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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 1.287 by root, Sat Aug 13 23:09:54 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 multiple treasurelists specifying the same skills.
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 ();
669 break; 549 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 } 550 }
551
678 if (op->nrof > 1) 552 if (op->nrof > 1)
679 op->nrof = 1; 553 op->nrof = 1;
680 } 554 }
681 555
682 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
683 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
685 }
686 558
687 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
688 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
689 * merged properly. 561 * merged properly.
690 */ 562 */
691 if (need_identify (op)) 563 if (op->need_identify ())
692 {
693 SET_FLAG (op, FLAG_IDENTIFIED);
694 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
697 if (op->type == SPELL) 570 if (op->type == SPELL)
698 { 571 {
699 remove_ob (op); 572 op->destroy ();
700 free_object (op);
701 continue; 573 continue;
702 } 574 }
703 else if (op->type == SKILL) 575 else if (op->type == SKILL)
704 { 576 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0; 578 op->stats.exp = 0;
707 op->level = 1; 579 op->level = 1;
708 } 580 }
709 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
710 else 582 op->set_flag (FLAG_INV_LOCKED);
711 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
713 584
714 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
715 link_player_skills (pl); 586 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} 587}
800 588
801void 589void
802get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
803{ 591{
804 if (party == NULL) 592 if (party == NULL)
805 { 593 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 594 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 595 return;
808 } 596 }
597
809 op->contr->write_buf[0] = '\0'; 598 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 599 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 600 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 602}
814
815 603
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 605static int
818roll_stat (void) 606roll_stat ()
819{ 607{
820 int a[4], i, j, k; 608 int a[4], i, j, k;
821 609
822 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 611 a[i] = rndm (1, 6);
824 612
825 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 614 if (a[i] < k)
827 k = a[i], j = i; 615 k = a[i], j = i;
828 616
829 for (i = 0, k = 0; i < 4; i++) 617 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 618 if (i != j)
832 k += a[i]; 619 k += a[i];
833 } 620
834 return k; 621 return k;
835} 622}
836 623
837void 624void
838roll_stats (object *op) 625object::roll_stats ()
839{ 626{
627 int statsort [NUM_STATS];
628
629 for (;;)
630 {
840 int sum = 0; 631 int sum = 0;
841 int i = 0, j = 0; 632 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 633 sum += statsort [i] = roll_stat ();
843 634
844 do 635 if (sum >= 82 && sum <= 116)
636 break;
845 { 637 }
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);
856 638
857 /* Sort the stats so that rerolling is easier... */ 639 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 640 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;
865 641
866 /* a quick and dirty bubblesort? */ 642 for (int i = 0; i < NUM_STATS; ++i)
867 do 643 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);
882 644
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; 645 stats.exp = 0;
902 op->stats.ac = 0; 646 stats.ac = 0;
903 647
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; 648 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 649 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 650 stats.grace = stats.maxgrace;
651
652 if (contr)
653 {
654 contr->levhp[1] = 9;
655 contr->levsp[1] = 6;
656 contr->levgrace[1] = 3;
657
912 op->contr->orig_stats = op->stats; 658 contr->orig_stats = stats;
659 }
913} 660}
914 661
915void 662void
916Roll_Again (object *op) 663object::swap_stats (int a, int b)
917{ 664{
918 esrv_new_player (op->contr, 0); 665 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}
922 666
923void 667 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 668 stats.stat (i) = contr->orig_stats.stat (i);
669
670 //TODO: the following code looks so borked and should, at the very least,
671 // be merged with the similar code in roll_stats
672 stats.ac = 0;
673
674 level = 1;
675 stats.exp = 0;
676 stats.ac = 0;
677
678 stats.hp = stats.maxhp;
679 stats.sp = stats.maxsp;
680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
684 contr->levhp[1] = 9;
685 contr->levsp[1] = 6;
686 contr->levgrace[1] = 3;
687
688 contr->orig_stats = stats;
689 }
690}
691
692static void
693start_info (object *op)
925{ 694{
926 signed char tmp;
927 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
928 696
929 if (op->contr->Swap_First == -1) 697 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); 698 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} 699}
1044 700
1045/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
1049 * not the class. 705 * not the class.
1050 */ 706 */
1051 707void
1052int 708player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 709{
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 */ 710 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 712
713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
714 if (tl)
715 create_treasure (tl, ob, 0, 0, 0);
716
1071 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr);
1073 718
1074 op->contr->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
1075 720
1076 if (op->msg) 721 if (ob->msg)
1077 op->msg = NULL; 722 ob->msg = 0;
1078 723
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); 724 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op);
1092 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
1093 fix_player (op); 728 ob->update_stats ();
1094 729
1095 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
1096 * is one for this race 731 * is one for this race
1097 */ 732 */
1098 if (*first_map_ext_path) 733 if (*first_map_ext_path)
1099 { 734 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 735 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 737}
1117 return 0;
1118 }
1119 738
739void
740player::chargen_race_next ()
741{
1120 /* Following actually changes the race - this is the default command 742 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 743 * if we don't match with one of the options above.
1122 */ 744 */
1123 745
1124 tmp_loop = 0; 746 do
1125 while (!tmp_loop)
1126 { 747 {
1127 shstr name = op->name; 748 shstr name = ob->name;
1128 int x = op->x, y = op->y; 749 int x = ob->x, y = ob->y;
1129 750
1130 remove_statbonus (op); 751 ob->remove_statbonus ();
1131 remove_ob (op); 752 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 753 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 754 ob->arch->copy_to (ob);
1134 op->instantiate (); 755 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 756 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 757 ob->name = ob->name_pl = name;
1137 op->x = x; 758 ob->x = x;
1138 op->y = y; 759 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 760 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 761 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 762 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 763 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 764 }
765 while (!allowed_class (ob));
1145 766
1146 update_object (op, UP_OBJ_FACE); 767 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 768 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 769 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 770 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 771 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 772 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} 773}
1159 774
1160int 775static 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) 776flee_player (object *op)
1211{ 777{
1212 int dir, diff; 778 int dir, diff;
1213 rv_vector rv; 779 rv_vector rv;
1214 780
1215 if (op->stats.hp < 0) 781 if (op->stats.hp < 0)
1216 { 782 {
1217 LOG (llevDebug, "Fleeing player is dead.\n"); 783 LOG (llevDebug, "Fleeing player is dead.\n");
1218 CLEAR_FLAG (op, FLAG_SCARED); 784 op->clr_flag (FLAG_SCARED);
1219 return; 785 return;
1220 } 786 }
1221 787
1222 if (op->enemy == NULL) 788 if (!op->enemy)
1223 { 789 {
1224 LOG (llevDebug, "Fleeing player had no enemy.\n"); 790 LOG (llevDebug, "Fleeing player had no enemy.\n");
1225 CLEAR_FLAG (op, FLAG_SCARED); 791 op->clr_flag (FLAG_SCARED);
1226 return; 792 return;
1227 } 793 }
1228 794
1229 /* Seen some crashes here. Since we don't store an 795 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 { 796 {
1235 CLEAR_FLAG (op, FLAG_SCARED);
1236 op->enemy = NULL; 797 op->enemy = NULL;
798 op->clr_flag (FLAG_SCARED);
1237 return; 799 return;
1238 } 800 }
1239 801
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); 802 get_rangevector (op, op->enemy, &rv, 0);
1247 803
1248 dir = absdir (4 + rv.direction); 804 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 805 for (diff = 0; diff < 3; diff++)
1250 { 806 {
1251 int m = 1 - (RANDOM () & 2); 807 int m = 1 - rndm (2) * 2;
1252 808
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1254 {
1255 return; 810 return;
1256 }
1257 } 811 }
812
1258 /* Cornered, get rid of scared */ 813 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 814 op->clr_flag (FLAG_SCARED);
1260 op->enemy = NULL; 815 op->enemy = NULL;
1261} 816}
1262 817
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 818/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 819 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 820 * stop.
1267 */ 821 */
1268int 822int
1269check_pick (object *op) 823check_pick (object *op)
1270{ 824{
1271 object *tmp, *next; 825 object *tmp, *next;
1272 int stop = 0; 826 int stop = 0;
1273 int j, k, wvratio; 827 int wvratio;
1274 char putstring[128], tmpstr[16];
1275 828
1276 /* if you're flying, you cna't pick up anything */ 829 /* if you're flying, you can't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 830 if (op->move_type & MOVE_FLYING)
1278 return 1; 831 return 1;
1279 832
1280 next = op->below; 833 next = op->below;
834
835 int cnt = MAX_ITEM_PER_ACTION;
836#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1281 837
1282 /* loop while there are items on the floor that are not marked as 838 /* loop while there are items on the floor that are not marked as
1283 * destroyed */ 839 * destroyed */
1284 while (next && !next->destroyed ()) 840 while (next && !next->destroyed ())
1285 { 841 {
1286 tmp = next; 842 tmp = next;
1287 next = tmp->below; 843 next = tmp->below;
1288 844
845 if (cnt <= 0)
846 {
847 op->failmsg ("Couldn't pickup all items at once.");
848 return 0;
849 }
850
1289 if (op->destroyed ()) 851 if (op->destroyed ())
1290 return 0; 852 return 0;
1291 853
1292 if (!can_pick (op, tmp)) 854 if (!can_pick (op, tmp))
1293 continue; 855 continue;
1294 856
1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 857 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1296 { 858 {
1297 if (item_matched_string (op, tmp, op->contr->search_str)) 859 if (item_matched_string (op, tmp, op->contr->search_str))
1298 pick_up (op, tmp); 860 CHK_PICK_PICKUP;
861
1299 continue; 862 continue;
1300 } 863 }
1301 864
1302 /* high not bit set? We're using the old autopickup model */ 865 /* pickup handling */
866 if (op->contr->mode & PU_DEBUG)
867 {
868 /* some debugging code to figure out item information */
869 const char *str = tmp->name
870 ? format ("item name: %s item type: %d weight/value: %d",
871 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
872 : format ("item name: %s item type: %d weight/value: %d",
873 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
874
875 new_draw_info (NDI_UNIQUE, 0, op, str);
876 }
877
878 if (op->contr->mode & PU_INHIBIT)
879 return 1;
880
881 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
882 return 1;
883
884 /* philosophy:
885 * It's easy to grab an item type from a pile, as long as it's
886 * generic. This takes no game-time. For more detailed pickups
887 * and selections, select-items should be used. This is a
888 * grab-as-you-run type mode that's really useful for arrows for
889 * example.
890 * The drawback: right now it has no frontend, so you need to
891 * stick the bits you want into a calculator in hex mode and then
892 * convert to decimal and then 'pickup <#>
893 */
894
895 /* the first two modes are exclusive: if NOTHING we return, if
896 * STOP then we stop. All the rest are applied sequentially,
897 * meaning if any test passes, the item gets picked up. */
898
899 /* if mode is set to pick nothing up, return */
900 if (op->contr->mode == PU_NOTHING)
901 return 1;
902
903 /* if mode is set to stop when encountering objects, return */
904 /* take STOP before INHIBIT since it doesn't actually pick
905 * anything up */
906 if (op->contr->mode & PU_STOP)
907 return 0;
908
909 /* useful for going into stores and not losing your settings... */
910 /* and for battles wher you don't want to get loaded down while
911 * fighting */
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 /* prevent us from turning into auto-thieves :) */
916 if (tmp->flag [FLAG_UNPAID])
917 continue;
918
919 /* ignore known cursed objects */
920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
921 continue;
922
923 /* all food and drink if desired */
924 /* question: don't pick up known-poisonous stuff? */
1303 if (!(op->contr->mode & PU_NEWMODE)) 925 if (op->contr->mode & PU_FOOD)
926 if (tmp->type == FOOD)
1304 { 927 {
1305 switch (op->contr->mode) 928 CHK_PICK_PICKUP;
929 continue;
930 }
931
932 if (op->contr->mode & PU_DRINK)
933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
934 {
935 CHK_PICK_PICKUP;
936 continue;
937 }
938
939 if (op->contr->mode & PU_POTION)
940 if (tmp->type == POTION)
941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 /* spellbooks, skillscrolls and normal books/scrolls */
947 if (op->contr->mode & PU_SPELLBOOK)
948 if (tmp->type == SPELLBOOK)
949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_SKILLSCROLL)
955 if (tmp->type == SKILLSCROLL)
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_READABLES)
962 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* wands/staves/rods/horns */
969 if (op->contr->mode & PU_MAGIC_DEVICE)
970 if (tmp->type == WAND
971 || tmp->type == ROD
972 || tmp->type == HORN
973 || tmp->type == POWER_CRYSTAL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 /* pick up all magical items */
980 if (op->contr->mode & PU_MAGICAL)
981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
982 && !tmp->flag [FLAG_KNOWN_CURSED])
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_VALUABLES)
989 {
990 if (tmp->type == MONEY || tmp->type == GEM)
1306 { 991 {
1307 case 0: 992 CHK_PICK_PICKUP;
1308 return 1; /* don't pick up */ 993 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 } 994 }
1340 } 995 }
1341 else 996
1342 { /* old model */ 997 /* rings & amulets - talismans seems to be typed AMULET */
1343 /* NEW pickup handling */
1344 if (op->contr->mode & PU_DEBUG) 998 if (op->contr->mode & PU_JEWELS)
999 if (tmp->type == RING
1000 || tmp->type == AMULET
1001 || tmp->type == GIRDLE
1002 || tmp->type == SKILL_TOOL)
1345 { 1003 {
1346 /* some debugging code to figure out item information */ 1004 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; 1005 continue;
1006 }
1420 1007
1421 /* ignore known cursed objects */ 1008 /* we don't forget dragon food */
1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1009 if (op->contr->mode & PU_FLESH)
1010 if (tmp->type == FLESH)
1011 {
1012 CHK_PICK_PICKUP;
1423 continue; 1013 continue;
1014 }
1424 1015
1425 /* all food and drink if desired */ 1016 /* bows and arrows. Bows are good for selling! */
1426 /* question: don't pick up known-poisonous stuff? */ 1017 if (op->contr->mode & PU_BOW)
1018 if (tmp->type == BOW)
1019 {
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1024 if (op->contr->mode & PU_ARROW)
1025 if (tmp->type == ARROW)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 /* all kinds of armor etc. */
1032 if (op->contr->mode & PU_ARMOUR)
1033 if (tmp->type == ARMOUR)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_HELMET)
1040 if (tmp->type == HELMET)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_SHIELD)
1047 if (tmp->type == SHIELD)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1427 if (op->contr->mode & PU_FOOD) 1053 if (op->contr->mode & PU_BOOTS)
1428 if (tmp->type == FOOD) 1054 if (tmp->type == BOOTS)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_GLOVES)
1061 if (tmp->type == GLOVES || tmp->type == BRACERS)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_CLOAK)
1068 if (tmp->type == CLOAK)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* hoping to catch throwing daggers here */
1075 if (op->contr->mode & PU_MISSILEWEAPON)
1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 /* careful: chairs and tables are weapons! */
1083 if (op->contr->mode & PU_ALLWEAPON)
1084 {
1085 if (tmp->type == WEAPON)
1086 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1429 { 1087 {
1430 pick_up (op, tmp); 1088 CHK_PICK_PICKUP;
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1089 continue;
1434 } 1090 }
1091 }
1092
1093 /* misc stuff that's useful */
1435 if (op->contr->mode & PU_DRINK) 1094 if (op->contr->mode & PU_KEY)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1095 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1437 { 1096 {
1438 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1098 continue;
1442 } 1099 }
1443 1100
1101 /* any of the last 4 bits set means we use the ratio for value
1102 * pickups */
1444 if (op->contr->mode & PU_POTION) 1103 if (op->contr->mode & PU_RATIO)
1445 if (tmp->type == POTION) 1104 {
1105 /* use value density to decide what else to grab */
1106 /* >=7 was >= op->contr->mode */
1107 /* >=7 is the old standard setting. Now we take the last 4 bits
1446 { 1108 */
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) 1109 wvratio = op->contr->mode & PU_RATIO;
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1110 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 { 1111 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1112#if 0
1113 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1114 if (tmp->name != NULL)
1502 { 1115 {
1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n"); 1116 fprintf (stderr, "%s", tmp->name);
1506 continue;
1507 } 1117 }
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 1118 else
1653 fprintf (stderr, "%s", tmp->arch->name); 1119 fprintf (stderr, "%s", tmp->arch->archname);
1654 fprintf (stderr, ",%d] = ", tmp->type); 1120 fprintf (stderr, ",%d] = ", tmp->type);
1655 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1656#endif 1122#endif
1123 CHK_PICK_PICKUP;
1657 continue; 1124 continue;
1658 }
1659 } 1125 }
1660 } /* the new pickup model */ 1126 } /* the new pickup model */
1661 } 1127 }
1128
1662 return !stop; 1129 return !stop;
1130}
1131
1132/* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0.
1137 */
1138static int
1139action_makes_visible (object *op)
1140{
1141 if (op->invisible && op->flag [FLAG_ALIVE])
1142 {
1143 if (op->flag [FLAG_MAKE_INVIS])
1144 {
1145 // artefact invisibility is permanent, but we still make noise
1146 // this is important for game-balance.
1147 if (op->contr)
1148 op->make_noise ();
1149
1150 return 0;
1151 }
1152
1153 if (op->contr && op->contr->tmp_invis == 0)
1154 return 0;
1155
1156 /* If monsters, they should become visible */
1157 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1160 return 1;
1161 }
1162 }
1163
1164 return 0;
1663} 1165}
1664 1166
1665/* 1167/*
1666 * Find an arrow in the inventory and after that 1168 * Find an arrow in the inventory and after that
1667 * in the right type container (quiver). Pointer to the 1169 * in the right type container (quiver). Pointer to the
1668 * found object is returned. 1170 * found object is returned.
1669 */ 1171 */
1670object * 1172static object *
1671find_arrow (object *op, const char *type) 1173find_arrow (object *op, const char *type)
1672{ 1174{
1673 object *tmp = NULL;
1674
1675 for (op = op->inv; op; op = op->below) 1175 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) 1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1177 return splay (tmp);
1178
1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1181 if (object *arrow = find_arrow (tmp, type))
1182 {
1183 splay (tmp);
1679 return op; 1184 return arrow;
1185 }
1186
1680 return tmp; 1187 return 0;
1681} 1188}
1682 1189
1683/* 1190/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1191 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1685 * against the target. A full test is not performed, simply a basic test 1192 * against the target. A full test is not performed, simply a basic test
1686 * of resistances. The archer is making a quick guess at what he sees down 1193 * of resistances. The archer is making a quick guess at what he sees down
1687 * the hall. Failing that it does it's best to pick the highest plus arrow. 1194 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1195 */
1689 1196static object *
1690object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1197find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1692{ 1198{
1693 object *tmp = NULL, *arrow, *ntmp; 1199 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1200 int attacknum, attacktype, betterby = 0, i;
1695 1201
1696 if (!type) 1202 if (!type)
1697 return NULL; 1203 return NULL;
1698 1204
1699 for (arrow = op->inv; arrow; arrow = arrow->below) 1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1700 { 1206 {
1701 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1702 { 1208 {
1703 i = 0; 1209 i = 0;
1704 ntmp = find_better_arrow (arrow, target, type, &i); 1210 ntmp = find_better_arrow (arrow, target, type, &i);
1211
1705 if (i > betterby) 1212 if (i > betterby)
1706 { 1213 {
1707 tmp = ntmp; 1214 tmp = ntmp;
1708 betterby = i; 1215 betterby = i;
1709 } 1216 }
1710 } 1217 }
1711 else if (arrow->type == ARROW && arrow->race == type) 1218 else if (arrow->type == ARROW && arrow->race == type)
1712 { 1219 {
1713 /* allways prefer assasination/slaying */ 1220 /* allways prefer assasination/slaying */
1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1221 if (target->race && arrow->slaying.contains (target->race))
1715 { 1222 {
1716 if (arrow->attacktype & AT_DEATH) 1223 if (arrow->attacktype & AT_DEATH)
1717 { 1224 {
1718 *better = 100; 1225 *better = 100;
1719 return arrow; 1226 return arrow;
1727 else 1234 else
1728 { 1235 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1236 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1237 {
1731 attacktype = 1 << attacknum; 1238 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1239 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1240 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1734 { 1241 {
1735 tmp = arrow; 1242 tmp = arrow;
1736 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1243 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1737 } 1244 }
1738 } 1245 }
1246
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1247 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1248 {
1741 tmp = arrow; 1249 tmp = arrow;
1742 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = 2 + arrow->magic + arrow->stats.dam;
1743 } 1251 }
1252
1744 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1253 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1254 {
1746 tmp = arrow; 1255 tmp = arrow;
1747 betterby = 1 + arrow->magic + arrow->stats.dam; 1256 betterby = 1 + arrow->magic + arrow->stats.dam;
1748 } 1257 }
1749 } 1258 }
1750 } 1259 }
1751 } 1260 }
1261
1752 if (tmp == NULL && arrow == NULL) 1262 if (tmp == NULL && arrow == NULL)
1753 return find_arrow (op, type); 1263 return find_arrow (op, type);
1754 1264
1755 *better = betterby; 1265 *better = betterby;
1756 return tmp; 1266 return tmp;
1760 * find_better_arrow to find a decent arrow to use. 1270 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1271 * op = the shooter
1762 * type = bow->race 1272 * type = bow->race
1763 * dir = fire direction 1273 * dir = fire direction
1764 */ 1274 */
1765 1275static object *
1766object *
1767pick_arrow_target (object *op, const char *type, int dir) 1276pick_arrow_target (object *op, shstr_cmp type, int dir)
1768{ 1277{
1769 object *tmp = NULL; 1278 object *tmp = NULL;
1770 maptile *m; 1279 maptile *m;
1771 int i, mflags, found, number; 1280 int i, mflags, found, number;
1772 sint16 x, y; 1281 sint16 x, y;
1787 for (i = 0, found = 0; i < 20; i++) 1296 for (i = 0, found = 0; i < 20; i++)
1788 { 1297 {
1789 x += freearr_x[dir]; 1298 x += freearr_x[dir];
1790 y += freearr_y[dir]; 1299 y += freearr_y[dir];
1791 mflags = get_map_flags (m, &m, x, y, &x, &y); 1300 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301
1792 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793 { 1303 {
1794 tmp = NULL; 1304 tmp = 0;
1795 break; 1305 break;
1796 } 1306 }
1797 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1307 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1798 { 1308 {
1799 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1309 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1800 * perhaps a bad assumption. 1310 * perhaps a bad assumption.
1801 */ 1311 */
1802 tmp = NULL; 1312 tmp = 0;
1803 break; 1313 break;
1804 } 1314 }
1315
1805 if (mflags & P_IS_ALIVE) 1316 if (mflags & P_IS_ALIVE)
1806 {
1807 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1808 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1318 if (tmp->flag [FLAG_ALIVE])
1809 {
1810 found++;
1811 break;
1812 }
1813 if (found)
1814 break; 1319 break;
1815 }
1816 } 1320 }
1817 if (tmp == NULL) 1321
1322 if (!tmp)
1818 return find_arrow (op, type); 1323 return find_arrow (op, type);
1819 1324
1820 if (tmp->head) 1325 if (tmp->head)
1821 tmp = tmp->head; 1326 tmp = tmp->head;
1822 1327
1835 */ 1340 */
1836int 1341int
1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1342fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838{ 1343{
1839 object *left, *bow; 1344 object *left, *bow;
1840 int bowspeed, mflags; 1345 int mflags;
1841 maptile *m; 1346 maptile *m;
1842 1347
1843 if (!dir) 1348 if (!dir)
1844 { 1349 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1350 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1351 return 0;
1847 } 1352 }
1848 if (op->type == PLAYER) 1353
1849 bow = op->contr->ranges[range_bow]; 1354 if (op->contr)
1355 bow = op->current_weapon;
1850 else 1356 else
1851 { 1357 {
1852 for (bow = op->inv; bow; bow = bow->below) 1358 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1359 /* Don't check for applied - monsters don't apply bows - in that way, they
1854 * don't need to switch back and forth between bows and weapons. 1360 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1365 if (!bow)
1860 { 1366 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1367 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1368 return 0;
1863 } 1369 }
1370
1371 // optimisation: move object to top so we will find it quickly again
1372 splay (bow);
1864 } 1373 }
1374
1865 if (!bow->race || !bow->skill) 1375 if (!bow->race || !bow->skill)
1866 { 1376 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1378 return 0;
1869 } 1379 }
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 1380
1879 if (arrow == NULL) 1381 if (arrow == NULL)
1880 { 1382 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1383 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1384 {
1883 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1386 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 */ 1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1388 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1389 op->clr_flag (FLAG_READY_BOW);
1390
1888 return 0; 1391 return 0;
1889 } 1392 }
1890 } 1393 }
1394
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1396 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1397 return 0;
1895 } 1398
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1399 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1400 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1401 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1402 return 0;
1900 } 1403 }
1901 1404
1902 /* this should not happen, but sometimes does */ 1405 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1406 if (arrow->nrof == 0)
1904 { 1407 {
1905 remove_ob (arrow); 1408 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1906 free_object (arrow); 1409 arrow->destroy ();
1907 return 0; 1410 return 0;
1908 } 1411 }
1909 1412
1910 left = arrow; /* these are arrows left to the player */ 1413 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1414 arrow = arrow->split ();
1912 if (arrow == NULL) 1415 if (!arrow)
1913 { 1416 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1417 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1418 return 0;
1916 } 1419 }
1917 set_owner (arrow, op); 1420
1421 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1422 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1423 arrow->direction = dir;
1921 arrow->x = sx; 1424
1922 arrow->y = sy; 1425 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1426 arrow->stats.hp = arrow->stats.dam;
1427 arrow->stats.grace = arrow->attacktype;
1428 arrow->custom_name = arrow->slaying;
1429
1430#if 0
1431 if (player *pl = op->contr)
1432 {
1433 float speed = pl->weapon_sp;
1434
1435 /* penalize ROF for bestarrow */
1436 if (pl->bowtype == bow_bestarrow)
1437 speed *= .9f;
1438 else
1439 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1440
1441 op->speed_left += speed - op->speed;
1442 }
1443#endif
1444
1445 SET_ANIMATION (arrow, arrow->direction);
1446
1447 /* update the speed */
1448
1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1454
1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1923 1456
1924 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1925 { 1458 {
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; 1459 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1460 wc -= dex_bonus[op->stats.Dex];
1461
1462 if (!arrow->slaying)
1463 arrow->slaying = op->slaying;
1464
1465 arrow->attacktype |= op->attacktype;
1959 } 1466 }
1960 else 1467 else
1961 { 1468 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1469 arrow->level = op->level;
1964 } 1470 arrow->stats.wc -= bow->magic;
1965 1471
1966 if (arrow->attacktype == AT_PHYSICAL) 1472 if (!arrow->slaying)
1473 arrow->slaying = bow->slaying;
1474
1967 arrow->attacktype |= bow->attacktype; 1475 arrow->attacktype |= bow->attacktype;
1476 }
1968 1477
1969 if (bow->slaying != NULL) 1478 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1479 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1480
1972 arrow->map = m; 1481 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1482 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1483 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1484
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1485 op->play_sound (sound_find ("fire_arrow"));
1977 insert_ob_in_map (arrow, m, op, 0); 1486 m->insert (arrow, sx, sy, op);
1978 1487
1979 if (!arrow->destroyed ()) 1488 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1489 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 1490
1990 return 1; 1491 return 1;
1991} 1492}
1992 1493
1993/* Special fire code for players - this takes into 1494/* Special fire code for players - this takes into
1995 * but monsters can't. Putting that code here 1496 * but monsters can't. Putting that code here
1996 * makes the fire_bow code much cleaner. 1497 * makes the fire_bow code much cleaner.
1997 * this function should only be called if 'op' is a player, 1498 * this function should only be called if 'op' is a player,
1998 * hence the function name. 1499 * hence the function name.
1999 */ 1500 */
2000int 1501static int
2001player_fire_bow (object *op, int dir) 1502player_fire_bow (object *op, int dir)
2002{ 1503{
2003 int ret = 0, wcmod = 0; 1504 int ret;
2004 1505
2005 if (op->contr->bowtype == bow_bestarrow) 1506 if (op->contr->bowtype == bow_bestarrow)
2006 { 1507 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1508 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1509 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1510 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1511 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1512 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); 1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1514 }
2015 else if (op->contr->bowtype == bow_threewide) 1515 else if (op->contr->bowtype == bow_threewide)
2016 { 1516 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1517 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2018 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1518 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2019 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2020 } 1520 }
2021 else if (op->contr->bowtype == bow_spreadshot) 1521 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1522 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1523 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1524 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1525 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1526 }
2028 else 1527 else
2029 { 1528 {
2030 /* Simple case */ 1529 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1531 }
1532
2033 return ret; 1533 return ret;
2034} 1534}
2035
2036 1535
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1536/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1537 * Broken apart from 'fire' to keep it more readable.
2039 */ 1538 */
2040void 1539static void
2041fire_misc_object (object *op, int dir) 1540fire_misc_object (object *op, int dir)
2042{ 1541{
2043 object *item; 1542 object *item = op->contr->ranged_ob;
2044 1543
2045 if (!op->contr->ranges[range_misc]) 1544 if (!item)
2046 { 1545 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1546 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1547 return;
2049 } 1548 }
2050 1549
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1550 if (!item->inv)
2053 { 1551 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1552 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1553 return;
2056 } 1554 }
1555
1556 if (!op->apply (item))
1557 return;
1558
2057 if (item->type == WAND) 1559 if (item->type == WAND)
2058 { 1560 {
2059 if (item->stats.food <= 0) 1561 if (item->stats.food <= 0)
2060 { 1562 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1563 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)); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1565
2063 return; 1566 return;
2064 } 1567 }
2065 } 1568 }
2066 else if (item->type == ROD || item->type == HORN) 1569 else if (item->type == ROD || item->type == HORN)
2067 { 1570 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1571 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1572
1573 // using the maximum of the rods charge allows at least one spell cast
1574 // for a rod or horn, this fixes some broken rods.
1575 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2069 { 1576 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1577 op->contr->play_sound (sound_find ("wand_poof"));
1578
2071 if (item->type == ROD) 1579 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)); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1581 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1583
2075 return; 1584 return;
2076 } 1585 }
2077 } 1586 }
2078 1587
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1588 if (cast_spell (op, item, dir, item->inv, NULL))
2080 { 1589 {
2081 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1590 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1591
2082 if (item->type == WAND) 1592 if (item->type == WAND)
2083 { 1593 {
2084 if (!(--item->stats.food)) 1594 if (!(--item->stats.food))
2085 { 1595 {
2086 object *tmp; 1596 object *tmp;
2087 1597
2088 if (item->arch) 1598 if (item->arch)
2089 { 1599 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1600 item->clr_flag (FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1601 item->face = item->arch->face;
2092 item->speed = 0; 1602 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1603 }
2095 if ((tmp = is_player_inv (item))) 1604
1605 if (object *pl = item->visible_to ())
2096 esrv_update_item (UPD_ANIM, tmp, item); 1606 esrv_update_item (UPD_ANIM, pl, item);
2097 } 1607 }
2098 } 1608 }
2099 else if (item->type == ROD || item->type == HORN) 1609 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1610 drain_rod_charge (item);
2102 }
2103 } 1611 }
2104} 1612}
2105 1613
2106/* Received a fire command for the player - go and do it. 1614/* Received a fire command for the player - go and do it.
2107 */ 1615 */
2108void 1616bool
2109fire (object *op, int dir) 1617fire (object *who, int dir)
2110{ 1618{
2111 int spellcost = 0; 1619 int spellcost = 0;
2112 1620
1621 player *pl = who->contr;
1622
1623 if (pl->golem)
1624 {
1625 control_golem (who->contr->golem, dir);
1626 return false;
1627 }
1628
1629 object *ob = pl->ranged_ob;
1630
1631 if (!ob)
1632 return false;
1633
1634 if (who->speed_left > 0.f)
1635 --who->speed_left;
1636 else
1637 return false;
1638
1639 if (!who->apply (ob))
1640 return false;
1641
2113 /* check for loss of invisiblity/hide */ 1642 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1643 if (action_makes_visible (who))
2115 make_visible (op); 1644 make_visible (who);
2116 1645
2117 switch (op->contr->shoottype) 1646 switch (ob->type)
2118 { 1647 {
2119 case range_none: 1648 case BOW:
2120 return;
2121
2122 case range_bow:
2123 player_fire_bow (op, dir); 1649 player_fire_bow (who, dir);
2124 return; 1650 break;
2125 1651
2126 case range_magic: /* Casting spells */ 1652 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1653 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2128 return; 1654 break;
2129 1655
2130 case range_misc: 1656 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); 1657 apply_map_builder (who, dir);
2156 return; 1658 break;
1659
1660 case SKILL:
1661 do_skill (who, who, ob, dir, 0);
1662 break;
1663
1664 case RANGED:
1665 do_skill (who, ob, who->chosen_skill, dir, 0);
1666 break;
1667
2157 default: 1668 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1669 fire_misc_object (who, dir);
2159 return; 1670 break;
2160 } 1671 }
2161}
2162 1672
1673 return true;
1674}
2163 1675
2164 1676static 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) 1677find_key_ (object *pl, object *container, object *door)
2178{ 1678{
2179 object *tmp, *key; 1679 object *tmp, *key;
2180 1680
2181 /* Should not happen, but sanity checking is never bad */ 1681 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1682 if (!container->inv)
2183 return NULL; 1683 return 0;
2184 1684
2185 /* First, lets try to find a key in the top level inventory */ 1685 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1686 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1687 {
2188 if (door->type == DOOR && tmp->type == KEY) 1688 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1689 break;
1690
2190 /* For sanity, we should really check door type, but other stuff 1691 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1692 * (like containers) can be locked with special keys
2192 */ 1693 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1694 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1695 break;
2195 } 1696 }
1697
2196 /* No key found - lets search inventories now */ 1698 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1699 /* 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 1700 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1701 * a key, return
2200 */ 1702 */
2201 if (!tmp) 1703 if (!tmp)
2202 { 1704 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1705 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 {
2205 /* No reason to search empty containers */ 1706 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1707 if (tmp->type == CONTAINER && tmp->inv)
2207 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1708 if ((key = find_key_ (pl, tmp, door)))
2209 return key; 1709 return key;
2210 } 1710
2211 }
2212 if (!tmp) 1711 if (!tmp)
2213 return NULL; 1712 return 0;
2214 } 1713 }
1714
2215 /* We get down here if we have found a key. Now if its in a container, 1715 /* 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 1716 * see if we actually want to use it
2217 */ 1717 */
2218 if (pl != container) 1718 if (pl != container)
2219 { 1719 {
2220 /* Only let players use keys in containers */ 1720 /* Only let players use keys in containers */
2221 if (!pl->contr) 1721 if (!pl->contr)
2222 return NULL; 1722 return 0;
1723
2223 /* cases where this fails: 1724 /* cases where this fails:
2224 * If we only search the player inventory, return now since we 1725 * If we only search the player inventory, return now since we
2225 * are not in the players inventory. 1726 * are not in the players inventory.
2226 * If the container is not active, return now since only active 1727 * If the container is not active, return now since only active
2227 * containers can be used. 1728 * containers can be used.
2231 * inv must have been an container and must have been active. 1732 * inv must have been an container and must have been active.
2232 * 1733 *
2233 * Change the color so that the message doesn't disappear with 1734 * Change the color so that the message doesn't disappear with
2234 * all the others. 1735 * all the others.
2235 */ 1736 */
2236 if (pl->contr->usekeys == key_inventory || 1737 if (pl->contr->usekeys == key_inventory
2237 !QUERY_FLAG (container, FLAG_APPLIED) || 1738 || !container->flag [FLAG_APPLIED]
2238 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1739 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2239 { 1740 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1741 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)); 1742 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1743 return NULL;
2243 } 1744 }
2244 } 1745 }
1746
2245 return tmp; 1747 return tmp;
1748}
1749
1750/* find_key
1751 * We try to find a key for the door as passed. If we find a key
1752 * and successfully use it, we return the key, otherwise NULL
1753 * This function merges both normal and locked door, since the logic
1754 * for both is the same - just the specific key is different.
1755 * pl is the player,
1756 * inv is the objects inventory to searched
1757 * door is the door we are trying to match against.
1758 * This function can be called recursively to search containers.
1759 */
1760object *
1761find_key (object *pl, object *container, object *door)
1762{
1763 if (door->slaying && is_match_expr (door->slaying))
1764 {
1765 // for match expressions, we try to find the key by applying the match
1766 // to the op itself, which is supposed to find the "key", instead
1767 // of searching through containers ourselves.
1768
1769 return match_one (door->slaying, container, door, pl, pl);
1770 }
1771 else
1772 return find_key_ (pl, container, door);
2246} 1773}
2247 1774
2248/* moved door processing out of move_player_attack. 1775/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1776 * returns 1 if player has opened the door with a key
2250 * such that the caller should not do anything more, 1777 * such that the caller should not do anything more,
2251 * 0 otherwise 1778 * 0 otherwise
2252 */ 1779 */
2253static int 1780static int
2254player_attack_door (object *op, object *door) 1781player_attack_door (object *op, object *door)
2255{ 1782{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1783 /* If its a door, try to find a key. If we do destroy the door,
2258 * might as well return immediately as there is nothing more to do - 1784 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1785 * otherwise, we fall through to the rest of the code.
2260 */ 1786 */
2261 object *key = find_key (op, op, door); 1787 object *key = find_key (op, op, door);
2262 1788
2263 /* IF we found a key, do some extra work */ 1789 /* If we found a key, do some extra work */
2264 if (key) 1790 if (key)
2265 { 1791 {
2266 object *container = key->env; 1792 object *container = key->env;
2267 1793
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2269 if (action_makes_visible (op)) 1794 if (action_makes_visible (op))
2270 make_visible (op); 1795 make_visible (op);
1796
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1797 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1798 spring_trap (door->inv, op);
1799
2273 if (door->type == DOOR) 1800 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1801 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1802 else if (door->type == LOCKED_DOOR)
2278 { 1803 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1804 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2280 remove_door2 (door); /* remove door without violence ;-) */ 1805 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1806 }
1807
2282 /* Do this after we print the message */ 1808 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1809 key->decrease (); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 1810
2285 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container);
2287 return 1; /* Nothing more to do below */ 1811 return 1; /* Nothing more to do below */
2288 } 1812 }
2289 else if (door->type == LOCKED_DOOR) 1813 else if (door->type == LOCKED_DOOR)
2290 { 1814 {
2291 /* Might as well return now - no other way to open this */ 1815 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1816 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2293 return 1; 1817 return 1;
2294 } 1818 }
1819
2295 return 0; 1820 return 0;
2296} 1821}
2297 1822
2298/* This function is just part of a breakup from move_player. 1823/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 1824 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 1825 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 1826 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 1827 * going to try and move (not fire weapons).
2303 */ 1828 */
2304 1829bool
2305void
2306move_player_attack (object *op, int dir) 1830move_player_attack (object *op, int dir)
2307{ 1831{
2308 object *tmp, *mon; 1832 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2309 sint16 nx, ny; 1833 {
2310 int on_battleground; 1834 --op->speed_left;
2311 maptile *m; 1835 return true;
1836 }
2312 1837
2313 nx = freearr_x[dir] + op->x; 1838 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 1839 sint16 ny = freearr_y[dir] + op->y;
2315 1840
2316 on_battleground = op_on_battleground (op, NULL, NULL); 1841 if (out_of_map (op->map, nx, ny))
1842 return false;
2317 1843
2318 /* If braced, or can't move to the square, and it is not out of the 1844 /* If braced, or can't move to the square, and it is not out of the
2319 * map, attack it. Note order of if statement is important - don't 1845 * map, attack it. Note order of if statement is important - don't
2320 * want to be calling move_ob if braced, because move_ob will move the 1846 * want to be calling move_ob if braced, because move_ob will move the
2321 * player. This is a pretty nasty hack, because if we could 1847 * 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 1848 * 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 1849 * 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 1850 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 1851 * move_ob uses.
2326 */ 1852 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1853 maptile *m = op->map->xy_find (nx, ny);
1854
1855 /* Go through all the objects, and find ones of interest. Only stop if
1856 * we find a monster - that is something we know we want to attack.
1857 * if its a door or barrel (can roll) see if there may be monsters
1858 * on the space
1859 */
1860 object *mon;
1861 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1862 {
1863 if ((mon->flag [FLAG_ALIVE]
1864 || mon->type == LOCKED_DOOR
1865 || mon->flag [FLAG_CAN_ROLL])
1866 && mon != op)
1867 break;
2328 { 1868 }
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1869
1870 /* no monster == player tries to move into a wall or so */
1871 if (!mon)
1872 {
1873 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1874 if (op->move_type & ob->move_block)
2330 { 1875 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 1876 if (ob->move_block == MOVE_ALL)
2332 if (!m) 1877 move_into_wall (op, ob);
2333 return; /* Don't think this should happen */ 1878 else
1879 {
1880 if (op->contr->ns->bumpmsg)
1881 {
1882 op->play_sound (sound_find ("blocked_move"));
1883
1884 op->statusmsg (ob->invisible
1885 ? "Something blocks you."
1886 : format ("Something blocks you from entering the %s.", query_name (ob))
1887 );
1888 }
1889 }
1890
1891 break;
1892 }
1893
1894 return false;
1895 }
1896
1897 mon = mon->head_ ();
1898
1899 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1900 if (op->contr->weapon_sp_left > 0.f)
1901 if (player_attack_door (op, mon))
1902 {
1903 --op->contr->weapon_sp_left;
1904 return true;
1905 }
1906
1907 /* The following deals with possibly attacking peaceful
1908 * or friendly creatures. Basically, all players are considered
1909 * unaggressive. If the moving player has peaceful set, then the
1910 * object should be pushed instead of attacked. It is assumed that
1911 * if you are braced, you will not attack friends accidently,
1912 * and thus will not push them.
1913 */
1914
1915 /* If the creature is a pet, push it even if the player is not
1916 * peaceful. Our assumption is the creature is a pet if the
1917 * player owns it and it is either friendly or unagressive.
1918 */
1919 if (op->type == PLAYER
1920 && ((mon->owner && mon->owner->contr
1921 && same_party (mon->owner->contr->party, op->contr->party))
1922 || mon->owner == op)
1923 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1924 {
1925 /* If we're braced, we don't want to switch places with it */
1926 if (op->contr->braced)
1927 return false;
1928
1929 if (op->speed_left > 0.f)
1930 {
1931 --op->speed_left;
1932
1933 op->play_sound (sound_find ("push_player"));
1934 push_ob (mon, dir, op);
1935
1936 if (action_makes_visible (op))
1937 make_visible (op);
1938
1939 return true;
2334 } 1940 }
2335 else 1941 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; 1942 return false;
2342 } 1943 }
2343 1944
2344 mon = NULL; 1945 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 1946
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 1947 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 1948 * creatures. Note that if you are braced, you can't push
2414 * someone, but put it inside this loop so that you won't 1949 * someone, but put it inside this loop so that you won't
2415 * attack them either. 1950 * attack them either.
2416 */ 1951 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 1952 if ((mon->type == PLAYER || mon->enemy != op)
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1953 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2419#ifdef PROHIBIT_PLAYERKILL 1954 && ((op->contr->peaceful
2420 (op->contr->peaceful 1955 || (mon->type == PLAYER && mon->contr->peaceful))
2421 || (mon->type == PLAYER 1956 && !on_battleground))
2422 && mon->contr-> 1957 {
2423 peaceful)) && 1958 if (op->speed_left > 0.f)
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 { 1959 {
1960 --op->speed_left;
1961
2429 if (!op->contr->braced) 1962 if (!op->contr->braced)
2430 { 1963 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1964 op->play_sound (sound_find ("push_player"));
2432 (void) push_ob (mon, dir, op); 1965 push_ob (mon, dir, op);
2433 } 1966 }
2434 else 1967 else
2435 { 1968 op->statusmsg ("You withhold your attack");
2436 new_draw_info (0, 0, op, "You withhold your attack"); 1969
2437 }
2438 if (op->contr->tmp_invis || op->hide) 1970 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2439 make_visible (op); 1971 make_visible (op);
2440 }
2441 1972
1973 return true;
1974 }
1975 }
2442 /* If the object is a boulder or other rollable object, then 1976 /* 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. 1977 * roll it if not braced. You can't roll it if you are braced.
2444 */ 1978 */
2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1979 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1980 {
1981 if (op->speed_left > 0.f)
2446 { 1982 {
1983 --op->speed_left;
1984
2447 recursive_roll (mon, dir, op); 1985 recursive_roll (mon, dir, op);
2448 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2449 make_visible (op); 1987 make_visible (op);
2450 }
2451 1988
1989 return true;
1990 }
1991 }
2452 /* Any generic living creature. Including things like doors. 1992 /* Any generic living creature. Including things like doors.
2453 * Way it works is like this: First, it must have some hit points 1993 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following: 1994 * 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 1995 * 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. 1996 * that party_number -1 is no party, so attacks can still happen.
2457 */ 1997 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1998 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1999 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2000 {
2462 2001 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 { 2002 {
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2003 --op->contr->weapon_sp_left;
2471 2004
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); 2005 skill_attack (mon, op, 0, 0, 0);
2476 2006
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)) 2007 if (action_makes_visible (op))
2491 make_visible (op); 2008 make_visible (op);
2492 }
2493 } /* if player should attack something */
2494}
2495 2009
2496int 2010 return true;
2011 }
2012 }
2013
2014 return false;
2015}
2016
2017bool
2497move_player (object *op, int dir) 2018move_player (object *op, int dir)
2498{ 2019{
2499 int pick; 2020 if (!op->map || op->map->state != MAP_ACTIVE)
2500
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2021 return 0;
2503 2022
2504 /* Sanity check: make sure dir is valid */ 2023 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2024 if (dir < 0 || dir > 8)
2506 { 2025 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2026 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2027 return 0;
2509 } 2028 }
2510 2029
2511 /* peterm: added following line */ 2030 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2031 if (op->flag [FLAG_CONFUSED] && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2032 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2033
2515 op->facing = dir; 2034 op->facing = dir;
2516 2035
2517 if (op->hide) 2036 if (op->flag [FLAG_HIDDEN])
2518 do_hidden_move (op); 2037 do_hidden_move (op);
2519 2038
2039 bool retval;
2040 int pick = 0;
2041
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2042 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ; 2043 retval = RESULT_INT (0);
2522 else if (op->contr->fire_on) 2044 else if (op->contr->fire_on)
2523 fire (op, dir); 2045 retval = fire (op, dir);
2524 else 2046 else
2525 { 2047 {
2526 move_player_attack (op, dir); 2048 retval = move_player_attack (op, dir);
2527 pick = check_pick (op); 2049 pick = check_pick (op);
2528 } 2050 }
2529 2051
2530 /* Add special check for newcs players and fire on - this way, the 2052 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2053 * server can handle repeat firing.
2532 */ 2054 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2055 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2056 op->direction = dir;
2536 }
2537 else 2057 else
2538 {
2539 op->direction = 0; 2058 op->direction = 0;
2540 } 2059
2541 /* Update how the player looks. Use the facing, so direction may 2060 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2061 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2062 * for players.
2544 */ 2063 */
2545 animate_object (op, op->facing); 2064 animate_object (op, op->facing);
2546 return 0; 2065
2066 return retval;
2547} 2067}
2548 2068
2549/* This is similar to handle_player, below, but is only used by the 2069/* This is similar to handle_player, below, but is only used by the
2550 * new client/server stuff. 2070 * new client/server stuff.
2551 * This is sort of special, in that the new client/server actually uses 2071 * This is sort of special, in that the new client/server actually uses
2552 * the new speed values for commands. 2072 * the new speed values for commands.
2553 * 2073 *
2554 * Returns true if there are more actions we can do. 2074 * Returns true if there are more actions we can do. Should not do
2075 * many actions in a row, as that would be too unfair to other
2076 * players.
2555 */ 2077 */
2556int 2078bool
2557handle_newcs_player (object *op) 2079handle_newcs_player (object *op)
2558{ 2080{
2559 if (op->contr->hidden) 2081 if (op->flag [FLAG_SCARED])
2560 {
2561 op->invisible = 1000;
2562 /* the socket code flashes the player visible/invisible
2563 * depending on the value of invisible, so we need to
2564 * alternate it here for it to work correctly.
2565 */
2566 if (pticks & 2)
2567 op->invisible--;
2568 } 2082 {
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2083 if (op->speed_left > 0.f)
2570 {
2571 op->invisible--;
2572 if (!op->invisible)
2573 {
2574 make_visible (op);
2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2576 } 2084 {
2577 }
2578
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--; 2085 --op->speed_left;
2086 flee_player (op);
2087
2586 return 0; 2088 return true;
2587 } 2089 }
2588 } 2090 else
2589 2091 return false;
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 } 2092 }
2601 2093
2602 /* call this here - we also will call this in do_ericserver, but 2094 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2095 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2096 * called, so we recheck it here.
2605 */ 2097 */
2606 HandleClient (&op->contr->socket, op->contr); 2098 if (op->contr->ns->handle_command ())
2607 if (op->speed_left < 0) 2099 return true;
2100
2101 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2102 return move_player (op, op->direction);
2103
2104 return false;
2105}
2106
2107static int
2108save_life (object *op)
2109{
2110 if (!op->flag [FLAG_LIFESAVE])
2608 return 0; 2111 return 0;
2609 2112
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) 2113 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2114 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2638 { 2115 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2116 op->play_sound (sound_find ("ob_evaporate"));
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2117 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2641 if (op->contr) 2118
2642 esrv_del_item (op->contr, tmp->count); 2119 tmp->destroy ();
2643 remove_ob (tmp); 2120 op->clr_flag (FLAG_LIFESAVE);
2644 free_object (tmp); 2121
2645 CLEAR_FLAG (op, FLAG_LIFESAVE);
2646 if (op->stats.hp < 0) 2122 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2123 op->stats.hp = op->stats.maxhp;
2124
2648 if (op->stats.food < 0) 2125 if (op->stats.food < 0)
2649 op->stats.food = 999; 2126 op->stats.food = MAX_FOOD;
2650 fix_player (op); 2127
2128 op->update_stats ();
2651 return 1; 2129 return 1;
2652 } 2130 }
2131
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2132 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2133 op->clr_flag (FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2134 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2135 return 0;
2657} 2136}
2658 2137
2659/* This goes throws the inventory and removes unpaid objects, and puts them 2138/* This goes throws the inventory and removes unpaid objects, and puts them
2660 * back in the map (location and map determined by values of env). This 2139 * back in the map (location and map determined by values of env). This
2661 * function will descend into containers. op is the object to start the search 2140 * function will descend into containers. op is the object to start the search
2662 * from. 2141 * from.
2663 */ 2142 */
2143static void
2144drop_unpaid_items (object *op, object *env)
2145{
2146 while (op)
2147 {
2148 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2149
2150 if (op->flag [FLAG_UNPAID])
2151 op->insert_at (env);
2152 else if (op->inv)
2153 drop_unpaid_items (op->inv, env);
2154
2155 op = next;
2156 }
2157}
2158
2664void 2159void
2665remove_unpaid_objects (object *op, object *env) 2160object::drop_unpaid_items ()
2666{ 2161{
2667 object *next; 2162 if (!flag [FLAG_REMOVED])
2668 2163 ::drop_unpaid_items (inv, this);
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} 2164}
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 2165
2731void 2166void
2732do_some_living (object *op) 2167do_some_living (object *op)
2733{ 2168{
2734 int last_food = op->stats.food; 2169 int last_food = op->stats.food;
2735 int gen_hp, gen_sp, gen_grace; 2170 int gen_hp, gen_sp, gen_grace;
2736 int over_hp, over_sp, over_grace;
2737 int i; 2171 int i;
2738 int rate_hp = 1200; 2172 int rate_hp = 1200;
2739 int rate_sp = 2500; 2173 int rate_sp = 2500;
2740 int rate_grace = 2000; 2174 int rate_grace = 2000;
2741 const int max_hp = 1; 2175 const int max_hp = 1;
2742 const int max_sp = 1; 2176 const int max_sp = 1;
2743 const int max_grace = 1; 2177 const int max_grace = 1;
2744 2178
2745 if (op->contr->outputs_sync) 2179 if (op->contr->hidden)
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 } 2180 {
2181 op->invisible = 1000;
2182 /* the socket code flashes the player visible/invisible
2183 * depending on the value of invisible, so we need to
2184 * alternate it here for it to work correctly.
2185 */
2186 if (server_tick & 2)
2187 op->invisible--;
2188 }
2189 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2190 {
2191 if (!op->invisible--)
2192 {
2193 make_visible (op);
2194 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2195 }
2196 }
2751 2197
2752 if (op->contr->state == ST_PLAYING) 2198 if (op->contr->ns->state == ST_PLAYING)
2753 { 2199 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2200 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2201 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2202 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2203 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2204 else
2760 { 2205 {
2761 gen_hp = op->stats.maxhp; 2206 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2207 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2208 }
2209
2764 if (op->contr->gen_sp >= 0) 2210 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2211 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2212 else
2767 { 2213 {
2768 gen_sp = op->stats.maxsp; 2214 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2215 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2216 }
2217
2771 if (op->contr->gen_grace >= 0) 2218 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2219 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2220 else
2774 { 2221 {
2775 gen_grace = op->stats.maxgrace; 2222 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2223 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2224 }
2778 2225
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 */ 2226 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2227 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2228 if (--op->last_grace < 0)
2825 { 2229 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2230 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2231 op->stats.grace++; /* no penalty in food for regaining grace */
2232
2233 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2234
2828 if (max_grace > 1) 2235 if (max_grace > 1)
2829 { 2236 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2237 int over_grace = temp / rate_grace;
2238
2831 if (over_grace > 0) 2239 if (over_grace > 0)
2832 { 2240 {
2833 op->stats.sp += over_grace 2241 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; 2242 op->last_grace = 0;
2836 } 2243 }
2837 else 2244 else
2838 { 2245 op->last_grace = rate_grace / temp;
2839 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2840 }
2841 } 2246 }
2842 else 2247 else
2248 op->last_grace = rate_grace / temp;
2249
2250 /* wearing stuff doesn't detract from grace generation. */
2251 }
2252
2253 if (op->stats.food > 0)
2254 {
2255 /* Regenerate Spell Points */
2256 if (!op->contr->golem && --op->last_sp < 0)
2843 { 2257 {
2844 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2258 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 2259
2849 /* Regenerate Hit Points */
2850 if (--op->last_heal < 0)
2851 {
2852 if (op->stats.hp < op->stats.maxhp) 2260 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 { 2261 {
2262 op->stats.sp++;
2263
2264 /* dms do not consume food */
2265 if (!op->flag [FLAG_WIZ])
2266 {
2858 op->stats.food--; 2267 op->stats.food--;
2268
2859 if (op->contr->digestion < 0) 2269 if (op->contr->digestion < 0)
2860 op->stats.food += op->contr->digestion; 2270 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2271 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2272 op->stats.food = last_food;
2273 }
2863 } 2274 }
2864 } 2275
2865 if (max_hp > 1) 2276 if (max_sp > 1)
2866 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0)
2869 { 2277 {
2870 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2278 int over_sp = (gen_sp + 10) / rate_sp;
2279 if (over_sp > 0)
2280 {
2281 if (op->stats.sp < op->stats.maxsp)
2282 {
2283 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2284
2285 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2286 op->stats.sp--;
2287
2288 if (op->stats.sp > op->stats.maxsp)
2289 op->stats.sp = op->stats.maxsp;
2290 }
2291
2871 op->last_heal = 0; 2292 op->last_sp = 0;
2293 }
2294 else
2295 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2872 } 2296 }
2873 else 2297 else
2298 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2299 }
2300
2301 /* Regenerate Hit Points */
2302 if (--op->last_heal < 0)
2303 {
2304 if (op->stats.hp < op->stats.maxhp)
2874 { 2305 {
2875 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2306 op->stats.hp++;
2307
2308 /* dms do not consume food */
2309 if (!op->flag [FLAG_WIZ])
2310 {
2311 op->stats.food--;
2312
2313 if (op->contr->digestion < 0)
2314 op->stats.food += op->contr->digestion;
2315 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2316 op->stats.food = last_food;
2317 }
2876 } 2318 }
2319
2320 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2321
2322 if (max_hp > 1)
2323 {
2324 int over_hp = temp / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / temp;
2877 } 2333 }
2878 else 2334 else
2879 { 2335 op->last_heal = rate_hp / temp;
2880 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2881 } 2336 }
2882 } 2337 }
2883 2338
2884 /* Digestion */ 2339 /* Digestion */
2885 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2886 { 2341 {
2887#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 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 2344
2894 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2896 else 2346
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2898 /* dms do not consume food */ 2347 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!op->flag [FLAG_WIZ])
2900 op->stats.food--; 2349 op->stats.food--;
2901 } 2350 }
2902 }
2903 2351
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2353 {
2906 object *tmp, *flesh = NULL; 2354 object *flesh = 0;
2907 2355
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2909 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 { 2357 {
2358 if (tmp->flag [FLAG_UNPAID])
2359 continue;
2360
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2362 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2915 manual_apply (op, tmp, 0); 2365 op->apply (tmp);
2366
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2368 break;
2918 } 2369 }
2919 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2920 flesh = tmp; 2371 flesh = tmp;
2921 } /* End if paid for object */ 2372 }
2922 } /* end of for loop */ 2373
2923 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2375 * eat flesh instead.
2925 */ 2376 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2378 {
2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2381 op->apply (flesh);
2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2927 { 2388 }
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2389
2929 manual_apply (op, flesh, 0); 2390 if (op->stats.food < 0)
2930 } 2391 {
2931 } /* end if player is starving */ 2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2932 2394
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2395 if (op->stats.hp < 0)
2934 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2935 2401
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2402 /* killer should be set here already */
2403 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2937 kill_player (op); 2404 kill_player (op);
2405 }
2938} 2406}
2939
2940
2941 2407
2942/* If the player should die (lack of hp, food, etc), we call this. 2408/* If the player should die (lack of hp, food, etc), we call this.
2943 * op is the player in jeopardy. If the player can not be saved (not 2409 * op is the player in jeopardy. If the player can not be saved (not
2944 * permadeath, no lifesave), this will take care of removing the player 2410 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2411 * file.
2946 */ 2412 */
2947void 2413void
2948kill_player (object *op) 2414kill_player (object *op)
2949{ 2415{
2950 char buf[MAX_BUF];
2951 int x, y; 2416 int x, y;
2952
2953 //int i;
2954 maptile *map; /* this is for resurrection */ 2417 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; 2418 int will_kill_again;
2962 archetype *at; 2419 archetype *at;
2963 object *tmp; 2420 object *tmp;
2964 2421
2965 if (save_life (op)) 2422 if (save_life (op))
2966 return; 2423 return;
2967 2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find (shstr_poisoning);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find (shstr_confusion);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447 max_it (op->stats.food , 200);
2448
2449 // remove all spell effects that are active
2450 // to avoid long-term effects such as word-of-recall
2451 for (object *item = op->inv; item; )
2452 {
2453 object *next = item->below;
2454
2455 if (item->type == SPELL_EFFECT && item->active)
2456 item->destroy ();
2457
2458 item = next;
2459 }
2968 2460
2969 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2461 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2970 * in cities ONLY!!! It is very important that this doesn't get abused. 2462 * in cities ONLY!!! It is very important that this doesn't get abused.
2971 * Look at op_on_battleground() for more info --AndreasV 2463 * Look at op_on_battleground() for more info --AndreasV
2972 */ 2464 */
2973 if (op_on_battleground (op, &x, &y)) 2465 if (op_on_battleground (op, &x, &y))
2974 { 2466 {
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2467 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 2468
3002 /* create a bodypart-trophy to make the winner happy */ 2469 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2470 object *tmp = archetype::find (shstr_finger)->instance ();
3004 if (tmp != NULL) 2471
3005 { 2472 tmp->name = format ("%s's finger" , &op->name);
3006 sprintf (buf, "%s's finger", &op->name); 2473 tmp->name_pl = format ("%s's fingers", &op->name);
3007 tmp->name = buf; 2474 tmp->msg = format (
3008 sprintf (buf, " This finger has been cut off %s\n" 2475 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2476 &op->name, op->contr->title,
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2477 (int)op->level,
3011 tmp->msg = buf; 2478 op->contr->killer_name ()
2479 );
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2480 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2481 tmp->material = name_to_material (shstr_organic);
3014 tmp->x = op->x, tmp->y = op->y; 2482 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 }
3017 2483
3018 /* teleport defeated player to new destination */ 2484 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2485 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2486 op->contr->braced = 0;
2487
2488 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3021 return; 2489 return;
3022 } 2490 }
3023 2491
2492 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2493 deathtab << "T<YOU HAVE DIED>\n\n";
2494
3024 INVOKE_PLAYER (DEATH, op->contr); 2495 INVOKE_PLAYER (DEATH, op->contr);
3025 2496
3026 command_kill_pets (op, 0); 2497 command_kill_pets (op, 0);
3027 2498
3028 if (op->stats.food < 0) 2499 op->contr->play_sound (sound_find ("player_dies"));
2500
2501 /* save the map location for corpse, gravestone */
2502 x = op->x;
2503 y = op->y;
2504 map = op->map;
2505
2506 /* NOT_PERMADEATH code. This basically brings the character back to
2507 * life if they are dead - it takes some exp and a random stat.
2508 * See the config.h file for a little more in depth detail about this.
2509 */
2510
2511 /* Basically two ways to go - remove a stat permanently, or just
2512 * make it depletion. This bunch of code deals with that aspect
2513 * of death.
2514 */
2515#ifndef COZY_SERVER
2516 if (settings.balanced_stat_loss)
3029 { 2517 {
3030 if (op->contr->explore) 2518 /* If stat loss is permanent, lose one stat only. */
3031 { 2519 /* 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"); 2520 more if they do. */
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2521 /* Higher level characters can afford things such as potions of
3034 op->stats.food = 999; 2522 restoration, or better, stat potions. So we slug them that
3035 return; 2523 little bit harder. */
3036 } 2524 /* GD */
3037 sprintf (buf, "%s starved to death.", &op->name); 2525 if (settings.stat_loss_on_death)
3038 strcpy (op->contr->killer, "starvation"); 2526 num_stats_lose = 1;
2527 else
2528 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3039 } 2529 }
3040 else 2530 else
3041 { 2531 num_stats_lose = 1;
3042 if (op->contr->explore) 2532
3043 { 2533 lost_a_stat = 0;
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2534
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2535 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 } 2536 {
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2537 i = rndm (NUM_STATS);
3052 2538
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) 2539 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2540 {
3082 else 2541 /* Pick a random stat and take a point off it. Tell the player
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2542 * what he lost.
2543 */
2544 change_attr_value (&(op->stats), i, -1);
2545 check_stat_bounds (&(op->stats));
2546 change_attr_value (&(op->contr->orig_stats), i, -1);
2547 check_stat_bounds (&(op->contr->orig_stats));
2548 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2549 lost_a_stat = 1;
3084 } 2550 }
3085 else 2551 else
3086 { 2552 {
3087 num_stats_lose = 1; 2553 /* deplete a stat */
3088 } 2554 archetype *deparch = archetype::find (shstr_depletion);
3089 lost_a_stat = 0; 2555 object *dep;
3090 2556
3091 for (z = 0; z < num_stats_lose; z++) 2557 dep = present_arch_in_ob (deparch, op);
3092 { 2558 if (!dep)
3093 i = RANDOM () % NUM_STATS;
3094
3095 if (settings.stat_loss_on_death)
3096 { 2559 {
3097 /* Pick a random stat and take a point off it. Tell the player 2560 dep = deparch->instance ();
3098 * what he lost. 2561 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 } 2562 }
3107 else 2563 lose_this_stat = 1;
2564 if (settings.balanced_stat_loss)
3108 { 2565 {
3109 /* deplete a stat */ 2566 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2567 /* Get the stat that we're about to deplete. */
3111 object *dep; 2568 this_stat = get_attr_value (&(dep->stats), i);
3112 2569 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2570 {
3116 dep = arch_to_object (deparch); 2571 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2572 int keep_chance = this_stat * this_stat;
3118 } 2573
3119 lose_this_stat = 1; 2574 /* 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) 2575 if (keep_chance < 1)
2576 keep_chance = 1;
2577
2578 /* There is a maximum depletion total per level. */
2579 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2580 {
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; 2581 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2582 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2583 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 } 2584 }
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 */ 2585 else
3161 if (this_stat >= -50)
3162 { 2586 {
3163 change_attr_value (&(dep->stats), i, -1); 2587 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; 2588 lose_this_stat = 0;
2589 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2590 this_stat, keep_chance, loss_chance,
2591 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2592 }
3169 } 2593 }
3170 } 2594 }
2595
2596 if (lose_this_stat)
2597 {
2598 this_stat = get_attr_value (&dep->stats, i);
2599 /* We could try to do something clever like find another
2600 * stat to reduce if this fails. But chances are, if
2601 * stats have been depleted to -50, all are pretty low
2602 * and should be roughly the same, so it shouldn't make a
2603 * difference.
2604 */
2605 if (this_stat >= -50)
2606 {
2607 change_attr_value (&(dep->stats), i, -1);
2608 dep->set_flag (FLAG_APPLIED);
2609 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2610 op->update_stats ();
2611 lost_a_stat = 1;
2612 }
3171 } 2613 }
2614 }
2615 }
2616
3172 /* If no stat lost, tell the player. */ 2617 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2618 if (!lost_a_stat)
3174 { 2619 {
3175 /* determine_god() seems to not work sometimes... why is this? 2620 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2621 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2622 shstr_tmp god = determine_god (op);
3178 2623
3179 if (god && (strcmp (god, "none"))) 2624 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); 2625 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3181 else 2626 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2627 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3183 } 2628 }
2629#else
2630 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3184#endif 2631#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 2632
3187 /* Put a gravestone up where the character 'almost' died. List the 2633 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2634 * exp loss on the stone.
3189 */ 2635 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2636 tmp = archetype::find (shstr_gravestone)->instance ();
3191 sprintf (buf, "%s's gravestone", &op->name); 2637 tmp->name = format ("%s's gravestone", &op->name);
3192 tmp->name = buf; 2638 tmp->name_pl = format ("%s's gravestones", &op->name);
3193 sprintf (buf, "%s's gravestones", &op->name); 2639 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3194 tmp->name_pl = buf; 2640 &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; 2641 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2642 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2643
3200 /**************************************/ 2644 /**************************************/
3201 /* */ 2645 /* */
3202 /* Subtract the experience points, */ 2646 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */
3205 /* */ 2647 /* */
3206
3207 /**************************************/ 2648 /**************************************/
3208 2649
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)); */ 2650 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2651 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 2652
3238 /* 2653 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2654 * Check to see if the player has any unpaid items. If so, remove them
3240 * the player has any unpaid items. If so, remove them and put them back 2655 * and put them back in the map.
3241 * in the map. 2656 */
3242 */ 2657 op->drop_unpaid_items ();
3243 2658
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op);
3246
3247 /****************************************/ 2659 /****************************************/
3248 /* */ 2660 /* */
3249 /* Move player to his current respawn- */ 2661 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2662 /* position (usually last savebed) */
3251 /* */ 2663 /* */
3252
3253 /****************************************/ 2664 /****************************************/
3254 2665
3255 enter_player_savebed (op); 2666 enter_player_savebed (op);
3256 2667
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2668 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2669
3263 /* it is possible that the player has blown something up 2670 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2671 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2672 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2673 * on the space that might harm the player.
3267 */ 2674 */
3268 will_kill_again = 0; 2675 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2676 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2677 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2678 will_kill_again |= tmp->attacktype;
3273 } 2679
3274 if (will_kill_again) 2680 if (will_kill_again)
3275 { 2681 {
3276 object *force; 2682 object *force;
3277 int at; 2683 int at;
3278 2684
3279 force = get_archetype (FORCE_NAME); 2685 force = archetype::get (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2686 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1;
3282 force->speed_left = -5.0; 2687 force->speed_left = -5.f;
3283 SET_FLAG (force, FLAG_APPLIED); 2688 force->set_speed (0.1f);
2689 force->set_flag (FLAG_APPLIED);
2690
3284 for (at = 0; at < NROFATTACKS; at++) 2691 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2692 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2693 force->resist[at] = 100;
3288 } 2694
3289 insert_ob_in_ob (force, op); 2695 insert_ob_in_ob (force, op);
3290 fix_player (op); 2696 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 { 2697 }
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 2698
3303 op->contr->party = NULL; 2699 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} 2700}
3363 2701
3364 2702static void
3365void
3366loot_object (object *op) 2703loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2704{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2705 object *tmp, *tmp2, *next;
3369 2706
3370 if (op->container) 2707 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2708
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2709 for (tmp = op->inv; tmp; tmp = next)
3376 { 2710 {
3377 next = tmp->below; 2711 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2712
2713 if (tmp->invisible)
3379 continue; 2714 continue;
3380 remove_ob (tmp); 2715
2716 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2717 tmp->x = op->x, tmp->y = op->y;
2718
3382 if (tmp->type == CONTAINER) 2719 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2720 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2721
3385 } 2722 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 { 2723 {
3388 if (tmp->nrof > 1) 2724 if (tmp->nrof > 1)
3389 { 2725 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2726 tmp->decrease (rndm (1, tmp->nrof - 1));
3391 free_object (tmp2);
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2727 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2728 }
3394 else 2729 else
3395 free_object (tmp); 2730 tmp->destroy ();
3396 } 2731 }
3397 else 2732 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2734 }
3400} 2735}
3402/* 2737/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2738 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2739 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2740 * was changed.
3406 */ 2741 */
3407
3408void 2742void
3409fix_weight (void) 2743fix_weight ()
3410{ 2744{
3411 player *pl; 2745 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2746 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2747 sint32 old = pl->ob->carrying;
3416 2748
3417 if (old == sum) 2749 pl->ob->update_weight ();
3418 continue; 2750
3419 fix_player (pl->ob); 2751 if (old != pl->ob->carrying)
2752 {
2753 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2754 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2755 }
3421 } 2756 }
3422} 2757}
3423 2758
3424void 2759void
3425fix_luck (void) 2760fix_luck ()
3426{ 2761{
3427 player *pl; 2762 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 2763 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 2764 pl->ob->change_luck (0);
3432} 2765}
3433
3434 2766
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 2767/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 2768 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 2769 * just treat this as any other spell casting object.
3438 */ 2770 */
3439
3440void 2771void
3441cast_dust (object *op, object *throw_ob, int dir) 2772cast_dust (object *op, object *throw_ob, int dir)
3442{ 2773{
3443 object *skop, *spob; 2774 object *skop, *spob;
3444 2775
3465 if (op->type == PLAYER) 2796 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2797 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 2798
3468 cast_spell (op, throw_ob, dir, spob, NULL); 2799 cast_spell (op, throw_ob, dir, spob, NULL);
3469 2800
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2801 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 2802}
3474 2803
3475void 2804void
3476make_visible (object *op) 2805make_visible (object *op)
3477{ 2806{
3478 op->hide = 0; 2807 op->flag [FLAG_HIDDEN] = 0;
3479 op->invisible = 0; 2808 op->invisible = 0;
2809
3480 if (op->type == PLAYER) 2810 if (op->type == PLAYER)
3481 { 2811 {
3482 op->contr->tmp_invis = 0; 2812 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 2813 op->contr->invis_race = 0;
3484 } 2814 }
2815
3485 update_object (op, UP_OBJ_FACE); 2816 update_object (op, UP_OBJ_CHANGE);
3486} 2817}
3487 2818
3488int 2819int
3489is_true_undead (object *op) 2820is_true_undead (object *op)
3490{ 2821{
3491 object *tmp = NULL; 2822 if (op->arch->flag [FLAG_UNDEAD])
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 2823 return 1;
3495 2824
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; 2825 return 0;
3502} 2826}
3503 2827
3504/* look at the surrounding terrain to determine 2828/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 2829 * the hideability of this object. Positive levels
3506 * indicate greater hideability. 2830 * indicate greater hideability.
3507 */ 2831 */
3508
3509int 2832int
3510hideability (object *ob) 2833hideability (object *ob)
3511{ 2834{
3512 int i, level = 0, mflag; 2835 int i, level = 0, mflag;
3513 sint16 x, y; 2836 sint16 x, y;
3514 2837
3515 if (!ob || !ob->map) 2838 if (!ob || !ob->map)
3516 return 0; 2839 return 0;
3517 2840
3518 /* so, on normal lighted maps, its hard to hide */ 2841 /* so, on normal lighted maps, its hard to hide */
3519 level = ob->map->darkness - 2; 2842 level = ob->map->darklevel () - 2;
3520 2843
3521 /* this also picks up whether the object is glowing. 2844 /* this also picks up whether the object is glowing.
3522 * If you carry a light on a non-dark map, its not 2845 * If you carry a light on a non-dark map, its not
3523 * as bad as carrying a light on a pitch dark map */ 2846 * as bad as carrying a light on a pitch dark map */
3524 if (has_carried_lights (ob)) 2847 if (ob->has_carried_lights ())
3525 level = -(10 + (2 * ob->map->darkness)); 2848 level = -(10 + (2 * ob->map->darklevel ()));
3526 2849
3527 /* scan through all nearby squares for terrain to hide in */ 2850 /* 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]) 2851 for (i = 0, x = ob->x, y = ob->y;
2852 i <= SIZEOFFREE1;
2853 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3529 { 2854 {
3530 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2855 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3531 if (mflag & P_OUT_OF_MAP) 2856 if (mflag & P_OUT_OF_MAP)
3532 {
3533 continue; 2857 continue;
3534 } 2858
3535 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2859 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3536 level += 2; 2860 level += 2;
3537 else /* open terrain! */ 2861 else /* open terrain! */
3538 level -= 1; 2862 level -= 1;
3539 } 2863 }
3547/* For Hidden creatures - a chance of becoming 'unhidden' 2871/* For Hidden creatures - a chance of becoming 'unhidden'
3548 * every time they move - as we subtract off 'invisibility' 2872 * every time they move - as we subtract off 'invisibility'
3549 * AND, for players, if they move into a ridiculously unhideable 2873 * AND, for players, if they move into a ridiculously unhideable
3550 * spot (surrounded by clear terrain in broad daylight). -b.t. 2874 * spot (surrounded by clear terrain in broad daylight). -b.t.
3551 */ 2875 */
3552
3553void 2876void
3554do_hidden_move (object *op) 2877do_hidden_move (object *op)
3555{ 2878{
3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2879 int hide = 0;
3557 object *skop;
3558 2880
3559 if (!op || !op->map) 2881 if (!op || !op->map)
3560 return; 2882 return;
3561 2883
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2884 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2885 int num = random_roll (0, 19, op, PREFER_LOW);
3563 2886
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 2887 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 2888 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 2889 if (!skop || num >= skop->level)
3568 { 2890 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2891 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 2892 make_visible (op);
3571 return; 2893 return;
3572 } 2894 }
3573 else 2895 else
3574 num += 20; 2896 num += 20;
3575 } 2897
3576 num += op->map->difficulty; 2898 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 2899 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 2900 num -= hide;
2901
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2902 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 2903 {
3581 make_visible (op); 2904 make_visible (op);
2905
3582 if (op->type == PLAYER) 2906 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2907 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 2908 }
3585 else if (op->type == PLAYER && skop) 2909 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2910 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 2911}
3590 2912
3591/* determine if who is standing near a hostile creature. */ 2913/* determine if who is standing near a hostile creature. */
3592 2914
3593int 2915int
3603 2925
3604 if (who->type == PLAYER) 2926 if (who->type == PLAYER)
3605 player = 1; 2927 player = 1;
3606 2928
3607 else 2929 else
3608 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2930 friendly = who->flag [FLAG_FRIENDLY];
3609 2931
3610 /* search adjacent squares */ 2932 /* search adjacent squares */
3611 for (i = 1; i < 9; i++) 2933 for (i = 1; i < 9; i++)
3612 { 2934 {
3613 x = who->x + freearr_x[i]; 2935 x = who->x + freearr_x[i];
3620 if (mflags & P_OUT_OF_MAP) 2942 if (mflags & P_OUT_OF_MAP)
3621 continue; 2943 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2944 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 2945 continue;
3624 2946
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2947 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 2948 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2949 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3628 return 1; 2950 return 1;
3629 else if (tmp->type == PLAYER) 2951 else if (tmp->type == PLAYER)
3630 { 2952 {
3631 /*don't let a hidden DM prevent you from hiding */ 2953 /*don't let a hidden DM prevent you from hiding */
3632 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2954 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3633 return 1; 2955 return 1;
3634 } 2956 }
3635 } 2957 }
3636 } 2958 }
3637 return 0; 2959 return 0;
3641 * object op. This function works fine for monsters, 2963 * object op. This function works fine for monsters,
3642 * but we dont worry if the object isnt the top one in 2964 * but we dont worry if the object isnt the top one in
3643 * a pile (say a coin under a table would return "viewable" 2965 * a pile (say a coin under a table would return "viewable"
3644 * by this routine). Another question, should we be 2966 * by this routine). Another question, should we be
3645 * concerned with the direction the player is looking 2967 * concerned with the direction the player is looking
3646 * in? Realistically, most of use cant see stuff behind 2968 * in? Realistically, most of us can't see stuff behind
3647 * our backs...on the other hand, does the "facing" direction 2969 * our backs...on the other hand, does the "facing" direction
3648 * imply the way your head, or body is facing? Its possible 2970 * 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. 2971 * for them to differ. Sigh, this fctn could get a bit more complex.
3650 * -b.t. 2972 * -b.t.
3651 * This function is now map tiling safe. 2973 * This function is now map tiling safe.
3652 */ 2974 */
3653
3654int 2975int
3655player_can_view (object *pl, object *op) 2976player_can_view (object *pl, object *op)
3656{ 2977{
3657 rv_vector rv; 2978 rv_vector rv;
3658 int dx, dy; 2979 int dx, dy;
3660 if (pl->type != PLAYER) 2981 if (pl->type != PLAYER)
3661 { 2982 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 2983 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 2984 return -1;
3664 } 2985 }
2986
3665 if (!pl || !op) 2987 if (!pl || !op)
3666 return 0; 2988 return 0;
3667 2989
3668 if (op->head)
3669 {
3670 op = op->head; 2990 op = op->head_ ();
3671 } 2991
3672 get_rangevector (pl, op, &rv, 0x1); 2992 get_rangevector (pl, op, &rv, 0x1);
3673 2993
3674 /* starting with the 'head' part, lets loop 2994 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 2995 * through the object and find if it has any
3676 * part that is in the los array but isnt on 2996 * part that is in the los array but isn't on
3677 * a blocked los square. 2997 * a blocked los square.
3678 * we use the archetype to figure out offsets. 2998 * we use the archetype to figure out offsets.
3679 */ 2999 */
3680 while (op) 3000 while (op)
3681 { 3001 {
3682 dx = rv.distance_x + op->arch->clone.x; 3002 dx = rv.distance_x + op->arch->x;
3683 dy = rv.distance_y + op->arch->clone.y; 3003 dy = rv.distance_y + op->arch->y;
3684 3004
3685 /* only the viewable area the player sees is updated by LOS 3005 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; 3006 return 1;
3007
3693 op = op->more; 3008 op = op->more;
3694 } 3009 }
3695 return 0;
3696}
3697 3010
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; 3011 return 0;
3724} 3012}
3725 3013
3726/* op_on_battleground - checks if the given object op (usually 3014/* op_on_battleground - checks if the given object op (usually
3727 * a player) is standing on a valid battleground-tile, 3015 * 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 3020 * Default is to do the same as before, so only people wanting to have different points need worry about this
3733 */ 3021 */
3734int 3022int
3735op_on_battleground (object *op, int *x, int *y) 3023op_on_battleground (object *op, int *x, int *y)
3736{ 3024{
3737 object *tmp;
3738
3739 /* A battleground-tile needs the following attributes to be valid: 3025 /* 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), 3026 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3741 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3027 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3742 * and the exit-coordinates sp/hp must both be > 0. 3028 * and the exit-coordinates sp/hp must both be > 0.
3743 * => The intention here is to prevent abuse of the battleground- 3029 * => The intention here is to prevent abuse of the battleground-
3744 * feature (like pickable or hidden battleground tiles). */ 3030 * feature (like pickable or hidden battleground tiles). */
3745 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3031 for (object *tmp = op->below; tmp; tmp = tmp->below)
3746 { 3032 {
3747 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3033 if (tmp->flag [FLAG_IS_FLOOR])
3748 { 3034 {
3749 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3035 if (tmp->flag [FLAG_NO_PICK]
3750 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3036 && tmp->type == BATTLEGROUND
3037 && tmp->name == shstr_battleground
3038 && EXIT_X (tmp) && EXIT_Y (tmp))
3751 { 3039 {
3752 /*before we assign the exit, check if this is a teambattle */ 3040 /* before we assign the exit, check if this is a teambattle */
3753 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3041 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3754 {
3755 object *invtmp;
3756
3757 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3042 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3043 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3758 { 3044 {
3759 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3760 {
3761 if (x != NULL && y != NULL) 3045 if (x && y)
3762 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3046 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3047
3763 return 1; 3048 return 1;
3764 }
3765 } 3049 }
3766 } 3050
3767 if (x != NULL && y != NULL) 3051 if (x && y)
3768 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3052 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3053
3769 return 1; 3054 return 1;
3770 } 3055 }
3771 } 3056 }
3772 } 3057 }
3058
3773 /* If we got here, did not find a battleground */ 3059 /* If we got here, did not find a battleground */
3774 return 0; 3060 return 0;
3775} 3061}
3776 3062
3777/* 3063/*
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3079 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3080 int i = 0, j = 0;
3795 3081
3796 /* get the appropriate treasurelist */ 3082 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3083 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3084 trlist = treasurelist::find (shstr_dragon_ability_fire);
3799 else if (atnr == ATNR_COLD) 3085 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3086 trlist = treasurelist::find (shstr_dragon_ability_cold);
3801 else if (atnr == ATNR_ELECTRICITY) 3087 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3088 trlist = treasurelist::find (shstr_dragon_ability_elec);
3803 else if (atnr == ATNR_POISON) 3089 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3090 trlist = treasurelist::find (shstr_dragon_ability_poison);
3805 3091
3806 if (trlist == NULL || who->type != PLAYER) 3092 if (trlist == NULL || who->type != PLAYER)
3807 return; 3093 return;
3808 3094
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3095 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3096
3811 if (tr == NULL || tr->item == NULL) 3097 if (!tr || !tr->item)
3812 { 3098 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3099 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3100 return;
3815 } 3101 }
3816 3102
3817 /* everything seems okay - now bring on the gift: */ 3103 /* everything seems okay - now bring on the gift: */
3818 item = &(tr->item->clone); 3104 item = tr->item;
3819 3105
3820 if (item->type == SPELL) 3106 if (item->type == SPELL)
3821 { 3107 {
3822 if (check_spell_known (who, item->name)) 3108 if (check_spell_known (who, item->name))
3823 return; 3109 return;
3882 { 3168 {
3883 /* forces in the treasurelist can alter the player's stats */ 3169 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3170 object *skin;
3885 3171
3886 /* first get the dragon skin force */ 3172 /* first get the dragon skin force */
3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3173 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3174 ;
3175
3888 if (skin == NULL) 3176 if (!skin)
3889 return; 3177 return;
3890 3178
3891 /* adding new spellpath attunements */ 3179 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3180 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3181 {
3904 else 3192 else
3905 j = 1; 3193 j = 1;
3906 strcat (buf, spellpathnames[i]); 3194 strcat (buf, spellpathnames[i]);
3907 } 3195 }
3908 } 3196 }
3197
3909 strcat (buf, "."); 3198 strcat (buf, ".");
3910 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3199 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3911 } 3200 }
3912 3201
3913 /* evtl. adding flags: */ 3202 /* evtl. adding flags: */
3914 if (QUERY_FLAG (item, FLAG_XRAYS)) 3203 if (item->flag [FLAG_XRAYS])
3915 SET_FLAG (skin, FLAG_XRAYS); 3204 skin->set_flag (FLAG_XRAYS);
3916 if (QUERY_FLAG (item, FLAG_STEALTH)) 3205 if (item->flag [FLAG_STEALTH])
3917 SET_FLAG (skin, FLAG_STEALTH); 3206 skin->set_flag (FLAG_STEALTH);
3918 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3207 if (item->flag [FLAG_SEE_IN_DARK])
3919 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3208 skin->set_flag (FLAG_SEE_IN_DARK);
3920 3209
3921 /* print message if there is one */ 3210 /* print message if there is one */
3922 if (item->msg != NULL) 3211 if (item->msg != NULL)
3923 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3212 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3924 } 3213 }
3925 else 3214 else
3926 { 3215 {
3927 /* generate misc. treasure */ 3216 /* generate misc. treasure */
3928 tmp = arch_to_object (tr->item); 3217 tmp = tr->item->instance ();
3929 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3218 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); 3219 who->insert (tmp);
3931 if (who->type == PLAYER)
3932 esrv_send_item (who, tmp);
3933 } 3220 }
3934} 3221}
3935 3222
3936/** 3223//-GPL
3937 * Unready an object for a player. This function does nothing if the object was 3224
3938 * not readied. 3225sint8
3939 */ 3226player::darkness_at (maptile *map, int x, int y) const
3227{
3228 if (!ns)
3229 return LOS_BLOCKED;
3230
3231 int dx, dy;
3232 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3233 return LOS_BLOCKED;
3234
3235 x += dx - ns->current_x;
3236 y += dy - ns->current_y;
3237
3238 return blocked_los (x, y);
3239}
3240
3940void 3241void
3941player_unready_range_ob (player *pl, object *ob) 3242player::infobox (const char *title, const char *msg, int color)
3942{ 3243{
3943 rangetype i; 3244 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} 3245}
3246
3247void
3248player::statusmsg (const char *msg, int color)
3249{
3250 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3251}
3252
3253void
3254player::failmsg (const char *msg, int color)
3255{
3256 play_sound (sound_find ("generic_failure"));
3257 statusmsg (msg, color);
3258}
3259
3260void
3261object::failmsgf (const char *format, ...)
3262{
3263 if (!contr)
3264 return;
3265
3266 va_list ap;
3267 va_start (ap, format);
3268 contr->failmsg (vformat (format, ap));
3269 va_end (ap);
3270}
3271
3272void
3273player::failmsgf (const char *format, ...)
3274{
3275 va_list ap;
3276 va_start (ap, format);
3277 failmsg (vformat (format, ap));
3278 va_end (ap);
3279}
3280

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