1) 2749 if (tmp->nrof > 1)
3392 { 2750 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2751 tmp->decrease (rndm (1, tmp->nrof - 1));
3394 free_object (tmp2);
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2752 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2753 }
3397 else 2754 else
3398 free_object (tmp); 2755 tmp->destroy ();
3399 } 2756 }
3400 else 2757 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2758 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2759 }
3403} 2760}
3405/* 2762/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2763 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2764 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2765 * was changed.
3409 */ 2766 */
3410
3411void 2767void
3412fix_weight (void) 2768fix_weight ()
3413{ 2769{
3414 player *pl; 2770 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2771 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2772 weight_t old = pl->ob->carrying;
3419 2773
3420 if (old == sum) 2774 pl->ob->update_weight ();
3421 continue; 2775
3422 fix_player (pl->ob); 2776 if (old != pl->ob->carrying)
2777 {
2778 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2779 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2780 }
3424 } 2781 }
3425} 2782}
3426 2783
3427void 2784void
3428fix_luck (void) 2785fix_luck ()
3429{ 2786{
3430 player *pl; 2787 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2788 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2789 pl->ob->change_luck (0);
3435} 2790}
3436
3437 2791
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 2792/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 2793 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 2794 * just treat this as any other spell casting object.
3441 */ 2795 */
3442
3443void 2796void
3444cast_dust (object *op, object *throw_ob, int dir) 2797cast_dust (object *op, object *throw_ob, int dir)
3445{ 2798{
3446 object *skop, *spob; 2799 object *skop, *spob;
3447 2800
3468 if (op->type == PLAYER) 2821 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2822 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 2823
3471 cast_spell (op, throw_ob, dir, spob, NULL); 2824 cast_spell (op, throw_ob, dir, spob, NULL);
3472 2825
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2826 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 2827}
3477 2828
3478void 2829void
3479make_visible (object *op) 2830make_visible (object *op)
3480{ 2831{
3481 op->hide = 0; 2832 op->flag [FLAG_HIDDEN] = 0;
3482 op->invisible = 0; 2833 op->invisible = 0;
2834
3483 if (op->type == PLAYER) 2835 if (op->type == PLAYER)
3484 { 2836 {
3485 op->contr->tmp_invis = 0; 2837 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 2838 op->contr->invis_race = 0;
3487 } 2839 }
2840
3488 update_object (op, UP_OBJ_FACE); 2841 update_object (op, UP_OBJ_CHANGE);
3489} 2842}
3490 2843
3491int 2844int
3492is_true_undead (object *op) 2845is_true_undead (object *op)
3493{ 2846{
3494 object *tmp = NULL; 2847 if (op->arch->flag [FLAG_UNDEAD])
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 2848 return 1;
3498 2849
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; 2850 return 0;
3505} 2851}
3506 2852
3507/* look at the surrounding terrain to determine 2853/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 2854 * the hideability of this object. Positive levels
3509 * indicate greater hideability. 2855 * indicate greater hideability.
3510 */ 2856 */
3511
3512int 2857int
3513hideability (object *ob) 2858hideability (object *ob)
3514{ 2859{
3515 int i, level = 0, mflag; 2860 int i, level = 0, mflag;
3516 sint16 x, y; 2861 sint16 x, y;
3517 2862
3518 if (!ob || !ob->map) 2863 if (!ob || !ob->map)
3519 return 0; 2864 return 0;
3520 2865
3521 /* so, on normal lighted maps, its hard to hide */ 2866 /* so, on normal lighted maps, its hard to hide */
3522 level = ob->map->darkness - 2; 2867 level = ob->map->darklevel () - 2;
3523 2868
3524 /* this also picks up whether the object is glowing. 2869 /* this also picks up whether the object is glowing.
3525 * If you carry a light on a non-dark map, its not 2870 * If you carry a light on a non-dark map, its not
3526 * as bad as carrying a light on a pitch dark map */ 2871 * as bad as carrying a light on a pitch dark map */
3527 if (has_carried_lights (ob)) 2872 if (ob->has_carried_lights ())
3528 level = -(10 + (2 * ob->map->darkness)); 2873 level = -(10 + (2 * ob->map->darklevel ()));
3529 2874
3530 /* scan through all nearby squares for terrain to hide in */ 2875 /* 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]) 2876 for (i = 0, x = ob->x, y = ob->y;
2877 i <= SIZEOFFREE1;
2878 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3532 { 2879 {
3533 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2880 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3534 if (mflag & P_OUT_OF_MAP) 2881 if (mflag & P_OUT_OF_MAP)
3535 {
3536 continue; 2882 continue;
3537 } 2883
3538 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2884 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3539 level += 2; 2885 level += 2;
3540 else /* open terrain! */ 2886 else /* open terrain! */
3541 level -= 1; 2887 level -= 1;
3542 } 2888 }
3550/* For Hidden creatures - a chance of becoming 'unhidden' 2896/* For Hidden creatures - a chance of becoming 'unhidden'
3551 * every time they move - as we subtract off 'invisibility' 2897 * every time they move - as we subtract off 'invisibility'
3552 * AND, for players, if they move into a ridiculously unhideable 2898 * AND, for players, if they move into a ridiculously unhideable
3553 * spot (surrounded by clear terrain in broad daylight). -b.t. 2899 * spot (surrounded by clear terrain in broad daylight). -b.t.
3554 */ 2900 */
3555
3556void 2901void
3557do_hidden_move (object *op) 2902do_hidden_move (object *op)
3558{ 2903{
3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2904 int hide = 0;
3560 object *skop;
3561 2905
3562 if (!op || !op->map) 2906 if (!op || !op->map)
3563 return; 2907 return;
3564 2908
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2909 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2910 int num = random_roll (0, 19, op, PREFER_LOW);
3566 2911
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 2912 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 2913 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 2914 if (!skop || num >= skop->level)
3571 { 2915 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2916 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 2917 make_visible (op);
3574 return; 2918 return;
3575 } 2919 }
3576 else 2920 else
3577 num += 20; 2921 num += 20;
3578 } 2922
3579 num += op->map->difficulty; 2923 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 2924 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 2925 num -= hide;
2926
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2927 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 2928 {
3584 make_visible (op); 2929 make_visible (op);
2930
3585 if (op->type == PLAYER) 2931 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2932 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 2933 }
3588 else if (op->type == PLAYER && skop) 2934 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2935 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 2936}
3593 2937
3594/* determine if who is standing near a hostile creature. */ 2938/* determine if who is standing near a hostile creature. */
3595 2939
3596int 2940int
3597stand_near_hostile (object *who) 2941stand_near_hostile (object *who)
3598{ 2942{
3599 object *tmp = NULL; 2943 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 2944 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 2945 maptile *m;
3602 sint16 x, y; 2946 sint16 x, y;
3603 2947
3604 if (!who) 2948 if (!who)
3605 return 0; 2949 return 0;
3606 2950
3607 if (who->type == PLAYER) 2951 if (who->type == PLAYER)
3608 player = 1; 2952 player = 1;
3609 2953
3610 else 2954 else
3611 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2955 friendly = who->flag [FLAG_FRIENDLY];
3612 2956
3613 /* search adjacent squares */ 2957 /* search adjacent squares */
3614 for (i = 1; i < 9; i++) 2958 for (i = 1; i < 9; i++)
3615 { 2959 {
3616 x = who->x + freearr_x[i]; 2960 x = who->x + freearr_x[i];
3623 if (mflags & P_OUT_OF_MAP) 2967 if (mflags & P_OUT_OF_MAP)
3624 continue; 2968 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2969 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 2970 continue;
3627 2971
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2972 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 2973 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2974 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3631 return 1; 2975 return 1;
3632 else if (tmp->type == PLAYER) 2976 else if (tmp->type == PLAYER)
3633 {
3634 /*don't let a hidden DM prevent you from hiding */
3635 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3636 return 1; 2977 return 1;
3637 }
3638 } 2978 }
3639 } 2979 }
3640 return 0; 2980 return 0;
3641} 2981}
3642 2982
3643/* check the player los field for viewability of the 2983/* check the player los field for viewability of the
3644 * object op. This function works fine for monsters, 2984 * object op. This function works fine for monsters,
3645 * but we dont worry if the object isnt the top one in 2985 * but we dont worry if the object isnt the top one in
3646 * a pile (say a coin under a table would return "viewable" 2986 * a pile (say a coin under a table would return "viewable"
3647 * by this routine). Another question, should we be 2987 * by this routine). Another question, should we be
3648 * concerned with the direction the player is looking 2988 * concerned with the direction the player is looking
3649 * in? Realistically, most of use cant see stuff behind 2989 * in? Realistically, most of us can't see stuff behind
3650 * our backs...on the other hand, does the "facing" direction 2990 * our backs...on the other hand, does the "facing" direction
3651 * imply the way your head, or body is facing? Its possible 2991 * 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. 2992 * for them to differ. Sigh, this fctn could get a bit more complex.
3653 * -b.t. 2993 * -b.t.
3654 * This function is now map tiling safe. 2994 * This function is now map tiling safe.
3655 */ 2995 */
3656
3657int 2996int
3658player_can_view (object *pl, object *op) 2997player_can_view (object *pl, object *op)
3659{ 2998{
3660 rv_vector rv; 2999 rv_vector rv;
3661 int dx, dy; 3000 int dx, dy;
3663 if (pl->type != PLAYER) 3002 if (pl->type != PLAYER)
3664 { 3003 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3004 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3005 return -1;
3667 } 3006 }
3007
3668 if (!pl || !op) 3008 if (!pl || !op)
3669 return 0; 3009 return 0;
3670 3010
3671 if (op->head)
3672 {
3673 op = op->head; 3011 op = op->head_ ();
3674 } 3012
3675 get_rangevector (pl, op, &rv, 0x1); 3013 get_rangevector (pl, op, &rv, 0x1);
3676 3014
3677 /* starting with the 'head' part, lets loop 3015 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3016 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3017 * part that is in the los array but isn't on
3680 * a blocked los square. 3018 * a blocked los square.
3681 * we use the archetype to figure out offsets. 3019 * we use the archetype to figure out offsets.
3682 */ 3020 */
3683 while (op) 3021 while (op)
3684 { 3022 {
3685 dx = rv.distance_x + op->arch->clone.x; 3023 dx = rv.distance_x + op->arch->x;
3686 dy = rv.distance_y + op->arch->clone.y; 3024 dy = rv.distance_y + op->arch->y;
3687 3025
3688 /* only the viewable area the player sees is updated by LOS 3026 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; 3027 return 1;
3028
3696 op = op->more; 3029 op = op->more;
3697 } 3030 }
3698 return 0;
3699}
3700 3031
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; 3032 return 0;
3727} 3033}
3728 3034
3729/* op_on_battleground - checks if the given object op (usually 3035/* op_on_battleground - checks if the given object op (usually
3730 * a player) is standing on a valid battleground-tile, 3036 * 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 3041 * Default is to do the same as before, so only people wanting to have different points need worry about this
3736 */ 3042 */
3737int 3043int
3738op_on_battleground (object *op, int *x, int *y) 3044op_on_battleground (object *op, int *x, int *y)
3739{ 3045{
3740 object *tmp;
3741
3742 /* A battleground-tile needs the following attributes to be valid: 3046 /* 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), 3047 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3744 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3048 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3745 * and the exit-coordinates sp/hp must both be > 0. 3049 * and the exit-coordinates sp/hp must both be > 0.
3746 * => The intention here is to prevent abuse of the battleground- 3050 * => The intention here is to prevent abuse of the battleground-
3747 * feature (like pickable or hidden battleground tiles). */ 3051 * feature (like pickable or hidden battleground tiles). */
3748 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3052 for (object *tmp = op->below; tmp; tmp = tmp->below)
3749 { 3053 {
3750 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3054 if (tmp->flag [FLAG_IS_FLOOR])
3751 { 3055 {
3752 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3056 if (tmp->flag [FLAG_NO_PICK]
3753 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && tmp->type == BATTLEGROUND
3058 && tmp->name == shstr_battleground
3059 && EXIT_X (tmp) && EXIT_Y (tmp))
3754 { 3060 {
3755 /*before we assign the exit, check if this is a teambattle */ 3061 /* before we assign the exit, check if this is a teambattle */
3756 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3062 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) 3063 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3064 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3761 { 3065 {
3762 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3763 {
3764 if (x != NULL && y != NULL) 3066 if (x && y)
3765 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3067 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3068
3766 return 1; 3069 return 1;
3767 }
3768 } 3070 }
3769 } 3071
3770 if (x != NULL && y != NULL) 3072 if (x && y)
3771 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3073 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3074
3772 return 1; 3075 return 1;
3773 } 3076 }
3774 } 3077 }
3775 } 3078 }
3079
3776 /* If we got here, did not find a battleground */ 3080 /* If we got here, did not find a battleground */
3777 return 0; 3081 return 0;
3778} 3082}
3779 3083
3780/* 3084/*
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3100 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3101 int i = 0, j = 0;
3798 3102
3799 /* get the appropriate treasurelist */ 3103 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3104 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3105 trlist = treasurelist::find (shstr_dragon_ability_fire);
3802 else if (atnr == ATNR_COLD) 3106 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3107 trlist = treasurelist::find (shstr_dragon_ability_cold);
3804 else if (atnr == ATNR_ELECTRICITY) 3108 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3109 trlist = treasurelist::find (shstr_dragon_ability_elec);
3806 else if (atnr == ATNR_POISON) 3110 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3111 trlist = treasurelist::find (shstr_dragon_ability_poison);
3808 3112
3809 if (trlist == NULL || who->type != PLAYER) 3113 if (trlist == NULL || who->type != PLAYER)
3810 return; 3114 return;
3811 3115
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3116 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3117
3814 if (tr == NULL || tr->item == NULL) 3118 if (!tr || !tr->item)
3815 { 3119 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3120 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3121 return;
3818 } 3122 }
3819 3123
3820 /* everything seems okay - now bring on the gift: */ 3124 /* everything seems okay - now bring on the gift: */
3821 item = &(tr->item->clone); 3125 item = tr->item;
3822 3126
3823 if (item->type == SPELL) 3127 if (item->type == SPELL)
3824 { 3128 {
3825 if (check_spell_known (who, item->name)) 3129 if (check_spell_known (who, item->name))
3826 return; 3130 return;
3885 { 3189 {
3886 /* forces in the treasurelist can alter the player's stats */ 3190 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3191 object *skin;
3888 3192
3889 /* first get the dragon skin force */ 3193 /* first get the dragon skin force */
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3194 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3195 ;
3196
3891 if (skin == NULL) 3197 if (!skin)
3892 return; 3198 return;
3893 3199
3894 /* adding new spellpath attunements */ 3200 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3201 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3202 {
3907 else 3213 else
3908 j = 1; 3214 j = 1;
3909 strcat (buf, spellpathnames[i]); 3215 strcat (buf, spellpathnames[i]);
3910 } 3216 }
3911 } 3217 }
3218
3912 strcat (buf, "."); 3219 strcat (buf, ".");
3913 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3914 } 3221 }
3915 3222
3916 /* evtl. adding flags: */ 3223 /* evtl. adding flags: */
3917 if (QUERY_FLAG (item, FLAG_XRAYS)) 3224 if (item->flag [FLAG_XRAYS])
3918 SET_FLAG (skin, FLAG_XRAYS); 3225 skin->set_flag (FLAG_XRAYS);
3919 if (QUERY_FLAG (item, FLAG_STEALTH)) 3226 if (item->flag [FLAG_STEALTH])
3920 SET_FLAG (skin, FLAG_STEALTH); 3227 skin->set_flag (FLAG_STEALTH);
3921 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3228 if (item->flag [FLAG_SEE_IN_DARK])
3922 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3229 skin->set_flag (FLAG_SEE_IN_DARK);
3923 3230
3924 /* print message if there is one */ 3231 /* print message if there is one */
3925 if (item->msg != NULL) 3232 if (item->msg != NULL)
3926 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3233 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3927 } 3234 }
3928 else 3235 else
3929 { 3236 {
3930 /* generate misc. treasure */ 3237 /* generate misc. treasure */
3931 tmp = arch_to_object (tr->item); 3238 tmp = tr->item->instance ();
3932 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3239 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); 3240 who->insert (tmp);
3934 if (who->type == PLAYER)
3935 esrv_send_item (who, tmp);
3936 } 3241 }
3937} 3242}
3938 3243
3939/** 3244//-GPL
3940 * Unready an object for a player. This function does nothing if the object was 3245
3941 * not readied. 3246sint8
3942 */ 3247player::darkness_at (maptile *map, int x, int y) const
3248{
3249 if (!ns)
3250 return LOS_BLOCKED;
3251
3252 int dx, dy;
3253 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3254 return LOS_BLOCKED;
3255
3256 x += dx - ns->current_x;
3257 y += dy - ns->current_y;
3258
3259 return blocked_los (x, y);
3260}
3261
3943void 3262void
3944player_unready_range_ob (player *pl, object *ob) 3263player::infobox (const char *title, const char *msg, int color)
3945{ 3264{
3946 rangetype i; 3265 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} 3266}
3267
3268void
3269player::statusmsg (const char *msg, int color)
3270{
3271 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3272}
3273
3274void
3275player::failmsg (const char *msg, int color)
3276{
3277 play_sound (sound_find ("generic_failure"));
3278 statusmsg (msg, color);
3279}
3280
3281void
3282object::failmsgf (const char *format, ...)
3283{
3284 if (!contr)
3285 return;
3286
3287 va_list ap;
3288 va_start (ap, format);
3289 contr->failmsg (vformat (format, ap));
3290 va_end (ap);
3291}
3292
3293void
3294player::failmsgf (const char *format, ...)
3295{
3296 va_list ap;
3297 va_start (ap, format);
3298 failmsg (vformat (format, ap));
3299 va_end (ap);
3300}
3301

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