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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.285 by root, Wed May 4 07:41:14 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
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;
58 ob->activate_recursive ();
59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
334 62
335 if (p->socket.faces_sent == NULL) 63void
336 fatal (OUT_OF_MEMORY); 64player::deactivate ()
65{
66 if (!active)
67 return;
337 68
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 69 terminate_all_pets (ob);
339 /* Needed because the socket we just copied over needs to be cleared. 70 remove_friendly_object (ob);
340 * Note that this can result in a client reset if there is partial data 71 ob->deactivate_recursive ();
341 * on the uncoming socket. 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.
342 */ 212 */
343 p->socket.inbuf.len = 0; 213 outputs_sync = 4;
344 set_first_map (p->ob); 214 outputs_count = 4;
215 unapply = unapply_nochoice;
345 216
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 217 savebed_map = first_map_path; /* Init. respawn position */
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352 218
353 return 0; 219 gen_sp_armour = 10;
220 bowtype = bow_normal;
221 petmode = pet_normal;
222 usekeys = containers;
223 peaceful = 1; /* default peaceful */
224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
228}
229
230void
231player::do_destroy ()
232{
233 disconnect ();
234
235 attachable::do_destroy ();
236
237 if (ob)
238 ob->destroy ();
239
240 ob = observe = viewpoint = 0;
241}
242
243player::~player ()
244{
245 /* Clear item stack */
246 free (stack_items);
354} 247}
355 248
356/* 249/*
357 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
360 */ 253 */
361archetype * 254static archetype *
362get_player_archetype (archetype *at) 255get_player_archetype (archetype *at)
363{ 256{
364 archetype *start = at; 257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
365 264
366 for (;;) 265 for (;;)
367 { 266 {
368 if (at == NULL || at->next == NULL) 267 if (++i == archetypes.end ())
369 at = first_archetype; 268 i = archetypes.begin ();
370 else 269 else if (*i == at)
371 at = at->next; 270 cleanup ("not a single player archetype found");
271
372 if (at->clone.type == PLAYER) 272 if ((*i)->type == PLAYER)
373 return at; 273 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 274 }
380} 275}
381 276
277/* Tries to add player on the connection passed in ns.
278 * All we can really get in this is some settings like host and display
279 * mode.
280 */
281player *
282player::create ()
283{
284 player *pl = new player;
285
286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
293
294 return pl;
295}
382 296
383object * 297object *
384get_nearest_player (object *mon) 298get_nearest_player (object *mon)
385{ 299{
386 object *op = NULL; 300 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 301 objectlink *ol;
389 unsigned lastdist; 302 unsigned lastdist;
390 rv_vector rv; 303 rv_vector rv;
391 304
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 306 {
394 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop.
398 */
399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
401 object *tmp = ol->ob;
402
403 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared.
405 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
407 ol = ol->next;
408 remove_friendly_object (tmp);
409 if (!ol)
410 return op;
411 }
412
413 /* Remove special check for player from this. First, it looks to cause
414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
415 * complicated method of state checking would be needed in any case -
416 * as it was, a clever player could type quit, and the function would
417 * skip them over while waiting for confirmation. Remove
418 * on_same_map check, as can_detect_enemy also does this
419 */
420 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
421 continue; 308 continue;
422 309
423 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
424 { 311 {
425 op = ol->ob; 312 op = ol->ob;
426 lastdist = rv.distance; 313 lastdist = rv.distance;
427 } 314 }
428 } 315 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 316
430 { 317 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 318 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 319 if (lastdist > rv.distance)
435 { 320 {
436 op = pl->ob; 321 op = pl->ob;
437 lastdist = rv.distance; 322 lastdist = rv.distance;
438 } 323 }
439 } 324
440 }
441#if 0 325#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 326 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 327#endif
444 return op; 328 return op;
445} 329}
463 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 348 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 349 * is probably not a good thing.
466 */ 350 */
467#define MAX_SPACES 50 351#define MAX_SPACES 50
468
469 352
470/* 353/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 355 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 356 * player and if path is blocked then see if blockage is close enough to player that
490 */ 373 */
491int 374int
492path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
493{ 376{
494 rv_vector rv; 377 rv_vector rv;
495 sint16 x, y;
496 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
497 maptile *m, *lastmap;
498 379
499 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
500 381
501 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
502 return 0; 383 return 0;
503 384
504 x = mon->x; 385 mapxy pos (mon);
505 y = mon->y;
506 m = mon->map;
507 dir = rv.direction; 386 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
510 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 391 if (diff > max)
512 return 0; 392 return 0;
393
513 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
514 { 395 {
515 lastx = x; 396 mapxy lastpos = pos;
516 lasty = y;
517 lastmap = m;
518 x = lastx + freearr_x[dir];
519 y = lasty + freearr_y[dir];
520 397
521 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
522 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
523 399
524 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
525 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
526 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
527 { 404 {
528 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
529 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
530 */ 407 */
531 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
532 if (rv.direction != dir) 409 if (rv.direction != dir)
533 { 410 {
534 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
535 * the values so it will try again. 412 * the values so it will try again.
536 */ 413 */
537 x = lastx;
538 y = lasty;
539 m = lastmap; 414 pos = lastpos;
540 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
541 } 416 }
542 else 417 else
543 { 418 {
544 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
551 */ 426 */
552 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
553 { 428 {
554 if (i == 0) 429 if (i == 0)
555 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
556 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
557 * since the direction that the creature should move in 433 * since the direction that the creature should move in
558 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
559 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
560 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
562 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
563 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
564 * the last direction the creature has successfully 440 * the last direction the creature has successfully
565 * moved. 441 * moved.
566 */ 442 */
567
568 x = lastx + freearr_x[absdir (lastdir + i)];
569 y = lasty + freearr_y[absdir (lastdir + i)];
570 m = lastmap; 443 pos = lastpos;
571 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
572 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
573 continue; 447 continue;
574 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
575 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
576 continue; 452 continue;
577 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
578 continue; 455 continue;
579 456
580 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
581 break; 458 break;
582 } 459 }
460
583 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
584 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
585 */ 463 */
586 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
587 return 0; 465 return 0;
466
588 diff--; 467 diff--;
589 lastdir = dir; 468 lastdir = dir;
590 max--; 469 max--;
591 if (!firstdir) 470 if (!firstdir)
592 firstdir = dir + i; 471 firstdir = dir + i;
596 { 475 {
597 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
598 diff--; 477 diff--;
599 max--; 478 max--;
600 lastdir = dir; 479 lastdir = dir;
480
601 if (!firstdir) 481 if (!firstdir)
602 firstdir = dir; 482 firstdir = dir;
603 } 483 }
484
604 if (diff <= 1) 485 if (diff <= 1)
605 { 486 {
606 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 488 * headed toward player for entire distance.
608 */ 489 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 492 }
493
612 if (diff > max) 494 if (diff > max)
613 return 0; 495 return 0;
614 } 496 }
497
615 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
616 if (!max) 499 if (!max)
617 return 0; 500 return 0;
618 501
619 return firstdir; 502 return firstdir;
620} 503}
621 504
622void 505void
623give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
624{ 507{
625 object *op, *next = NULL;
626
627 if (pl->randomitems != NULL) 508 if (pl->randomitems)
628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
629 510
630 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
631 { 512 {
632 next = op->below; 513 next = op->below;
633 514
634 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
635 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
636 */ 517 */
637 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
638 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
639 520
640 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
641 * by this player due to race restrictions 522 * by this player due to race restrictions
642 */ 523 */
643 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
644 { 525 {
645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
646 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
647 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
648 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
650 { 533 {
651 remove_ob (op); 534 op->destroy ();
652 free_object (op);
653 continue; 535 continue;
654 } 536 }
655 } 537 }
656 538
657 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
658 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
659 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
660 * a first level treasurelist for each skill.)
661 * remove duplicate skills also
662 */ 542 */
663 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
664 { 544 {
665 object *tmp;
666
667 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
668 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
547 {
548 op->destroy ();
549 LOG (llevError,
550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
669 break; 551 break;
670
671 if (tmp)
672 {
673 remove_ob (op);
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue;
677 } 552 }
553
678 if (op->nrof > 1) 554 if (op->nrof > 1)
679 op->nrof = 1; 555 op->nrof = 1;
680 } 556 }
681 557
682 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
683 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
685 }
686 560
687 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
688 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
689 * merged properly. 563 * merged properly.
690 */ 564 */
691 if (need_identify (op)) 565 if (op->need_identify ())
692 {
693 SET_FLAG (op, FLAG_IDENTIFIED);
694 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
697 if (op->type == SPELL) 572 if (op->type == SPELL)
698 { 573 {
699 remove_ob (op); 574 op->destroy ();
700 free_object (op);
701 continue; 575 continue;
702 } 576 }
703 else if (op->type == SKILL) 577 else if (op->type == SKILL)
704 { 578 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0; 580 op->stats.exp = 0;
707 op->level = 1; 581 op->level = 1;
708 } 582 }
709 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
710 else 584 op->set_flag (FLAG_INV_LOCKED);
711 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
713 586
714 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
715 link_player_skills (pl); 588 pl->contr->link_skills ();
716}
717
718void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799} 589}
800 590
801void 591void
802get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
803{ 593{
804 if (party == NULL) 594 if (party == NULL)
805 { 595 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 596 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 597 return;
808 } 598 }
599
809 op->contr->write_buf[0] = '\0'; 600 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 602 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 604}
814
815 605
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 607static int
818roll_stat (void) 608roll_stat ()
819{ 609{
820 int a[4], i, j, k; 610 int a[4], i, j, k;
821 611
822 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 613 a[i] = rndm (1, 6);
824 614
825 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 616 if (a[i] < k)
827 k = a[i], j = i; 617 k = a[i], j = i;
828 618
829 for (i = 0, k = 0; i < 4; i++) 619 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 620 if (i != j)
832 k += a[i]; 621 k += a[i];
833 } 622
834 return k; 623 return k;
835} 624}
836 625
837void 626void
838roll_stats (object *op) 627object::roll_stats ()
839{ 628{
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
840 int sum = 0; 633 int sum = 0;
841 int i = 0, j = 0; 634 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 635 sum += statsort [i] = roll_stat ();
843 636
844 do 637 if (sum >= 82 && sum <= 116)
638 break;
845 { 639 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 640
857 /* Sort the stats so that rerolling is easier... */ 641 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 643
866 /* a quick and dirty bubblesort? */ 644 for (int i = 0; i < NUM_STATS; ++i)
867 do 645 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 646
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 647 stats.exp = 0;
902 op->stats.ac = 0; 648 stats.ac = 0;
903 649
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 650 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 651 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 652 stats.grace = stats.maxgrace;
653
654 if (contr)
655 {
656 contr->levhp[1] = 9;
657 contr->levsp[1] = 6;
658 contr->levgrace[1] = 3;
659
912 op->contr->orig_stats = op->stats; 660 contr->orig_stats = stats;
661 }
913} 662}
914 663
915void 664void
916Roll_Again (object *op) 665object::swap_stats (int a, int b)
917{ 666{
918 esrv_new_player (op->contr, 0); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 668
923void 669 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 670 stats.stat (i) = contr->orig_stats.stat (i);
671
672 //TODO: the following code looks so borked and should, at the very least,
673 // be merged with the similar code in roll_stats
674 stats.ac = 0;
675
676 level = 1;
677 stats.exp = 0;
678 stats.ac = 0;
679
680 stats.hp = stats.maxhp;
681 stats.sp = stats.maxsp;
682 stats.grace = stats.maxgrace;
683
684 if (contr)
685 {
686 contr->levhp[1] = 9;
687 contr->levsp[1] = 6;
688 contr->levgrace[1] = 3;
689
690 contr->orig_stats = stats;
691 }
692}
693
694static void
695start_info (object *op)
925{ 696{
926 signed char tmp;
927 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
928 698
929 if (op->contr->Swap_First == -1) 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf);
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 701}
1044 702
1045/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
1049 * not the class. 707 * not the class.
1050 */ 708 */
1051 709void
1052int 710player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 711{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 714
715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
716 if (tl)
717 create_treasure (tl, ob, 0, 0, 0);
718
1071 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr);
1073 720
1074 op->contr->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
1075 722
1076 if (op->msg) 723 if (ob->msg)
1077 op->msg = NULL; 724 ob->msg = 0;
1078 725
1079 /* We create this now because some of the unique maps will need it
1080 * to save here.
1081 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf);
1084
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 726 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op);
1092 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
1093 fix_player (op); 730 ob->update_stats ();
1094 731
1095 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
1096 * is one for this race 733 * is one for this race
1097 */ 734 */
1098 if (*first_map_ext_path) 735 if (*first_map_ext_path)
1099 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1100 object *tmp;
1101 char mapname[MAX_BUF];
1102
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object ();
1105 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the
1110 * default initial map */
1111 free_object (tmp);
1112 }
1113 else 737 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 739}
1117 return 0;
1118 }
1119 740
741void
742player::chargen_race_next ()
743{
1120 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1122 */ 746 */
1123 747
1124 tmp_loop = 0; 748 do
1125 while (!tmp_loop)
1126 { 749 {
1127 shstr name = op->name; 750 shstr name = ob->name;
1128 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
1129 752
1130 remove_statbonus (op); 753 ob->remove_statbonus ();
1131 remove_ob (op); 754 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 756 ob->arch->copy_to (ob);
1134 op->instantiate (); 757 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
1137 op->x = x; 760 ob->x = x;
1138 op->y = y; 761 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 765 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 766 }
767 while (!allowed_class (ob));
1145 768
1146 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 771 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 774 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158} 775}
1159 776
1160int 777static void
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207}
1208
1209void
1210flee_player (object *op) 778flee_player (object *op)
1211{ 779{
1212 int dir, diff; 780 int dir, diff;
1213 rv_vector rv; 781 rv_vector rv;
1214 782
1215 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
1216 { 784 {
1217 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1218 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1219 return; 787 return;
1220 } 788 }
1221 789
1222 if (op->enemy == NULL) 790 if (!op->enemy)
1223 { 791 {
1224 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1225 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1226 return; 794 return;
1227 } 795 }
1228 796
1229 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1230 * op->enemy_count, it is possible that something destroys the
1231 * actual enemy, and the object is recycled.
1232 */
1233 if (op->enemy->map == NULL)
1234 { 798 {
1235 CLEAR_FLAG (op, FLAG_SCARED);
1236 op->enemy = NULL; 799 op->enemy = NULL;
800 op->clr_flag (FLAG_SCARED);
1237 return; 801 return;
1238 } 802 }
1239 803
1240 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 {
1242 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED);
1244 return;
1245 }
1246 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1247 805
1248 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1250 { 808 {
1251 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1252 810
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1254 {
1255 return; 812 return;
1256 }
1257 } 813 }
814
1258 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1260 op->enemy = NULL; 817 op->enemy = NULL;
1261} 818}
1262 819
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 822 * stop.
1267 */ 823 */
1268int 824int
1269check_pick (object *op) 825check_pick (object *op)
1270{ 826{
1271 object *tmp, *next; 827 object *tmp, *next;
1272 int stop = 0; 828 int stop = 0;
1273 int j, k, wvratio; 829 int wvratio;
1274 char putstring[128], tmpstr[16];
1275 830
1276 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1278 return 1; 833 return 1;
1279 834
1280 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1281 839
1282 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1283 * destroyed */ 841 * destroyed */
1284 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1285 { 843 {
1286 tmp = next; 844 tmp = next;
1287 next = tmp->below; 845 next = tmp->below;
1288 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1289 if (op->destroyed ()) 853 if (op->destroyed ())
1290 return 0; 854 return 0;
1291 855
1292 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1293 continue; 857 continue;
1294 858
1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1296 { 860 {
1297 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1298 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1299 continue; 864 continue;
1300 } 865 }
1301 866
1302 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1303 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1304 { 929 {
1305 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1306 { 993 {
1307 case 0: 994 CHK_PICK_PICKUP;
1308 return 1; /* don't pick up */ 995 continue;
1309 case 1:
1310 pick_up (op, tmp);
1311 return 1;
1312 case 2:
1313 pick_up (op, tmp);
1314 return 0;
1315 case 3:
1316 return 0; /* stop before pickup */
1317 case 4:
1318 pick_up (op, tmp);
1319 break;
1320 case 5:
1321 pick_up (op, tmp);
1322 stop = 1;
1323 break;
1324 case 6:
1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1326 pick_up (op, tmp);
1327 break;
1328
1329 case 7:
1330 if (tmp->type == MONEY || tmp->type == GEM)
1331 pick_up (op, tmp);
1332 break;
1333
1334 default:
1335 /* use value density */
1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1338 pick_up (op, tmp);
1339 } 996 }
1340 } 997 }
1341 else 998
1342 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1343 /* NEW pickup handling */
1344 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1345 { 1005 {
1346 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1347 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 }
1384 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for
1389 * example.
1390 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#>
1393 */
1394
1395 /* the first two modes are exclusive: if NOTHING we return, if
1396 * STOP then we stop. All the rest are applied sequentially,
1397 * meaning if any test passes, the item gets picked up. */
1398
1399 /* if mode is set to pick nothing up, return */
1400
1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1403
1404 /* if mode is set to stop when encountering objects, return */
1405 /* take STOP before INHIBIT since it doesn't actually pick
1406 * anything up */
1407
1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1410
1411 /* useful for going into stores and not losing your settings... */
1412 /* and for battles wher you don't want to get loaded down while
1413 * fighting */
1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1416
1417 /* prevent us from turning into auto-thieves :) */
1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue; 1007 continue;
1008 }
1420 1009
1421 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1423 continue; 1015 continue;
1016 }
1424 1017
1425 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1426 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1427 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1428 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1429 { 1089 {
1430 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1091 continue;
1434 } 1092 }
1093 }
1094
1095 /* misc stuff that's useful */
1435 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1437 { 1098 {
1438 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1100 continue;
1442 } 1101 }
1443 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1444 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1445 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1446 { 1110 */
1447 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue;
1451 }
1452
1453 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK)
1456 {
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue;
1461 }
1462 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL)
1464 {
1465 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue;
1469 }
1470 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 {
1473 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue;
1477 }
1478
1479 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue;
1487 }
1488
1489 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue;
1497 }
1498
1499 if (op->contr->mode & PU_VALUABLES)
1500 { 1113 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1502 { 1117 {
1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n"); 1118 fprintf (stderr, "%s", tmp->name);
1506 continue;
1507 } 1119 }
1508 }
1509
1510 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET)
1513 {
1514 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "JEWELS\n");
1517 continue;
1518 }
1519
1520 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW)
1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue;
1528 }
1529 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW)
1531 {
1532 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue;
1536 }
1537
1538 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR)
1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue;
1546 }
1547 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET)
1549 {
1550 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue;
1554 }
1555 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD)
1557 {
1558 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue;
1562 }
1563 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS)
1565 {
1566 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue;
1570 }
1571 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES)
1573 {
1574 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue;
1578 }
1579 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK)
1581 {
1582 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue;
1586 }
1587
1588 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue;
1596 }
1597
1598 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON)
1600 {
1601 if (tmp->type == WEAPON && tmp->name != NULL)
1602 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 {
1606 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue;
1610 }
1611 }
1612 if (tmp->type == WEAPON && tmp->name == NULL)
1613 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 {
1616 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1622 }
1623
1624 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 {
1628 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue;
1632 }
1633
1634 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */
1636 if (op->contr->mode & PU_RATIO)
1637 {
1638 /* use value density to decide what else to grab */
1639 /* >=7 was >= op->contr->mode */
1640 /* >=7 is the old standard setting. Now we take the last 4 bits
1641 * and multiply them by 5, giving 0..15*5== 5..75 */
1642 wvratio = (op->contr->mode & PU_RATIO) * 5;
1643 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1644 {
1645 pick_up (op, tmp);
1646#if 0
1647 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1648 if (tmp->name != NULL)
1649 {
1650 fprintf (stderr, "%s", tmp->name);
1651 }
1652 else 1120 else
1653 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1654 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1655 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1656#endif 1124#endif
1125 CHK_PICK_PICKUP;
1657 continue; 1126 continue;
1658 }
1659 } 1127 }
1660 } /* the new pickup model */ 1128 } /* the new pickup model */
1661 } 1129 }
1130
1662 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1663} 1167}
1664 1168
1665/* 1169/*
1666 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1667 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1668 * found object is returned. 1172 * found object is returned.
1669 */ 1173 */
1670object * 1174static object *
1671find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1672{ 1176{
1673 object *tmp = NULL;
1674
1675 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1679 return op; 1186 return arrow;
1187 }
1188
1680 return tmp; 1189 return 0;
1681} 1190}
1682 1191
1683/* 1192/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1685 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1686 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1687 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1197 */
1689 1198static object *
1690object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1692{ 1200{
1693 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1695 1203
1696 if (!type) 1204 if (!type)
1697 return NULL; 1205 return NULL;
1698 1206
1699 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1700 { 1208 {
1701 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1702 { 1210 {
1703 i = 0; 1211 i = 0;
1704 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1705 if (i > betterby) 1214 if (i > betterby)
1706 { 1215 {
1707 tmp = ntmp; 1216 tmp = ntmp;
1708 betterby = i; 1217 betterby = i;
1709 } 1218 }
1710 } 1219 }
1711 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1712 { 1221 {
1713 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1715 { 1224 {
1716 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1717 { 1226 {
1718 *better = 100; 1227 *better = 100;
1719 return arrow; 1228 return arrow;
1727 else 1236 else
1728 { 1237 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1239 {
1731 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1734 { 1243 {
1735 tmp = arrow; 1244 tmp = arrow;
1736 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1737 } 1246 }
1738 } 1247 }
1248
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1250 {
1741 tmp = arrow; 1251 tmp = arrow;
1742 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1743 } 1253 }
1254
1744 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1256 {
1746 tmp = arrow; 1257 tmp = arrow;
1747 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1748 } 1259 }
1749 } 1260 }
1750 } 1261 }
1751 } 1262 }
1263
1752 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1753 return find_arrow (op, type); 1265 return find_arrow (op, type);
1754 1266
1755 *better = betterby; 1267 *better = betterby;
1756 return tmp; 1268 return tmp;
1760 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1273 * op = the shooter
1762 * type = bow->race 1274 * type = bow->race
1763 * dir = fire direction 1275 * dir = fire direction
1764 */ 1276 */
1765 1277static object *
1766object *
1767pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1768{ 1279{
1769 object *tmp = NULL; 1280 object *tmp = NULL;
1770 maptile *m; 1281 maptile *m;
1771 int i, mflags, found, number; 1282 int i, mflags, found, number;
1772 sint16 x, y; 1283 sint16 x, y;
1787 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1788 { 1299 {
1789 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1790 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1791 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1792 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793 { 1305 {
1794 tmp = NULL; 1306 tmp = 0;
1795 break; 1307 break;
1796 } 1308 }
1797 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1798 { 1310 {
1799 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1800 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1801 */ 1313 */
1802 tmp = NULL; 1314 tmp = 0;
1803 break; 1315 break;
1804 } 1316 }
1317
1805 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1806 {
1807 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1808 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1809 {
1810 found++;
1811 break;
1812 }
1813 if (found)
1814 break; 1321 break;
1815 }
1816 } 1322 }
1817 if (tmp == NULL) 1323
1324 if (!tmp)
1818 return find_arrow (op, type); 1325 return find_arrow (op, type);
1819 1326
1820 if (tmp->head) 1327 if (tmp->head)
1821 tmp = tmp->head; 1328 tmp = tmp->head;
1822 1329
1835 */ 1342 */
1836int 1343int
1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838{ 1345{
1839 object *left, *bow; 1346 object *left, *bow;
1840 int bowspeed, mflags; 1347 int mflags;
1841 maptile *m; 1348 maptile *m;
1842 1349
1843 if (!dir) 1350 if (!dir)
1844 { 1351 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1353 return 0;
1847 } 1354 }
1848 if (op->type == PLAYER) 1355
1849 bow = op->contr->ranges[range_bow]; 1356 if (op->contr)
1357 bow = op->current_weapon;
1850 else 1358 else
1851 { 1359 {
1852 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* Don't check for applied - monsters don't apply bows - in that way, they
1854 * don't need to switch back and forth between bows and weapons. 1362 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1367 if (!bow)
1860 { 1368 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1370 return 0;
1863 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1864 } 1375 }
1376
1865 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1866 { 1378 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1380 return 0;
1869 } 1381 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1382
1879 if (arrow == NULL) 1383 if (arrow == NULL)
1880 { 1384 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1386 {
1883 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1390 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1888 return 0; 1393 return 0;
1889 } 1394 }
1890 } 1395 }
1396
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1398 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1399 return 0;
1895 } 1400
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1401 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1402 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1404 return 0;
1900 } 1405 }
1901 1406
1902 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1904 { 1409 {
1905 remove_ob (arrow); 1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1906 free_object (arrow); 1411 arrow->destroy ();
1907 return 0; 1412 return 0;
1908 } 1413 }
1909 1414
1910 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1912 if (arrow == NULL) 1417 if (!arrow)
1913 { 1418 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1420 return 0;
1916 } 1421 }
1917 set_owner (arrow, op); 1422
1423 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1425 arrow->direction = dir;
1921 arrow->x = sx; 1426
1922 arrow->y = sy; 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1428 arrow->stats.hp = arrow->stats.dam;
1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1431
1432#if 0
1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1449 /* update the speed */
1450
1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1923 1458
1924 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1925 { 1460 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1959 } 1468 }
1960 else 1469 else
1961 { 1470 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1471 arrow->level = op->level;
1964 } 1472 arrow->stats.wc -= bow->magic;
1965 1473
1966 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1967 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1968 1479
1969 if (bow->slaying != NULL) 1480 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1482
1972 arrow->map = m; 1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1486
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1977 insert_ob_in_map (arrow, m, op, 0); 1488 m->insert (arrow, sx, sy, op);
1978 1489
1979 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1491 move_arrow (arrow);
1981
1982 if (op->type == PLAYER)
1983 {
1984 if (left->destroyed ())
1985 esrv_del_item (op->contr, left->count);
1986 else
1987 esrv_send_item (op, left);
1988 }
1989 1492
1990 return 1; 1493 return 1;
1991} 1494}
1992 1495
1993/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1995 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1996 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1997 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1998 * hence the function name. 1501 * hence the function name.
1999 */ 1502 */
2000int 1503static int
2001player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
2002{ 1505{
2003 int ret = 0, wcmod = 0; 1506 int ret;
2004 1507
2005 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
2006 { 1509 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1511 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1513 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
2012 wcmod = -1;
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1516 }
2015 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
2016 { 1518 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2018 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2019 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2020 } 1522 }
2021 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1524 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1528 }
2028 else 1529 else
2029 { 1530 {
2030 /* Simple case */ 1531 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1533 }
1534
2033 return ret; 1535 return ret;
2034} 1536}
2035
2036 1537
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
2039 */ 1540 */
2040void 1541static void
2041fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
2042{ 1543{
2043 object *item; 1544 object *item = op->contr->ranged_ob;
2044 1545
2045 if (!op->contr->ranges[range_misc]) 1546 if (!item)
2046 { 1547 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1549 return;
2049 } 1550 }
2050 1551
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1552 if (!item->inv)
2053 { 1553 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1555 return;
2056 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
2057 if (item->type == WAND) 1561 if (item->type == WAND)
2058 { 1562 {
2059 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
2060 { 1564 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
2063 return; 1568 return;
2064 } 1569 }
2065 } 1570 }
2066 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
2067 { 1572 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2069 { 1578 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
2071 if (item->type == ROD) 1581 if (item->type == ROD)
2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1583 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
2075 return; 1586 return;
2076 } 1587 }
2077 } 1588 }
2078 1589
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
2080 { 1591 {
2081 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
2082 if (item->type == WAND) 1594 if (item->type == WAND)
2083 { 1595 {
2084 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
2085 { 1597 {
2086 object *tmp; 1598 object *tmp;
2087 1599
2088 if (item->arch) 1600 if (item->arch)
2089 { 1601 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
2092 item->speed = 0; 1604 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1605 }
2095 if ((tmp = is_player_inv (item))) 1606
1607 if (object *pl = item->visible_to ())
2096 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
2097 } 1609 }
2098 } 1610 }
2099 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1612 drain_rod_charge (item);
2102 }
2103 } 1613 }
2104} 1614}
2105 1615
2106/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
2107 */ 1617 */
2108void 1618bool
2109fire (object *op, int dir) 1619fire (object *who, int dir)
2110{ 1620{
2111 int spellcost = 0; 1621 int spellcost = 0;
2112 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
2113 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
2115 make_visible (op); 1646 make_visible (who);
2116 1647
2117 switch (op->contr->shoottype) 1648 switch (ob->type)
2118 { 1649 {
2119 case range_none: 1650 case BOW:
2120 return;
2121
2122 case range_bow:
2123 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
2124 return; 1652 break;
2125 1653
2126 case range_magic: /* Casting spells */ 1654 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2128 return; 1656 break;
2129 1657
2130 case range_misc: 1658 case BUILDER:
2131 fire_misc_object (op, dir);
2132 return;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
2156 return; 1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
2157 default: 1670 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
2159 return; 1672 break;
2160 } 1673 }
2161}
2162 1674
1675 return true;
1676}
2163 1677
2164 1678static object *
2165/* find_key
2166 * We try to find a key for the door as passed. If we find a key
2167 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic
2169 * for both is the same - just the specific key is different.
2170 * pl is the player,
2171 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers.
2174 */
2175
2176object *
2177find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
2178{ 1680{
2179 object *tmp, *key; 1681 object *tmp, *key;
2180 1682
2181 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1684 if (!container->inv)
2183 return NULL; 1685 return 0;
2184 1686
2185 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1689 {
2188 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1691 break;
1692
2190 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
2192 */ 1695 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1697 break;
2195 } 1698 }
1699
2196 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1701 /* If we find and use a key in an inventory, return at that time.
2198 * otherwise, if we search all the inventories and still don't find 1702 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1703 * a key, return
2200 */ 1704 */
2201 if (!tmp) 1705 if (!tmp)
2202 { 1706 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 {
2205 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
2207 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
2209 return key; 1711 return key;
2210 } 1712
2211 }
2212 if (!tmp) 1713 if (!tmp)
2213 return NULL; 1714 return 0;
2214 } 1715 }
1716
2215 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
2216 * see if we actually want to use it 1718 * see if we actually want to use it
2217 */ 1719 */
2218 if (pl != container) 1720 if (pl != container)
2219 { 1721 {
2220 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
2221 if (!pl->contr) 1723 if (!pl->contr)
2222 return NULL; 1724 return 0;
1725
2223 /* cases where this fails: 1726 /* cases where this fails:
2224 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
2225 * are not in the players inventory. 1728 * are not in the players inventory.
2226 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
2227 * containers can be used. 1730 * containers can be used.
2231 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
2232 * 1735 *
2233 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
2234 * all the others. 1737 * all the others.
2235 */ 1738 */
2236 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
2237 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
2238 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2239 { 1742 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1745 return NULL;
2243 } 1746 }
2244 } 1747 }
1748
2245 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
2246} 1775}
2247 1776
2248/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
2250 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
2251 * 0 otherwise 1780 * 0 otherwise
2252 */ 1781 */
2253static int 1782static int
2254player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
2255{ 1784{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* If its a door, try to find a key. If we do destroy the door,
2258 * might as well return immediately as there is nothing more to do - 1786 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
2260 */ 1788 */
2261 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
2262 1790
2263 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
2264 if (key) 1792 if (key)
2265 { 1793 {
2266 object *container = key->env; 1794 object *container = key->env;
2267 1795
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2269 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
2270 make_visible (op); 1797 make_visible (op);
1798
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
2273 if (door->type == DOOR) 1802 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
2278 { 1805 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2280 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1808 }
1809
2282 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 1812
2285 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container);
2287 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2288 } 1814 }
2289 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2290 { 1816 {
2291 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2293 return 1; 1819 return 1;
2294 } 1820 }
1821
2295 return 0; 1822 return 0;
2296} 1823}
2297 1824
2298/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2303 */ 1830 */
2304 1831bool
2305void
2306move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2307{ 1833{
2308 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2309 sint16 nx, ny; 1835 {
2310 int on_battleground; 1836 --op->speed_left;
2311 maptile *m; 1837 return true;
1838 }
2312 1839
2313 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2315 1842
2316 on_battleground = op_on_battleground (op, NULL, NULL); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2317 1845
2318 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2319 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2320 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2321 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2322 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2323 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2324 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 1853 * move_ob uses.
2326 */ 1854 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2328 { 1870 }
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 /* no monster == player tries to move into a wall or so */
1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
2330 { 1877 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 1878 if (ob->move_block == MOVE_ALL)
2332 if (!m) 1879 move_into_wall (op, ob);
2333 return; /* Don't think this should happen */ 1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
1898
1899 mon = mon->head_ ();
1900
1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1902 if (op->contr->weapon_sp_left > 0.f)
1903 if (player_attack_door (op, mon))
1904 {
1905 --op->contr->weapon_sp_left;
1906 return true;
1907 }
1908
1909 /* The following deals with possibly attacking peaceful
1910 * or friendly creatures. Basically, all players are considered
1911 * unaggressive. If the moving player has peaceful set, then the
1912 * object should be pushed instead of attacked. It is assumed that
1913 * if you are braced, you will not attack friends accidently,
1914 * and thus will not push them.
1915 */
1916
1917 /* If the creature is a pet, push it even if the player is not
1918 * peaceful. Our assumption is the creature is a pet if the
1919 * player owns it and it is either friendly or unagressive.
1920 */
1921 if (op->type == PLAYER
1922 && ((mon->owner && mon->owner->contr
1923 && same_party (mon->owner->contr->party, op->contr->party))
1924 || mon->owner == op)
1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1926 {
1927 /* If we're braced, we don't want to switch places with it */
1928 if (op->contr->braced)
1929 return false;
1930
1931 if (op->speed_left > 0.f)
1932 {
1933 --op->speed_left;
1934
1935 op->play_sound (sound_find ("push_player"));
1936 push_ob (mon, dir, op);
1937
1938 if (action_makes_visible (op))
1939 make_visible (op);
1940
1941 return true;
2334 } 1942 }
2335 else 1943 else
2336 m = op->map;
2337
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return; 1944 return false;
2342 } 1945 }
2343 1946
2344 mon = NULL; 1947 bool on_battleground = op_on_battleground (op, 0, 0);
2345 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space
2349 */
2350 while (tmp != NULL)
2351 {
2352 if (tmp == op)
2353 {
2354 tmp = tmp->above;
2355 continue;
2356 }
2357 1948
2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2359 {
2360 mon = tmp;
2361 break;
2362 }
2363
2364 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2365 mon = tmp;
2366
2367 tmp = tmp->above;
2368 }
2369
2370 if (mon == NULL) /* This happens anytime the player tries to move */
2371 return; /* into a wall */
2372
2373 if (mon->head != NULL)
2374 mon = mon->head;
2375
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon))
2378 return;
2379
2380 /* The following deals with possibly attacking peaceful
2381 * or frienddly creatures. Basically, all players are considered
2382 * unaggressive. If the moving player has peaceful set, then the
2383 * object should be pushed instead of attacked. It is assumed that
2384 * if you are braced, you will not attack friends accidently,
2385 * and thus will not push them.
2386 */
2387
2388 /* If the creature is a pet, push it even if the player is not
2389 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive.
2391 */
2392 if ((op->type == PLAYER)
2393#if COZY_SERVER
2394 &&
2395 ((get_owner (mon) && get_owner (mon)->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2397#else
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 {
2402 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced)
2404 return;
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op);
2409 return;
2410 }
2411
2412 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2414 * someone, but put it inside this loop so that you won't 1951 * someone, but put it inside this loop so that you won't
2415 * attack them either. 1952 * attack them either.
2416 */ 1953 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 1954 if ((mon->type == PLAYER || mon->enemy != op)
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2419#ifdef PROHIBIT_PLAYERKILL 1956 && ((op->contr->peaceful
2420 (op->contr->peaceful 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2421 || (mon->type == PLAYER 1958 && !on_battleground))
2422 && mon->contr-> 1959 {
2423 peaceful)) && 1960 if (op->speed_left > 0.f)
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 { 1961 {
1962 --op->speed_left;
1963
2429 if (!op->contr->braced) 1964 if (!op->contr->braced)
2430 { 1965 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2432 (void) push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2433 } 1968 }
2434 else 1969 else
2435 { 1970 op->statusmsg ("You withhold your attack");
2436 new_draw_info (0, 0, op, "You withhold your attack"); 1971
2437 }
2438 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2439 make_visible (op); 1973 make_visible (op);
2440 }
2441 1974
1975 return true;
1976 }
1977 }
2442 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2443 * roll it if not braced. You can't roll it if you are braced. 1979 * roll it if not braced. You can't roll it if you are braced.
2444 */ 1980 */
2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1982 {
1983 if (op->speed_left > 0.f)
2446 { 1984 {
1985 --op->speed_left;
1986
2447 recursive_roll (mon, dir, op); 1987 recursive_roll (mon, dir, op);
2448 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2449 make_visible (op); 1989 make_visible (op);
2450 }
2451 1990
1991 return true;
1992 }
1993 }
2452 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2453 * Way it works is like this: First, it must have some hit points 1995 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2455 * 1) Not a player, 2) A player, but of a different party. Note 1997 * 1) Not a player, 2) A player, but of a different party. Note
2456 * that party_number -1 is no party, so attacks can still happen. 1998 * that party_number -1 is no party, so attacks can still happen.
2457 */ 1999 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2002 {
2462 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2463 /* If the player hasn't hit something this tick, and does
2464 * so, give them speed boost based on weapon speed. Doing
2465 * it here is better than process_players2, which basically
2466 * incurred a 1 tick offset.
2467 */
2468 if (!op->contr->has_hit)
2469 { 2004 {
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2005 --op->contr->weapon_sp_left;
2471 2006
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 }
2474
2475 skill_attack (mon, op, 0, NULL, NULL); 2007 skill_attack (mon, op, 0, 0, 0);
2476 2008
2477 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is
2480 * the wiz.
2481 */
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 {
2484 short luck = mon->stats.luck;
2485
2486 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL);
2488 mon->stats.luck = luck;
2489 }
2490 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2491 make_visible (op); 2010 make_visible (op);
2492 }
2493 } /* if player should attack something */
2494}
2495 2011
2496int 2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2497move_player (object *op, int dir) 2020move_player (object *op, int dir)
2498{ 2021{
2499 int pick; 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2500
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2023 return 0;
2503 2024
2504 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2506 { 2027 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2029 return 0;
2509 } 2030 }
2510 2031
2511 /* peterm: added following line */ 2032 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2035
2515 op->facing = dir; 2036 op->facing = dir;
2516 2037
2517 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2518 do_hidden_move (op); 2039 do_hidden_move (op);
2519 2040
2041 bool retval;
2042 int pick = 0;
2043
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ; 2045 retval = RESULT_INT (0);
2522 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2523 fire (op, dir); 2047 retval = fire (op, dir);
2524 else 2048 else
2525 { 2049 {
2526 move_player_attack (op, dir); 2050 retval = move_player_attack (op, dir);
2527 pick = check_pick (op); 2051 pick = check_pick (op);
2528 } 2052 }
2529 2053
2530 /* Add special check for newcs players and fire on - this way, the 2054 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2055 * server can handle repeat firing.
2532 */ 2056 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2057 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2058 op->direction = dir;
2536 }
2537 else 2059 else
2538 {
2539 op->direction = 0; 2060 op->direction = 0;
2540 } 2061
2541 /* Update how the player looks. Use the facing, so direction may 2062 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2063 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2064 * for players.
2544 */ 2065 */
2545 animate_object (op, op->facing); 2066 animate_object (op, op->facing);
2546 return 0; 2067
2068 return retval;
2547} 2069}
2548 2070
2549/* This is similar to handle_player, below, but is only used by the 2071/* This is similar to handle_player, below, but is only used by the
2550 * new client/server stuff. 2072 * new client/server stuff.
2551 * This is sort of special, in that the new client/server actually uses 2073 * This is sort of special, in that the new client/server actually uses
2552 * the new speed values for commands. 2074 * the new speed values for commands.
2553 * 2075 *
2554 * Returns true if there are more actions we can do. 2076 * Returns true if there are more actions we can do. Should not do
2077 * many actions in a row, as that would be too unfair to other
2078 * players.
2555 */ 2079 */
2556int 2080bool
2557handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2558{ 2082{
2083 if (op->flag [FLAG_SCARED])
2084 {
2085 if (op->speed_left > 0.f)
2086 {
2087 --op->speed_left;
2088 flee_player (op);
2089
2090 return true;
2091 }
2092 else
2093 return false;
2094 }
2095
2096 /* call this here - we also will call this in do_ericserver, but
2097 * the players time has been increased when doericserver has been
2098 * called, so we recheck it here.
2099 */
2100 if (op->contr->ns->handle_command ())
2101 return true;
2102
2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2104 return move_player (op, op->direction);
2105
2106 return false;
2107}
2108
2109static int
2110save_life (object *op)
2111{
2112 if (!op->flag [FLAG_LIFESAVE])
2113 return 0;
2114
2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2117 {
2118 op->play_sound (sound_find ("ob_evaporate"));
2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2120
2121 tmp->destroy ();
2122 op->clr_flag (FLAG_LIFESAVE);
2123
2124 if (op->stats.hp < 0)
2125 op->stats.hp = op->stats.maxhp;
2126
2127 if (op->stats.food < 0)
2128 op->stats.food = MAX_FOOD;
2129
2130 op->update_stats ();
2131 return 1;
2132 }
2133
2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2135 op->clr_flag (FLAG_LIFESAVE);
2136 enter_player_savebed (op); /* bring him home. */
2137 return 0;
2138}
2139
2140/* This goes throws the inventory and removes unpaid objects, and puts them
2141 * back in the map (location and map determined by values of env). This
2142 * function will descend into containers. op is the object to start the search
2143 * from.
2144 */
2145static void
2146drop_unpaid_items (object *op, object *env)
2147{
2148 while (op)
2149 {
2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2151
2152 if (op->flag [FLAG_UNPAID])
2153 op->insert_at (env);
2154 else if (op->inv)
2155 drop_unpaid_items (op->inv, env);
2156
2157 op = next;
2158 }
2159}
2160
2161void
2162object::drop_unpaid_items ()
2163{
2164 if (!flag [FLAG_REMOVED])
2165 ::drop_unpaid_items (inv, this);
2166}
2167
2168void
2169do_some_living (object *op)
2170{
2171 int last_food = op->stats.food;
2172 int gen_hp, gen_sp, gen_grace;
2173 int i;
2174 int rate_hp = 1200;
2175 int rate_sp = 2500;
2176 int rate_grace = 2000;
2177 const int max_hp = 1;
2178 const int max_sp = 1;
2179 const int max_grace = 1;
2180
2559 if (op->contr->hidden) 2181 if (op->contr->hidden)
2560 { 2182 {
2561 op->invisible = 1000; 2183 op->invisible = 1000;
2562 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2563 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2564 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2565 */ 2187 */
2566 if (pticks & 2) 2188 if (pticks & 2)
2567 op->invisible--; 2189 op->invisible--;
2568 } 2190 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2570 { 2192 {
2571 op->invisible--;
2572 if (!op->invisible) 2193 if (!op->invisible--)
2573 { 2194 {
2574 make_visible (op); 2195 make_visible (op);
2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2576 } 2197 }
2577 } 2198 }
2578 2199
2579 if (QUERY_FLAG (op, FLAG_SCARED))
2580 {
2581 flee_player (op);
2582 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 {
2585 op->speed_left--;
2586 return 0;
2587 }
2588 }
2589
2590 /* I've been seeing crashes where the golem has been destroyed, but
2591 * the player object still points to the defunct golem. The code that
2592 * destroys the golem looks correct, and it doesn't always happen, so
2593 * put this in a a workaround to clean up the golem pointer.
2594 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2597 {
2598 op->contr->ranges[range_golem] = NULL;
2599 op->contr->golem_count = 0;
2600 }
2601
2602 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here.
2605 */
2606 HandleClient (&op->contr->socket, op->contr);
2607 if (op->speed_left < 0)
2608 return 0;
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 {
2612 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--;
2614
2615 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff.
2618 */
2619 move_player (op, op->direction);
2620 if (op->speed_left > 0)
2621 return 1;
2622 else
2623 return 0;
2624 }
2625 return 0;
2626}
2627
2628int
2629save_life (object *op)
2630{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0;
2635
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2641 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp);
2644 free_object (tmp);
2645 CLEAR_FLAG (op, FLAG_LIFESAVE);
2646 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp;
2648 if (op->stats.food < 0)
2649 op->stats.food = 999;
2650 fix_player (op);
2651 return 1;
2652 }
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */
2656 return 0;
2657}
2658
2659/* This goes throws the inventory and removes unpaid objects, and puts them
2660 * back in the map (location and map determined by values of env). This
2661 * function will descend into containers. op is the object to start the search
2662 * from.
2663 */
2664void
2665remove_unpaid_objects (object *op, object *env)
2666{
2667 object *next;
2668
2669 while (op)
2670 {
2671 next = op->below; /* Make sure we have a good value, in case
2672 * we remove object 'op'
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0);
2682 }
2683 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env);
2685 op = next;
2686 }
2687}
2688
2689
2690/*
2691 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the
2694 * best, a misc file for object actions is probably better,
2695 * but there isn't one in the server directory.
2696 */
2697char *
2698gravestone_text (object *op)
2699{
2700 static char buf2[MAX_BUF];
2701 char buf[MAX_BUF];
2702 time_t now = time (NULL);
2703
2704 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else
2708 sprintf (buf, "%s\n", &op->name);
2709 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf);
2711 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2715 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf);
2717 if (op->type == PLAYER)
2718 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf);
2722 }
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf);
2726 return buf2;
2727}
2728
2729
2730
2731void
2732do_some_living (object *op)
2733{
2734 int last_food = op->stats.food;
2735 int gen_hp, gen_sp, gen_grace;
2736 int over_hp, over_sp, over_grace;
2737 int i;
2738 int rate_hp = 1200;
2739 int rate_sp = 2500;
2740 int rate_grace = 2000;
2741 const int max_hp = 1;
2742 const int max_sp = 1;
2743 const int max_grace = 1;
2744
2745 if (op->contr->outputs_sync)
2746 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2749 flush_output_element (op, &op->contr->outputs[i]);
2750 }
2751
2752 if (op->contr->state == ST_PLAYING) 2200 if (op->contr->ns->state == ST_PLAYING)
2753 { 2201 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2203 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2204 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2205 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2206 else
2760 { 2207 {
2761 gen_hp = op->stats.maxhp; 2208 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2209 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2210 }
2211
2764 if (op->contr->gen_sp >= 0) 2212 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2213 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2214 else
2767 { 2215 {
2768 gen_sp = op->stats.maxsp; 2216 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2217 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2218 }
2219
2771 if (op->contr->gen_grace >= 0) 2220 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2221 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2222 else
2774 { 2223 {
2775 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2226 }
2778 2227
2779 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2781 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2783 if (op->stats.sp < op->stats.maxsp)
2784 {
2785 op->stats.sp++;
2786 /* dms do not consume food */
2787 if (!QUERY_FLAG (op, FLAG_WIZ))
2788 {
2789 op->stats.food--;
2790 if (op->contr->digestion < 0)
2791 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food;
2794 }
2795 }
2796 if (max_sp > 1)
2797 {
2798 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0)
2800 {
2801 if (op->stats.sp < op->stats.maxsp)
2802 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--;
2806 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp;
2808 }
2809 op->last_sp = 0;
2810 }
2811 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 }
2816 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 }
2821
2822 /* Regenerate Grace */ 2228 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2825 { 2231 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2828 if (max_grace > 1) 2237 if (max_grace > 1)
2829 { 2238 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 int over_grace = temp / rate_grace;
2240
2831 if (over_grace > 0) 2241 if (over_grace > 0)
2832 { 2242 {
2833 op->stats.sp += over_grace 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2834 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2835 op->last_grace = 0; 2244 op->last_grace = 0;
2836 } 2245 }
2837 else 2246 else
2838 { 2247 op->last_grace = rate_grace / temp;
2839 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2840 }
2841 } 2248 }
2842 else 2249 else
2250 op->last_grace = rate_grace / temp;
2251
2252 /* wearing stuff doesn't detract from grace generation. */
2253 }
2254
2255 if (op->stats.food > 0)
2256 {
2257 /* Regenerate Spell Points */
2258 if (!op->contr->golem && --op->last_sp < 0)
2843 { 2259 {
2844 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2845 }
2846 /* wearing stuff doesn't detract from grace generation. */
2847 }
2848 2261
2849 /* Regenerate Hit Points */
2850 if (--op->last_heal < 0)
2851 {
2852 if (op->stats.hp < op->stats.maxhp) 2262 if (op->stats.sp < op->stats.maxsp)
2853 {
2854 op->stats.hp++;
2855 /* dms do not consume food */
2856 if (!QUERY_FLAG (op, FLAG_WIZ))
2857 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2268 {
2858 op->stats.food--; 2269 op->stats.food--;
2270
2859 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2860 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2863 } 2276 }
2864 } 2277
2865 if (max_hp > 1) 2278 if (max_sp > 1)
2866 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0)
2869 { 2279 {
2870 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2280 int over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2871 op->last_heal = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2872 } 2298 }
2873 else 2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2874 { 2307 {
2875 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!op->flag [FLAG_WIZ])
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2876 } 2320 }
2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2324 if (max_hp > 1)
2325 {
2326 int over_hp = temp / rate_hp;
2327
2328 if (over_hp > 0)
2329 {
2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2877 } 2335 }
2878 else 2336 else
2879 { 2337 op->last_heal = rate_hp / temp;
2880 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2881 } 2338 }
2882 } 2339 }
2883 2340
2884 /* Digestion */ 2341 /* Digestion */
2885 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2886 { 2343 {
2887#ifdef COZY_SERVER 2344 int bonus = max (0, op->contr->digestion),
2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2345 penalty = max (0, -op->contr->digestion);
2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2890#else
2891 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2892#endif
2893 2346
2894 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2896 else 2348
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2898 /* dms do not consume food */ 2349 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2900 op->stats.food--; 2351 op->stats.food--;
2901 } 2352 }
2902 }
2903 2353
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2355 {
2906 object *tmp, *flesh = NULL; 2356 object *flesh = 0;
2907 2357
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2909 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 { 2359 {
2360 if (tmp->flag [FLAG_UNPAID])
2361 continue;
2362
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2364 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2365 op->statusmsg ("You blindly grab for a bite of food. "
2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2915 manual_apply (op, tmp, 0); 2367 op->apply (tmp);
2368
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2370 break;
2918 } 2371 }
2919 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2920 flesh = tmp; 2373 flesh = tmp;
2921 } /* End if paid for object */ 2374 }
2922 } /* end of for loop */ 2375
2923 /* If player is still starving, it means they don't have any food, so 2376 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2377 * eat flesh instead.
2925 */ 2378 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2380 {
2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2383 op->apply (flesh);
2384 }
2385
2386 // If player is still starving, alert him!
2387 if (op->stats.food < 0)
2388 op->failmsg ("You are starving! "
2389 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2927 { 2390 }
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2391
2929 manual_apply (op, flesh, 0); 2392 if (op->stats.food < 0)
2930 } 2393 {
2931 } /* end if player is starving */ 2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2932 2396
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2397 if (op->stats.hp < 0)
2934 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2935 2403
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2404 /* killer should be set here already */
2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2937 kill_player (op); 2406 kill_player (op);
2407 }
2938} 2408}
2939
2940
2941 2409
2942/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2943 * op is the player in jeopardy. If the player can not be saved (not 2411 * op is the player in jeopardy. If the player can not be saved (not
2944 * permadeath, no lifesave), this will take care of removing the player 2412 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2413 * file.
2946 */ 2414 */
2947void 2415void
2948kill_player (object *op) 2416kill_player (object *op)
2949{ 2417{
2950 char buf[MAX_BUF];
2951 int x, y; 2418 int x, y;
2952
2953 //int i;
2954 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2955
2956 /* int z;
2957 int num_stats_lose;
2958 int lost_a_stat;
2959 int lose_this_stat;
2960 int this_stat; */
2961 int will_kill_again; 2420 int will_kill_again;
2962 archetype *at; 2421 archetype *at;
2963 object *tmp; 2422 object *tmp;
2964 2423
2965 if (save_life (op)) 2424 if (save_life (op))
2966 return; 2425 return;
2967 2426
2427 dynbuf_text deathtab;
2428
2429 /* restore player */
2430 at = archetype::find (shstr_poisoning);
2431 if (object *tmp = present_arch_in_ob (at, op))
2432 {
2433 tmp->destroy ();
2434 deathtab << "Your body feels cleansed...\r";
2435 }
2436
2437 at = archetype::find (shstr_confusion);
2438 if (object *tmp = present_arch_in_ob (at, op))
2439 {
2440 tmp->destroy ();
2441 deathtab << "Your mind feels clearer...\r";
2442 }
2443
2444 cure_disease (op, 0, 0); /* remove any disease */
2445
2446 max_it (op->stats.hp , op->stats.maxhp);
2447 max_it (op->stats.sp , op->stats.maxsp);
2448 max_it (op->stats.grace, op->stats.maxgrace);
2449 max_it (op->stats.food , 200);
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2968 2462
2969 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2970 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2971 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2972 */ 2466 */
2973 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2974 { 2468 {
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977
2978 /* restore player */
2979 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op);
2981 if (tmp)
2982 {
2983 remove_ob (tmp);
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 }
2987
2988 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op);
2990 if (tmp)
2991 {
2992 remove_ob (tmp);
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 }
2996
2997 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0)
3000 op->stats.food = 999;
3001 2470
3002 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2472 object *tmp = archetype::find (shstr_finger)->instance ();
3004 if (tmp != NULL) 2473
3005 { 2474 tmp->name = format ("%s's finger" , &op->name);
3006 sprintf (buf, "%s's finger", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
3007 tmp->name = buf; 2476 tmp->msg = format (
3008 sprintf (buf, " This finger has been cut off %s\n" 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2478 &op->name, op->contr->title,
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2479 (int)op->level,
3011 tmp->msg = buf; 2480 op->contr->killer_name ()
2481 );
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2483 tmp->material = name_to_material (shstr_organic);
3014 tmp->x = op->x, tmp->y = op->y; 2484 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 }
3017 2485
3018 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3021 return; 2491 return;
3022 } 2492 }
3023 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
3024 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
3025 2498
3026 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
3027 2500
3028 if (op->stats.food < 0) 2501 op->contr->play_sound (sound_find ("player_dies"));
2502
2503 /* save the map location for corpse, gravestone */
2504 x = op->x;
2505 y = op->y;
2506 map = op->map;
2507
2508 /* NOT_PERMADEATH code. This basically brings the character back to
2509 * life if they are dead - it takes some exp and a random stat.
2510 * See the config.h file for a little more in depth detail about this.
2511 */
2512
2513 /* Basically two ways to go - remove a stat permanently, or just
2514 * make it depletion. This bunch of code deals with that aspect
2515 * of death.
2516 */
2517#ifndef COZY_SERVER
2518 if (settings.balanced_stat_loss)
3029 { 2519 {
3030 if (op->contr->explore) 2520 /* If stat loss is permanent, lose one stat only. */
3031 { 2521 /* Lower level chars don't lose as many stats because they suffer
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2522 more if they do. */
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2523 /* Higher level characters can afford things such as potions of
3034 op->stats.food = 999; 2524 restoration, or better, stat potions. So we slug them that
3035 return; 2525 little bit harder. */
3036 } 2526 /* GD */
3037 sprintf (buf, "%s starved to death.", &op->name); 2527 if (settings.stat_loss_on_death)
3038 strcpy (op->contr->killer, "starvation"); 2528 num_stats_lose = 1;
2529 else
2530 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3039 } 2531 }
3040 else 2532 else
3041 { 2533 num_stats_lose = 1;
3042 if (op->contr->explore) 2534
3043 { 2535 lost_a_stat = 0;
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2536
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2537 for (z = 0; z < num_stats_lose; z++)
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name);
3050 } 2538 {
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2539 i = rndm (NUM_STATS);
3052 2540
3053 /* save the map location for corpse, gravestone */
3054 x = op->x;
3055 y = op->y;
3056 map = op->map;
3057
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat.
3063 * See the config.h file for a little more in depth detail about this.
3064 */
3065
3066 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect
3068 * of death.
3069 */
3070#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */
3076 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */
3079 /* GD */
3080 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2542 {
3082 else 2543 /* Pick a random stat and take a point off it. Tell the player
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2544 * what he lost.
2545 */
2546 change_attr_value (&(op->stats), i, -1);
2547 check_stat_bounds (&(op->stats));
2548 change_attr_value (&(op->contr->orig_stats), i, -1);
2549 check_stat_bounds (&(op->contr->orig_stats));
2550 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2551 lost_a_stat = 1;
3084 } 2552 }
3085 else 2553 else
3086 { 2554 {
3087 num_stats_lose = 1; 2555 /* deplete a stat */
3088 } 2556 archetype *deparch = archetype::find (shstr_depletion);
3089 lost_a_stat = 0; 2557 object *dep;
3090 2558
3091 for (z = 0; z < num_stats_lose; z++) 2559 dep = present_arch_in_ob (deparch, op);
3092 { 2560 if (!dep)
3093 i = RANDOM () % NUM_STATS;
3094
3095 if (settings.stat_loss_on_death)
3096 { 2561 {
3097 /* Pick a random stat and take a point off it. Tell the player 2562 dep = deparch->instance ();
3098 * what he lost. 2563 insert_ob_in_ob (dep, op);
3099 */
3100 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1;
3106 } 2564 }
3107 else 2565 lose_this_stat = 1;
2566 if (settings.balanced_stat_loss)
3108 { 2567 {
3109 /* deplete a stat */ 2568 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2569 /* Get the stat that we're about to deplete. */
3111 object *dep; 2570 this_stat = get_attr_value (&(dep->stats), i);
3112 2571 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2572 {
3116 dep = arch_to_object (deparch); 2573 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2574 int keep_chance = this_stat * this_stat;
3118 } 2575
3119 lose_this_stat = 1; 2576 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0) 2577 if (keep_chance < 1)
2578 keep_chance = 1;
2579
2580 /* There is a maximum depletion total per level. */
2581 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2582 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2583 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2584 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2585 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2586 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2587 else
3161 if (this_stat >= -50)
3162 { 2588 {
3163 change_attr_value (&(dep->stats), i, -1); 2589 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 lost_a_stat = 1; 2590 lose_this_stat = 0;
2591 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2592 this_stat, keep_chance, loss_chance,
2593 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2594 }
3169 } 2595 }
3170 } 2596 }
2597
2598 if (lose_this_stat)
2599 {
2600 this_stat = get_attr_value (&dep->stats, i);
2601 /* We could try to do something clever like find another
2602 * stat to reduce if this fails. But chances are, if
2603 * stats have been depleted to -50, all are pretty low
2604 * and should be roughly the same, so it shouldn't make a
2605 * difference.
2606 */
2607 if (this_stat >= -50)
2608 {
2609 change_attr_value (&(dep->stats), i, -1);
2610 dep->set_flag (FLAG_APPLIED);
2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2612 op->update_stats ();
2613 lost_a_stat = 1;
2614 }
3171 } 2615 }
2616 }
2617 }
2618
3172 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2620 if (!lost_a_stat)
3174 { 2621 {
3175 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2623 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
3178 2625
3179 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2627 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3181 else 2628 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2629 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3183 } 2630 }
2631#else
2632 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3184#endif 2633#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186 2634
3187 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2636 * exp loss on the stone.
3189 */ 2637 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
3191 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
3192 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
3193 sprintf (buf, "%s's gravestones", &op->name); 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3194 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
3195 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);
3196 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2645
3200 /**************************************/ 2646 /**************************************/
3201 /* */ 2647 /* */
3202 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */
3205 /* */ 2649 /* */
3206
3207 /**************************************/ 2650 /**************************************/
3208 2651
3209 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */
3211 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op);
3213 if (tmp)
3214 {
3215 remove_ob (tmp);
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 }
3219
3220 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op);
3222 if (tmp)
3223 {
3224 remove_ob (tmp);
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 }
3228 cure_disease (op, 0); /* remove any disease */
3229
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100)
3233 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2654
3238 /* 2655 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2656 * Check to see if the player has any unpaid items. If so, remove them
3240 * the player has any unpaid items. If so, remove them and put them back 2657 * and put them back in the map.
3241 * in the map. 2658 */
3242 */ 2659 op->drop_unpaid_items ();
3243 2660
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op);
3246
3247 /****************************************/ 2661 /****************************************/
3248 /* */ 2662 /* */
3249 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
3251 /* */ 2665 /* */
3252
3253 /****************************************/ 2666 /****************************************/
3254 2667
3255 enter_player_savebed (op); 2668 enter_player_savebed (op);
3256 2669
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2670 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2671
3263 /* it is possible that the player has blown something up 2672 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2673 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2674 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2675 * on the space that might harm the player.
3267 */ 2676 */
3268 will_kill_again = 0; 2677 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2678 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2679 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2680 will_kill_again |= tmp->attacktype;
3273 } 2681
3274 if (will_kill_again) 2682 if (will_kill_again)
3275 { 2683 {
3276 object *force; 2684 object *force;
3277 int at; 2685 int at;
3278 2686
3279 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1;
3282 force->speed_left = -5.0; 2689 force->speed_left = -5.f;
3283 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
3284 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2695 force->resist[at] = 100;
3288 } 2696
3289 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
3290 fix_player (op); 2698 op->update_stats ();
3291
3292 }
3293
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 { 2699 }
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302 2700
3303 op->contr->party = NULL; 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
3330 op->stats.hp = op->stats.maxhp;
3331 op->stats.food = 999;
3332
3333 /* set the location of where the person will reappear when */
3334 /* maybe resurrection code should fix map also */
3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
3336 if (op->map != NULL)
3337 op->map = NULL;
3338 op->x = settings.emergency_x;
3339 op->y = settings.emergency_y;
3340 save_player (op, 0);
3341 op->map = map;
3342 /* please see resurrection.c: peterm */
3343 dead_player (op);
3344 }
3345 else
3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362} 2702}
3363 2703
3364 2704static void
3365void
3366loot_object (object *op) 2705loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
3369 2708
3370 if (op->container) 2709 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2710
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
3376 { 2712 {
3377 next = tmp->below; 2713 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2714
2715 if (tmp->invisible)
3379 continue; 2716 continue;
3380 remove_ob (tmp); 2717
2718 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3382 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2723
3385 } 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 2725 {
3388 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3389 { 2727 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3391 free_object (tmp2);
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2730 }
3394 else 2731 else
3395 free_object (tmp); 2732 tmp->destroy ();
3396 } 2733 }
3397 else 2734 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2736 }
3400} 2737}
3402/* 2739/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2742 * was changed.
3406 */ 2743 */
3407
3408void 2744void
3409fix_weight (void) 2745fix_weight ()
3410{ 2746{
3411 player *pl; 2747 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2748 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3416 2750
3417 if (old == sum) 2751 pl->ob->update_weight ();
3418 continue; 2752
3419 fix_player (pl->ob); 2753 if (old != pl->ob->carrying)
2754 {
2755 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3421 } 2758 }
3422} 2759}
3423 2760
3424void 2761void
3425fix_luck (void) 2762fix_luck ()
3426{ 2763{
3427 player *pl; 2764 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 2765 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 2766 pl->ob->change_luck (0);
3432} 2767}
3433
3434 2768
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3438 */ 2772 */
3439
3440void 2773void
3441cast_dust (object *op, object *throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3442{ 2775{
3443 object *skop, *spob; 2776 object *skop, *spob;
3444 2777
3465 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2799 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 2800
3468 cast_spell (op, throw_ob, dir, spob, NULL); 2801 cast_spell (op, throw_ob, dir, spob, NULL);
3469 2802
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2803 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 2804}
3474 2805
3475void 2806void
3476make_visible (object *op) 2807make_visible (object *op)
3477{ 2808{
3478 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3479 op->invisible = 0; 2810 op->invisible = 0;
2811
3480 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3481 { 2813 {
3482 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3484 } 2816 }
2817
3485 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3486} 2819}
3487 2820
3488int 2821int
3489is_true_undead (object *op) 2822is_true_undead (object *op)
3490{ 2823{
3491 object *tmp = NULL; 2824 if (op->arch->flag [FLAG_UNDEAD])
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 2825 return 1;
3495 2826
3496 if (op->type == PLAYER)
3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3501 return 0; 2827 return 0;
3502} 2828}
3503 2829
3504/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3506 * indicate greater hideability. 2832 * indicate greater hideability.
3507 */ 2833 */
3508
3509int 2834int
3510hideability (object *ob) 2835hideability (object *ob)
3511{ 2836{
3512 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3513 sint16 x, y; 2838 sint16 x, y;
3514 2839
3515 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3516 return 0; 2841 return 0;
3517 2842
3518 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3519 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3520 2845
3521 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3522 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3523 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3524 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3525 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3526 2851
3527 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3528 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3529 { 2856 {
3530 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3531 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3532 {
3533 continue; 2859 continue;
3534 } 2860
3535 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3536 level += 2; 2862 level += 2;
3537 else /* open terrain! */ 2863 else /* open terrain! */
3538 level -= 1; 2864 level -= 1;
3539 } 2865 }
3547/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3548 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3549 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3550 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3551 */ 2877 */
3552
3553void 2878void
3554do_hidden_move (object *op) 2879do_hidden_move (object *op)
3555{ 2880{
3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3557 object *skop;
3558 2882
3559 if (!op || !op->map) 2883 if (!op || !op->map)
3560 return; 2884 return;
3561 2885
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3563 2888
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3568 { 2892 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 2894 make_visible (op);
3571 return; 2895 return;
3572 } 2896 }
3573 else 2897 else
3574 num += 20; 2898 num += 20;
3575 } 2899
3576 num += op->map->difficulty; 2900 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 2902 num -= hide;
2903
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 2905 {
3581 make_visible (op); 2906 make_visible (op);
2907
3582 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 2910 }
3585 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 2913}
3590 2914
3591/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3592 2916
3593int 2917int
3603 2927
3604 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3605 player = 1; 2929 player = 1;
3606 2930
3607 else 2931 else
3608 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3609 2933
3610 /* search adjacent squares */ 2934 /* search adjacent squares */
3611 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3612 { 2936 {
3613 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3620 if (mflags & P_OUT_OF_MAP) 2944 if (mflags & P_OUT_OF_MAP)
3621 continue; 2945 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 2947 continue;
3624 2948
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 2950 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3628 return 1; 2952 return 1;
3629 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3630 { 2954 {
3631 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3632 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3633 return 1; 2957 return 1;
3634 } 2958 }
3635 } 2959 }
3636 } 2960 }
3637 return 0; 2961 return 0;
3641 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3642 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3643 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3644 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3645 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3646 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3647 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3648 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3649 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3650 * -b.t. 2974 * -b.t.
3651 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3652 */ 2976 */
3653
3654int 2977int
3655player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3656{ 2979{
3657 rv_vector rv; 2980 rv_vector rv;
3658 int dx, dy; 2981 int dx, dy;
3660 if (pl->type != PLAYER) 2983 if (pl->type != PLAYER)
3661 { 2984 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 2986 return -1;
3664 } 2987 }
2988
3665 if (!pl || !op) 2989 if (!pl || !op)
3666 return 0; 2990 return 0;
3667 2991
3668 if (op->head)
3669 {
3670 op = op->head; 2992 op = op->head_ ();
3671 } 2993
3672 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3673 2995
3674 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 2997 * through the object and find if it has any
3676 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3677 * a blocked los square. 2999 * a blocked los square.
3678 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3679 */ 3001 */
3680 while (op) 3002 while (op)
3681 { 3003 {
3682 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3683 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3684 3006
3685 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3686 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values.
3688 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3692 return 1; 3008 return 1;
3009
3693 op = op->more; 3010 op = op->more;
3694 } 3011 }
3695 return 0;
3696}
3697 3012
3698/* routine for both players and monsters. We call this when
3699 * there is a possibility for our action distrubing our hiding
3700 * place or invisiblity spell. Artefact invisiblity is not
3701 * effected by this. If we arent invisible to begin with, we
3702 * return 0.
3703 */
3704int
3705action_makes_visible (object *op)
3706{
3707
3708 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3709 {
3710 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3711 return 0;
3712
3713 if (op->contr && op->contr->tmp_invis == 0)
3714 return 0;
3715
3716 /* If monsters, they should become visible */
3717 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3718 {
3719 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3720 return 1;
3721 }
3722 }
3723 return 0; 3013 return 0;
3724} 3014}
3725 3015
3726/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3727 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3732 * Default is to do the same as before, so only people wanting to have different points need worry about this 3022 * Default is to do the same as before, so only people wanting to have different points need worry about this
3733 */ 3023 */
3734int 3024int
3735op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3736{ 3026{
3737 object *tmp;
3738
3739 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3740 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3028 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3741 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3742 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3743 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3744 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3745 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3746 { 3034 {
3747 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3748 { 3036 {
3749 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3750 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3038 && tmp->type == BATTLEGROUND
3039 && tmp->name == shstr_battleground
3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3751 { 3041 {
3752 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3753 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3754 {
3755 object *invtmp;
3756
3757 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3758 { 3046 {
3759 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3760 {
3761 if (x != NULL && y != NULL) 3047 if (x && y)
3762 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3763 return 1; 3050 return 1;
3764 }
3765 } 3051 }
3766 } 3052
3767 if (x != NULL && y != NULL) 3053 if (x && y)
3768 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3769 return 1; 3056 return 1;
3770 } 3057 }
3771 } 3058 }
3772 } 3059 }
3060
3773 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3774 return 0; 3062 return 0;
3775} 3063}
3776 3064
3777/* 3065/*
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3082 int i = 0, j = 0;
3795 3083
3796 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3799 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3801 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3803 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3805 3093
3806 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3807 return; 3095 return;
3808 3096
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3097 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3098
3811 if (tr == NULL || tr->item == NULL) 3099 if (!tr || !tr->item)
3812 { 3100 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3101 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3102 return;
3815 } 3103 }
3816 3104
3817 /* everything seems okay - now bring on the gift: */ 3105 /* everything seems okay - now bring on the gift: */
3818 item = &(tr->item->clone); 3106 item = tr->item;
3819 3107
3820 if (item->type == SPELL) 3108 if (item->type == SPELL)
3821 { 3109 {
3822 if (check_spell_known (who, item->name)) 3110 if (check_spell_known (who, item->name))
3823 return; 3111 return;
3882 { 3170 {
3883 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3172 object *skin;
3885 3173
3886 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3175 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3176 ;
3177
3888 if (skin == NULL) 3178 if (!skin)
3889 return; 3179 return;
3890 3180
3891 /* adding new spellpath attunements */ 3181 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3182 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3183 {
3904 else 3194 else
3905 j = 1; 3195 j = 1;
3906 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3907 } 3197 }
3908 } 3198 }
3199
3909 strcat (buf, "."); 3200 strcat (buf, ".");
3910 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3911 } 3202 }
3912 3203
3913 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3914 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3915 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3916 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3917 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3918 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3919 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3920 3211
3921 /* print message if there is one */ 3212 /* print message if there is one */
3922 if (item->msg != NULL) 3213 if (item->msg != NULL)
3923 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3924 } 3215 }
3925 else 3216 else
3926 { 3217 {
3927 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3928 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3929 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3930 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3931 if (who->type == PLAYER)
3932 esrv_send_item (who, tmp);
3933 } 3222 }
3934} 3223}
3935 3224
3936/** 3225//-GPL
3937 * Unready an object for a player. This function does nothing if the object was 3226
3938 * not readied. 3227sint8
3939 */ 3228player::darkness_at (maptile *map, int x, int y) const
3229{
3230 if (!ns)
3231 return LOS_BLOCKED;
3232
3233 int dx, dy;
3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3235 return LOS_BLOCKED;
3236
3237 x += dx - ns->current_x;
3238 y += dy - ns->current_y;
3239
3240 return blocked_los (x, y);
3241}
3242
3940void 3243void
3941player_unready_range_ob (player *pl, object *ob) 3244player::infobox (const char *title, const char *msg, int color)
3942{ 3245{
3943 rangetype i; 3246 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3944
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3946 {
3947 if (pl->ranges[i] == ob)
3948 {
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3247}
3248
3249void
3250player::statusmsg (const char *msg, int color)
3251{
3252 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3253}
3254
3255void
3256player::failmsg (const char *msg, int color)
3257{
3258 play_sound (sound_find ("generic_failure"));
3259 statusmsg (msg, color);
3260}
3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

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