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Comparing deliantra/server/server/player.C (file contents):
Revision 1.33 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 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#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 31#include <sproto.h>
28#endif
29#include <sounds.h> 32#include <sounds.h>
30#include <living.h> 33#include <living.h>
31#include <object.h> 34#include <object.h>
32#include <spells.h> 35#include <spells.h>
33#include <skills.h> 36#include <skills.h>
34#include <newclient.h>
35 37
36#ifdef COZY_SERVER 38playervec players;
37extern int same_party (partylist *a, partylist *b);
38#endif
39
40player *
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78
79void
80display_motd (const object *op)
81{
82 char buf[MAX_BUF];
83 char motd[HUGE_BUF];
84 FILE *fp;
85 int comp;
86 int size;
87
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return;
92 }
93 motd[0] = '\0';
94 size = 0;
95 while (fgets (buf, MAX_BUF, fp) != NULL)
96 {
97 if (*buf == '#')
98 continue;
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp);
104}
105
106void
107send_rules (const object *op)
108{
109 char buf[MAX_BUF];
110 char rules[HUGE_BUF];
111 FILE *fp;
112 int comp;
113 int size;
114
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return;
119 }
120 rules[0] = '\0';
121 size = 0;
122 while (fgets (buf, MAX_BUF, fp) != NULL)
123 {
124 if (*buf == '#')
125 continue;
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf);
133 }
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp);
136}
137
138void
139send_news (const object *op)
140{
141 char buf[MAX_BUF];
142 char news[HUGE_BUF];
143 char subject[MAX_BUF];
144 FILE *fp;
145 int comp;
146 int size;
147
148 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return;
151 news[0] = '\0';
152 subject[0] = '\0';
153 size = 0;
154 while (fgets (buf, MAX_BUF, fp) != NULL)
155 {
156 if (*buf == '#')
157 continue;
158 if (*buf == '%')
159 { /* send one news */
160 if (size > 0)
161 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 */
162 strcpy (subject, buf + 1);
163 strip_endline (subject);
164 size = 0;
165 news[0] = '\0';
166 }
167 else
168 {
169 if (size + strlen (buf) >= HUGE_BUF)
170 {
171 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
172 break;
173 }
174 strncat (news + size, buf, HUGE_BUF - size);
175 size += strlen (buf);
176 }
177 }
178
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307}
308 39
309/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
310static void 41static void
311set_first_map (object *op) 42set_first_map (object *op)
312{ 43{
313 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
314 op->x = -1; 45 op->x = -1;
315 op->y = -1; 46 op->y = -1;
316 enter_exit (op, NULL);
317} 47}
318 48
319/* Tries to add player on the connection passwd in ns. 49void
320 * All we can really get in this is some settings like host and display 50player::activate ()
321 * mode.
322 */
323
324int
325add_player (NewSocket * ns)
326{ 51{
327 player *p; 52 if (active)
53 return;
328 54
329 p = get_player (NULL); 55 players.insert (this);
330 p->socket = *ns; 56 ob->remove ();
331 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}
332 62
333 if (p->socket.faces_sent == NULL) 63void
334 fatal (OUT_OF_MEMORY); 64player::deactivate ()
65{
66 if (!active)
67 return;
335 68
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 69 terminate_all_pets (ob);
337 /* Needed because the socket we just copied over needs to be cleared. 70 remove_friendly_object (ob);
338 * Note that this can result in a client reset if there is partial data 71 ob->deactivate_recursive ();
339 * 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.
340 */ 212 */
341 p->socket.inbuf.len = 0; 213 outputs_sync = 4;
342 set_first_map (p->ob); 214 outputs_count = 4;
215 unapply = unapply_nochoice;
343 216
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 217 savebed_map = first_map_path; /* Init. respawn position */
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 218
351 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);
352} 247}
353 248
354/* 249/*
355 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
358 */ 253 */
359archetype * 254static archetype *
360get_player_archetype (archetype *at) 255get_player_archetype (archetype *at)
361{ 256{
362 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);
363 264
364 for (;;) 265 for (;;)
365 { 266 {
366 if (at == NULL || at->next == NULL) 267 if (++i == archetypes.end ())
367 at = first_archetype; 268 i = archetypes.begin ();
368 else 269 else if (*i == at)
369 at = at->next; 270 cleanup ("not a single player archetype found");
271
370 if (at->clone.type == PLAYER) 272 if ((*i)->type == PLAYER)
371 return at; 273 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 274 }
378} 275}
379 276
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}
380 296
381object * 297object *
382get_nearest_player (object *mon) 298get_nearest_player (object *mon)
383{ 299{
384 object *op = NULL; 300 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 301 objectlink *ol;
387 unsigned lastdist; 302 unsigned lastdist;
388 rv_vector rv; 303 rv_vector rv;
389 304
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 306 {
392 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop.
396 */
397 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
398 {
399 object *tmp = ol->ob;
400
401 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared.
403 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
405 ol = ol->next;
406 remove_friendly_object (tmp);
407 if (!ol)
408 return op;
409 }
410
411 /* Remove special check for player from this. First, it looks to cause
412 * some crashes (ol->ob->contr not set properly?), but secondly, a more
413 * complicated method of state checking would be needed in any case -
414 * as it was, a clever player could type quit, and the function would
415 * skip them over while waiting for confirmation. Remove
416 * on_same_map check, as can_detect_enemy also does this
417 */
418 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
419 continue; 308 continue;
420 309
421 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
422 { 311 {
423 op = ol->ob; 312 op = ol->ob;
424 lastdist = rv.distance; 313 lastdist = rv.distance;
425 } 314 }
426 } 315 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 316
428 { 317 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 318 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 319 if (lastdist > rv.distance)
433 { 320 {
434 op = pl->ob; 321 op = pl->ob;
435 lastdist = rv.distance; 322 lastdist = rv.distance;
436 } 323 }
437 } 324
438 }
439#if 0 325#if 0
440 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)");
441#endif 327#endif
442 return op; 328 return op;
443} 329}
461 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
462 * 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
463 * is probably not a good thing. 349 * is probably not a good thing.
464 */ 350 */
465#define MAX_SPACES 50 351#define MAX_SPACES 50
466
467 352
468/* 353/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * 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
471 * 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
488 */ 373 */
489int 374int
490path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
491{ 376{
492 rv_vector rv; 377 rv_vector rv;
493 sint16 x, y;
494 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;
495 maptile *m, *lastmap;
496 379
497 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
498 381
499 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
500 return 0; 383 return 0;
501 384
502 x = mon->x; 385 mapxy pos (mon);
503 y = mon->y;
504 m = mon->map;
505 dir = rv.direction; 386 dir = rv.direction;
506 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 */
507 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
508 /* 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. */
509 if (diff > max) 391 if (diff > max)
510 return 0; 392 return 0;
393
511 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
512 { 395 {
513 lastx = x; 396 mapxy lastpos = pos;
514 lasty = y;
515 lastmap = m;
516 x = lastx + freearr_x[dir];
517 y = lasty + freearr_y[dir];
518 397
519 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
520 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
521 399
522 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
523 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
524 && (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)))
525 { 404 {
526 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
527 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
528 */ 407 */
529 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
530 if (rv.direction != dir) 409 if (rv.direction != dir)
531 { 410 {
532 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
533 * the values so it will try again. 412 * the values so it will try again.
534 */ 413 */
535 x = lastx;
536 y = lasty;
537 m = lastmap; 414 pos = lastpos;
538 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
539 } 416 }
540 else 417 else
541 { 418 {
542 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
549 */ 426 */
550 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
551 { 428 {
552 if (i == 0) 429 if (i == 0)
553 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
554 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
555 * since the direction that the creature should move in 433 * since the direction that the creature should move in
556 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
557 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
558 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
560 * 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
561 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
562 * the last direction the creature has successfully 440 * the last direction the creature has successfully
563 * moved. 441 * moved.
564 */ 442 */
565
566 x = lastx + freearr_x[absdir (lastdir + i)];
567 y = lasty + freearr_y[absdir (lastdir + i)];
568 m = lastmap; 443 pos = lastpos;
569 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
570 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
571 continue; 447 continue;
572 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
573 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
574 continue; 452 continue;
575 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
576 continue; 455 continue;
577 456
578 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
579 break; 458 break;
580 } 459 }
460
581 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
582 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
583 */ 463 */
584 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
585 return 0; 465 return 0;
466
586 diff--; 467 diff--;
587 lastdir = dir; 468 lastdir = dir;
588 max--; 469 max--;
589 if (!firstdir) 470 if (!firstdir)
590 firstdir = dir + i; 471 firstdir = dir + i;
594 { 475 {
595 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
596 diff--; 477 diff--;
597 max--; 478 max--;
598 lastdir = dir; 479 lastdir = dir;
480
599 if (!firstdir) 481 if (!firstdir)
600 firstdir = dir; 482 firstdir = dir;
601 } 483 }
484
602 if (diff <= 1) 485 if (diff <= 1)
603 { 486 {
604 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 488 * headed toward player for entire distance.
606 */ 489 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
608 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));
609 } 492 }
493
610 if (diff > max) 494 if (diff > max)
611 return 0; 495 return 0;
612 } 496 }
497
613 /* 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 */
614 if (!max) 499 if (!max)
615 return 0; 500 return 0;
616 501
617 return firstdir; 502 return firstdir;
618} 503}
619 504
620void 505void
621give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
622{ 507{
623 object *op, *next = NULL;
624
625 if (pl->randomitems != NULL) 508 if (pl->randomitems)
626 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
627 510
628 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
629 { 512 {
630 next = op->below; 513 next = op->below;
631 514
632 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
633 * 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
634 */ 517 */
635 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
636 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
637 520
638 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
639 * by this player due to race restrictions 522 * by this player due to race restrictions
640 */ 523 */
641 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
642 { 525 {
643 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
644 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
645 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
646 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
647 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))
648 { 533 {
649 op->destroy (); 534 op->destroy ();
650 continue; 535 continue;
651 } 536 }
652 } 537 }
653 538
654 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
655 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
656 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */ 542 */
660 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
661 { 544 {
662 object *tmp;
663
664 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
666 break;
667
668 if (tmp)
669 { 547 {
670 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
671 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
672 continue; 551 break;
673 } 552 }
674 553
675 if (op->nrof > 1) 554 if (op->nrof > 1)
676 op->nrof = 1; 555 op->nrof = 1;
677 } 556 }
678 557
679 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
680 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683 560
684 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
685 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
686 * merged properly. 563 * merged properly.
687 */ 564 */
688 if (need_identify (op)) 565 if (op->need_identify ())
689 {
690 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
694 if (op->type == SPELL) 572 if (op->type == SPELL)
695 { 573 {
696 op->destroy (); 574 op->destroy ();
697 continue; 575 continue;
698 } 576 }
699 else if (op->type == SKILL) 577 else if (op->type == SKILL)
700 { 578 {
701 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
702 op->stats.exp = 0; 580 op->stats.exp = 0;
703 op->level = 1; 581 op->level = 1;
704 } 582 }
705 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
706 else 584 op->set_flag (FLAG_INV_LOCKED);
707 SET_FLAG (op, FLAG_INV_LOCKED);
708 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
709 586
710 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
711 link_player_skills (pl); 588 pl->contr->link_skills ();
712}
713
714void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795} 589}
796 590
797void 591void
798get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
799{ 593{
800 if (party == NULL) 594 if (party == NULL)
801 { 595 {
802 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 596 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
803 return; 597 return;
804 } 598 }
599
805 op->contr->write_buf[0] = '\0'; 600 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 602 op->contr->party_to_join = party;
808 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
809} 604}
810
811 605
812/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813int 607static int
814roll_stat (void) 608roll_stat ()
815{ 609{
816 int a[4], i, j, k; 610 int a[4], i, j, k;
817 611
818 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
819 a[i] = (int) RANDOM () % 6 + 1; 613 a[i] = rndm (1, 6);
820 614
821 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 616 if (a[i] < k)
823 k = a[i], j = i; 617 k = a[i], j = i;
824 618
825 for (i = 0, k = 0; i < 4; i++) 619 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 620 if (i != j)
828 k += a[i]; 621 k += a[i];
829 } 622
830 return k; 623 return k;
831} 624}
832 625
833void 626void
834roll_stats (object *op) 627object::roll_stats ()
835{ 628{
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
836 int sum = 0; 633 int sum = 0;
837 int i = 0, j = 0; 634 for (int i = NUM_STATS; i--; )
838 int statsort[7]; 635 sum += statsort [i] = roll_stat ();
839 636
840 do 637 if (sum >= 82 && sum <= 116)
638 break;
841 { 639 }
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 }
851 while (sum < 82 || sum > 116);
852 640
853 /* Sort the stats so that rerolling is easier... */ 641 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 643
862 /* a quick and dirty bubblesort? */ 644 for (int i = 0; i < NUM_STATS; ++i)
863 do 645 stats.stat (i) = statsort [i];
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878 646
879 op->stats.Str = statsort[0];
880 op->stats.Dex = statsort[1];
881 op->stats.Con = statsort[2];
882 op->stats.Int = statsort[3];
883 op->stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6];
886
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 647 stats.exp = 0;
898 op->stats.ac = 0; 648 stats.ac = 0;
899 649
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 650 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 651 stats.sp = stats.maxsp;
907 op->stats.grace = op->stats.maxgrace; 652 stats.grace = stats.maxgrace;
653
654 if (contr)
655 {
656 contr->levhp[1] = 9;
657 contr->levsp[1] = 6;
658 contr->levgrace[1] = 3;
659
908 op->contr->orig_stats = op->stats; 660 contr->orig_stats = stats;
661 }
909} 662}
910 663
911void 664void
912Roll_Again (object *op) 665object::swap_stats (int a, int b)
913{ 666{
914 esrv_new_player (op->contr, 0); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
917}
918 668
919void 669 for (int i = 0; i < NUM_STATS; ++i)
920Swap_Stat (object *op, int Swap_Second) 670 stats.stat (i) = contr->orig_stats.stat (i);
671
672 //TODO: the following code looks so borked and should, at the very least,
673 // be merged with the similar code in roll_stats
674 stats.ac = 0;
675
676 level = 1;
677 stats.exp = 0;
678 stats.ac = 0;
679
680 stats.hp = stats.maxhp;
681 stats.sp = stats.maxsp;
682 stats.grace = stats.maxgrace;
683
684 if (contr)
685 {
686 contr->levhp[1] = 9;
687 contr->levsp[1] = 6;
688 contr->levgrace[1] = 3;
689
690 contr->orig_stats = stats;
691 }
692}
693
694static void
695start_info (object *op)
921{ 696{
922 signed char tmp;
923 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
924 698
925 if (op->contr->Swap_First == -1) 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str;
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf);
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 701}
1040 702
1041/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
1045 * not the class. 707 * not the class.
1046 */ 708 */
1047 709void
1048int 710player::chargen_race_done ()
1049key_change_class (object *op, char key)
1050{ 711{
1051 int tmp_loop;
1052
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D')
1060 {
1061 char buf[MAX_BUF];
1062
1063 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1066 714
715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
716 if (tl)
717 create_treasure (tl, ob, 0, 0, 0);
718
1067 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr);
1069 720
1070 op->contr->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
1071 722
1072 if (op->msg) 723 if (ob->msg)
1073 op->msg = NULL; 724 ob->msg = 0;
1074 725
1075 /* We create this now because some of the unique maps will need it
1076 * to save here.
1077 */
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1079 make_path_to_file (buf);
1080
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 726 start_info (ob);
1085 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
1087 link_player_skills (op);
1088 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
1089 fix_player (op); 730 ob->update_stats ();
1090 731
1091 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
1092 * is one for this race 733 * is one for this race
1093 */ 734 */
1094 if (*first_map_ext_path) 735 if (*first_map_ext_path)
1095 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1096 object *tmp;
1097 char mapname[MAX_BUF];
1098
1099 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1100 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x;
1103 EXIT_Y (tmp) = op->y;
1104 enter_exit (op, tmp); /* we don't really care if it succeeded;
1105 * if the map isn't there, then stay on the
1106 * default initial map */
1107 tmp->destroy ();
1108 }
1109 else 737 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 739}
1113 return 0;
1114 }
1115 740
741void
742player::chargen_race_next ()
743{
1116 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1118 */ 746 */
1119 747
1120 tmp_loop = 0; 748 do
1121 while (!tmp_loop)
1122 { 749 {
1123 shstr name = op->name; 750 shstr name = ob->name;
1124 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
1125 752
1126 remove_statbonus (op); 753 ob->remove_statbonus ();
1127 op->remove (); 754 ob->remove ();
1128 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1129 op->arch->clone.copy_to (op); 756 ob->arch->copy_to (ob);
1130 op->instantiate (); 757 ob->instantiate ();
1131 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1132 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
1133 op->x = x; 760 ob->x = x;
1134 op->y = y; 761 ob->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1137 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
1138 add_statbonus (op); 765 ob->add_statbonus ();
1139 tmp_loop = allowed_class (op);
1140 } 766 }
767 while (!allowed_class (ob));
1141 768
1142 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
1144 fix_player (op); 771 ob->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1147 op->stats.grace = 0; 774 ob->stats.grace = 0;
1148
1149 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0;
1154} 775}
1155 776
1156int 777static void
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203}
1204
1205void
1206flee_player (object *op) 778flee_player (object *op)
1207{ 779{
1208 int dir, diff; 780 int dir, diff;
1209 rv_vector rv; 781 rv_vector rv;
1210 782
1211 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
1212 { 784 {
1213 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1214 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1215 return; 787 return;
1216 } 788 }
1217 789
1218 if (op->enemy == NULL) 790 if (!op->enemy)
1219 { 791 {
1220 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1221 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1222 return; 794 return;
1223 } 795 }
1224 796
1225 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1226 * op->enemy_count, it is possible that something destroys the
1227 * actual enemy, and the object is recycled.
1228 */
1229 if (op->enemy->map == NULL)
1230 { 798 {
1231 CLEAR_FLAG (op, FLAG_SCARED);
1232 op->enemy = NULL; 799 op->enemy = NULL;
800 op->clr_flag (FLAG_SCARED);
1233 return; 801 return;
1234 } 802 }
1235 803
1236 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1237 {
1238 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED);
1240 return;
1241 }
1242 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1243 805
1244 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1246 { 808 {
1247 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1248 810
1249 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1250 {
1251 return; 812 return;
1252 }
1253 } 813 }
814
1254 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1256 op->enemy = NULL; 817 op->enemy = NULL;
1257} 818}
1258 819
1259
1260/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1261 * IT returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1262 * stop. 822 * stop.
1263 */ 823 */
1264int 824int
1265check_pick (object *op) 825check_pick (object *op)
1266{ 826{
1267 object *tmp, *next; 827 object *tmp, *next;
1268 int stop = 0; 828 int stop = 0;
1269 int j, k, wvratio; 829 int wvratio;
1270 char putstring[128], tmpstr[16];
1271 830
1272 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1273 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1274 return 1; 833 return 1;
1275 834
1276 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1277 839
1278 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1279 * destroyed */ 841 * destroyed */
1280 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1281 { 843 {
1282 tmp = next; 844 tmp = next;
1283 next = tmp->below; 845 next = tmp->below;
1284 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1285 if (op->destroyed ()) 853 if (op->destroyed ())
1286 return 0; 854 return 0;
1287 855
1288 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1289 continue; 857 continue;
1290 858
1291 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1292 { 860 {
1293 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1294 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1295 continue; 864 continue;
1296 } 865 }
1297 866
1298 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1299 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1300 { 929 {
1301 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1302 { 993 {
1303 case 0: 994 CHK_PICK_PICKUP;
1304 return 1; /* don't pick up */ 995 continue;
1305 case 1:
1306 pick_up (op, tmp);
1307 return 1;
1308 case 2:
1309 pick_up (op, tmp);
1310 return 0;
1311 case 3:
1312 return 0; /* stop before pickup */
1313 case 4:
1314 pick_up (op, tmp);
1315 break;
1316 case 5:
1317 pick_up (op, tmp);
1318 stop = 1;
1319 break;
1320 case 6:
1321 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1322 pick_up (op, tmp);
1323 break;
1324
1325 case 7:
1326 if (tmp->type == MONEY || tmp->type == GEM)
1327 pick_up (op, tmp);
1328 break;
1329
1330 default:
1331 /* use value density */
1332 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1333 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1334 pick_up (op, tmp);
1335 } 996 }
1336 } 997 }
1337 else 998
1338 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1339 /* NEW pickup handling */
1340 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1341 { 1005 {
1342 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1343 if (tmp->name != NULL)
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1346 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 }
1380 /* philosophy:
1381 * It's easy to grab an item type from a pile, as long as it's
1382 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a
1384 * grab-as-you-run type mode that's really useful for arrows for
1385 * example.
1386 * The drawback: right now it has no frontend, so you need to
1387 * stick the bits you want into a calculator in hex mode and then
1388 * convert to decimal and then 'pickup <#>
1389 */
1390
1391 /* the first two modes are exclusive: if NOTHING we return, if
1392 * STOP then we stop. All the rest are applied sequentially,
1393 * meaning if any test passes, the item gets picked up. */
1394
1395 /* if mode is set to pick nothing up, return */
1396
1397 if (op->contr->mode & PU_NOTHING)
1398 return 1;
1399
1400 /* if mode is set to stop when encountering objects, return */
1401 /* take STOP before INHIBIT since it doesn't actually pick
1402 * anything up */
1403
1404 if (op->contr->mode & PU_STOP)
1405 return 0;
1406
1407 /* useful for going into stores and not losing your settings... */
1408 /* and for battles wher you don't want to get loaded down while
1409 * fighting */
1410 if (op->contr->mode & PU_INHIBIT)
1411 return 1;
1412
1413 /* prevent us from turning into auto-thieves :) */
1414 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1415 continue; 1007 continue;
1008 }
1416 1009
1417 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1418 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1419 continue; 1015 continue;
1016 }
1420 1017
1421 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1422 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1423 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1424 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1425 { 1089 {
1426 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1427 continue; 1091 continue;
1428 } 1092 }
1093 }
1429 1094
1095 /* misc stuff that's useful */
1430 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1431 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1432 { 1098 {
1433 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1434 continue; 1100 continue;
1435 } 1101 }
1436 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1437 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1438 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1439 { 1110 */
1440 pick_up (op, tmp);
1441 continue;
1442 }
1443
1444 /* spellbooks, skillscrolls and normal books/scrolls */
1445 if (op->contr->mode & PU_SPELLBOOK)
1446 if (tmp->type == SPELLBOOK)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 if (op->contr->mode & PU_SKILLSCROLL)
1453 if (tmp->type == SKILLSCROLL)
1454 {
1455 pick_up (op, tmp);
1456 continue;
1457 }
1458
1459 if (op->contr->mode & PU_READABLES)
1460 if (tmp->type == BOOK || tmp->type == SCROLL)
1461 {
1462 pick_up (op, tmp);
1463 continue;
1464 }
1465
1466 /* wands/staves/rods/horns */
1467 if (op->contr->mode & PU_MAGIC_DEVICE)
1468 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1469 {
1470 pick_up (op, tmp);
1471 continue;
1472 }
1473
1474 /* pick up all magical items */
1475 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1476 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1477 {
1478 pick_up (op, tmp);
1479 continue;
1480 }
1481
1482 if (op->contr->mode & PU_VALUABLES)
1483 { 1113 {
1484 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1485 { 1117 {
1486 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1487 continue;
1488 } 1119 }
1489 }
1490
1491 /* rings & amulets - talismans seems to be typed AMULET */
1492 if (op->contr->mode & PU_JEWELS)
1493 if (tmp->type == RING || tmp->type == AMULET)
1494 {
1495 pick_up (op, tmp);
1496 continue;
1497 }
1498
1499 /* we don't forget dragon food */
1500 if (op->contr->mode & PU_FLESH)
1501 if (tmp->type == FLESH)
1502 {
1503 pick_up (op, tmp);
1504 continue;
1505 }
1506
1507 /* bows and arrows. Bows are good for selling! */
1508 if (op->contr->mode & PU_BOW)
1509 if (tmp->type == BOW)
1510 {
1511 pick_up (op, tmp);
1512 continue;
1513 }
1514
1515 if (op->contr->mode & PU_ARROW)
1516 if (tmp->type == ARROW)
1517 {
1518 pick_up (op, tmp);
1519 continue;
1520 }
1521
1522 /* all kinds of armor etc. */
1523 if (op->contr->mode & PU_ARMOUR)
1524 if (tmp->type == ARMOUR)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_HELMET)
1531 if (tmp->type == HELMET)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_SHIELD)
1538 if (tmp->type == SHIELD)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 if (op->contr->mode & PU_BOOTS)
1545 if (tmp->type == BOOTS)
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 if (op->contr->mode & PU_GLOVES)
1552 if (tmp->type == GLOVES)
1553 {
1554 pick_up (op, tmp);
1555 continue;
1556 }
1557
1558 if (op->contr->mode & PU_CLOAK)
1559 if (tmp->type == CLOAK)
1560 {
1561 pick_up (op, tmp);
1562 continue;
1563 }
1564
1565 /* hoping to catch throwing daggers here */
1566 if (op->contr->mode & PU_MISSILEWEAPON)
1567 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1568 {
1569 pick_up (op, tmp);
1570 continue;
1571 }
1572
1573 /* careful: chairs and tables are weapons! */
1574 if (op->contr->mode & PU_ALLWEAPON)
1575 {
1576 if (tmp->type == WEAPON && tmp->name != NULL)
1577 {
1578 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1579 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1580 {
1581 pick_up (op, tmp);
1582 continue;
1583 }
1584 }
1585
1586 if (tmp->type == WEAPON && tmp->name == NULL)
1587 {
1588 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1589 {
1590 pick_up (op, tmp);
1591 continue;
1592 }
1593 }
1594 }
1595
1596 /* misc stuff that's useful */
1597 if (op->contr->mode & PU_KEY)
1598 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1599 {
1600 pick_up (op, tmp);
1601 continue;
1602 }
1603
1604 /* any of the last 4 bits set means we use the ratio for value
1605 * pickups */
1606 if (op->contr->mode & PU_RATIO)
1607 {
1608 /* use value density to decide what else to grab */
1609 /* >=7 was >= op->contr->mode */
1610 /* >=7 is the old standard setting. Now we take the last 4 bits
1611 * and multiply them by 5, giving 0..15*5== 5..75 */
1612 wvratio = (op->contr->mode & PU_RATIO) * 5;
1613 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1614 {
1615 pick_up (op, tmp);
1616#if 0
1617 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1618 if (tmp->name != NULL)
1619 {
1620 fprintf (stderr, "%s", tmp->name);
1621 }
1622 else 1120 else
1623 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1624 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1625 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1626#endif 1124#endif
1125 CHK_PICK_PICKUP;
1627 continue; 1126 continue;
1628 }
1629 } 1127 }
1630 } /* the new pickup model */ 1128 } /* the new pickup model */
1631 } 1129 }
1632 1130
1633 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1634} 1167}
1635 1168
1636/* 1169/*
1637 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1638 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1639 * found object is returned. 1172 * found object is returned.
1640 */ 1173 */
1641object * 1174static object *
1642find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1643{ 1176{
1644 object *tmp = NULL;
1645
1646 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1647 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1648 tmp = find_arrow (op, type);
1649 else if (op->type == ARROW && op->race == type) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1650 return op; 1186 return arrow;
1187 }
1188
1651 return tmp; 1189 return 0;
1652} 1190}
1653 1191
1654/* 1192/*
1655 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1656 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1657 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1658 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1659 */ 1197 */
1660 1198static object *
1661object *
1662find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1663{ 1200{
1664 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1665 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1666 1203
1667 if (!type) 1204 if (!type)
1668 return NULL; 1205 return NULL;
1669 1206
1670 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1671 { 1208 {
1672 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1673 { 1210 {
1674 i = 0; 1211 i = 0;
1675 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1676 if (i > betterby) 1214 if (i > betterby)
1677 { 1215 {
1678 tmp = ntmp; 1216 tmp = ntmp;
1679 betterby = i; 1217 betterby = i;
1680 } 1218 }
1681 } 1219 }
1682 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1683 { 1221 {
1684 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1685 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1686 { 1224 {
1687 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1688 { 1226 {
1689 *better = 100; 1227 *better = 100;
1690 return arrow; 1228 return arrow;
1698 else 1236 else
1699 { 1237 {
1700 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1701 { 1239 {
1702 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1703 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1704 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1705 { 1243 {
1706 tmp = arrow; 1244 tmp = arrow;
1707 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1708 } 1246 }
1709 } 1247 }
1248
1710 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1711 { 1250 {
1712 tmp = arrow; 1251 tmp = arrow;
1713 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1714 } 1253 }
1254
1715 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1716 { 1256 {
1717 tmp = arrow; 1257 tmp = arrow;
1718 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1719 } 1259 }
1720 } 1260 }
1721 } 1261 }
1722 } 1262 }
1263
1723 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1724 return find_arrow (op, type); 1265 return find_arrow (op, type);
1725 1266
1726 *better = betterby; 1267 *better = betterby;
1727 return tmp; 1268 return tmp;
1731 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1732 * op = the shooter 1273 * op = the shooter
1733 * type = bow->race 1274 * type = bow->race
1734 * dir = fire direction 1275 * dir = fire direction
1735 */ 1276 */
1736 1277static object *
1737object *
1738pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1739{ 1279{
1740 object *tmp = NULL; 1280 object *tmp = NULL;
1741 maptile *m; 1281 maptile *m;
1742 int i, mflags, found, number; 1282 int i, mflags, found, number;
1743 sint16 x, y; 1283 sint16 x, y;
1758 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1759 { 1299 {
1760 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1761 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1762 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1763 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1764 { 1305 {
1765 tmp = NULL; 1306 tmp = 0;
1766 break; 1307 break;
1767 } 1308 }
1768 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1769 { 1310 {
1770 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1771 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1772 */ 1313 */
1773 tmp = NULL; 1314 tmp = 0;
1774 break; 1315 break;
1775 } 1316 }
1317
1776 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1777 {
1778 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1779 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1780 {
1781 found++;
1782 break;
1783 }
1784 if (found)
1785 break; 1321 break;
1786 }
1787 } 1322 }
1788 if (tmp == NULL) 1323
1324 if (!tmp)
1789 return find_arrow (op, type); 1325 return find_arrow (op, type);
1790 1326
1791 if (tmp->head) 1327 if (tmp->head)
1792 tmp = tmp->head; 1328 tmp = tmp->head;
1793 1329
1806 */ 1342 */
1807int 1343int
1808fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1809{ 1345{
1810 object *left, *bow; 1346 object *left, *bow;
1811 int bowspeed, mflags; 1347 int mflags;
1812 maptile *m; 1348 maptile *m;
1813 1349
1814 if (!dir) 1350 if (!dir)
1815 { 1351 {
1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1817 return 0; 1353 return 0;
1818 } 1354 }
1819 if (op->type == PLAYER) 1355
1820 bow = op->contr->ranges[range_bow]; 1356 if (op->contr)
1357 bow = op->current_weapon;
1821 else 1358 else
1822 { 1359 {
1823 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1824 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* Don't check for applied - monsters don't apply bows - in that way, they
1825 * don't need to switch back and forth between bows and weapons. 1362 * don't need to switch back and forth between bows and weapons.
1830 if (!bow) 1367 if (!bow)
1831 { 1368 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1370 return 0;
1834 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1835 } 1375 }
1376
1836 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1837 { 1378 {
1838 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1839 return 0; 1380 return 0;
1840 } 1381 }
1841
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843
1844 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1847 if (bowspeed < 1)
1848 bowspeed = 1;
1849 1382
1850 if (arrow == NULL) 1383 if (arrow == NULL)
1851 { 1384 {
1852 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1853 { 1386 {
1854 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1856 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1857 else 1390 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1859 return 0; 1393 return 0;
1860 } 1394 }
1861 } 1395 }
1396
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1398 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1399 return 0;
1866 } 1400
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1401 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1402 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1870 return 0; 1404 return 0;
1871 } 1405 }
1872 1406
1873 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1874 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1875 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1876 arrow->destroy (); 1411 arrow->destroy ();
1877 return 0; 1412 return 0;
1878 } 1413 }
1879 1414
1880 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1882 if (arrow == NULL) 1417 if (!arrow)
1883 { 1418 {
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 return 0; 1420 return 0;
1886 } 1421 }
1887 set_owner (arrow, op); 1422
1423 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1425 arrow->direction = dir;
1891 arrow->x = sx; 1426
1892 arrow->y = sy; 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1428 arrow->stats.hp = arrow->stats.dam;
1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1431
1432#if 0
1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1449 /* update the speed */
1450
1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1893 1458
1894 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1895 { 1460 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op);
1898 }
1899
1900 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying);
1906
1907 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper.
1909 */
1910
1911 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912
1913 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916
1917 if (arrow->speed < 1.0)
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0;
1921
1922 if (op->type == PLAYER)
1923 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1925 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1926 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1927
1928 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1929 } 1468 }
1930 else 1469 else
1931 { 1470 {
1932 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1933 arrow->level = op->level; 1471 arrow->level = op->level;
1934 } 1472 arrow->stats.wc -= bow->magic;
1935 1473
1936 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1937 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1938 1479
1939 if (bow->slaying != NULL) 1480 wc -= arrow->level;
1940 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1941 1482
1942 arrow->map = m; 1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1943 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1486
1946 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1947 insert_ob_in_map (arrow, m, op, 0); 1488 m->insert (arrow, sx, sy, op);
1948 1489
1949 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1491 move_arrow (arrow);
1951
1952 if (op->type == PLAYER)
1953 {
1954 if (left->destroyed ())
1955 esrv_del_item (op->contr, left->count);
1956 else
1957 esrv_send_item (op, left);
1958 }
1959 1492
1960 return 1; 1493 return 1;
1961} 1494}
1962 1495
1963/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1965 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1966 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1967 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1968 * hence the function name. 1501 * hence the function name.
1969 */ 1502 */
1970int 1503static int
1971player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1972{ 1505{
1973 int ret = 0, wcmod = 0; 1506 int ret;
1974 1507
1975 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1976 { 1509 {
1977 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1978 } 1511 }
1979 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1980 { 1513 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1982 wcmod = -1;
1983 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1984 } 1516 }
1985 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1986 { 1518 {
1987 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1988 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1989 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1990 } 1522 }
1991 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1992 { 1524 {
1993 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1995 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1996
1997 } 1528 }
1998 else 1529 else
1999 { 1530 {
2000 /* Simple case */ 1531 /* Simple case */
2001 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2002 } 1533 }
1534
2003 return ret; 1535 return ret;
2004} 1536}
2005
2006 1537
2007/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
2008 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
2009 */ 1540 */
2010void 1541static void
2011fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
2012{ 1543{
2013 object *item; 1544 object *item = op->contr->ranged_ob;
2014 1545
2015 if (!op->contr->ranges[range_misc]) 1546 if (!item)
2016 { 1547 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2018 return; 1549 return;
2019 } 1550 }
2020 1551
2021 item = op->contr->ranges[range_misc];
2022 if (!item->inv) 1552 if (!item->inv)
2023 { 1553 {
2024 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2025 return; 1555 return;
2026 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
2027 if (item->type == WAND) 1561 if (item->type == WAND)
2028 { 1562 {
2029 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
2030 { 1564 {
2031 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
2033 return; 1568 return;
2034 } 1569 }
2035 } 1570 }
2036 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
2037 { 1572 {
2038 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2039 { 1578 {
2040 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
2041 if (item->type == ROD) 1581 if (item->type == ROD)
2042 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2043 else 1583 else
2044 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
2045 return; 1586 return;
2046 } 1587 }
2047 } 1588 }
2048 1589
2049 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
2050 { 1591 {
2051 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
2052 if (item->type == WAND) 1594 if (item->type == WAND)
2053 { 1595 {
2054 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
2055 { 1597 {
2056 object *tmp; 1598 object *tmp;
2057 1599
2058 if (item->arch) 1600 if (item->arch)
2059 { 1601 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
2062 item->speed = 0; 1604 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1605 }
2065 if ((tmp = is_player_inv (item))) 1606
1607 if (object *pl = item->visible_to ())
2066 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
2067 } 1609 }
2068 } 1610 }
2069 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1612 drain_rod_charge (item);
2072 }
2073 } 1613 }
2074} 1614}
2075 1615
2076/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
2077 */ 1617 */
2078void 1618bool
2079fire (object *op, int dir) 1619fire (object *who, int dir)
2080{ 1620{
2081 int spellcost = 0; 1621 int spellcost = 0;
2082 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
2083 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
2084 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
2085 make_visible (op); 1646 make_visible (who);
2086 1647
2087 switch (op->contr->shoottype) 1648 switch (ob->type)
2088 { 1649 {
2089 case range_none: 1650 case BOW:
2090 return;
2091
2092 case range_bow:
2093 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
2094 return; 1652 break;
2095 1653
2096 case range_magic: /* Casting spells */ 1654 case SPELL:
2097 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2098 return; 1656 break;
2099 1657
2100 case range_misc: 1658 case BUILDER:
2101 fire_misc_object (op, dir);
2102 return;
2103
2104 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir);
2112 return;
2113
2114 case range_skill:
2115 if (!op->chosen_skill)
2116 {
2117 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return;
2120 }
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return;
2123 case range_builder:
2124 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
2125 return; 1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
2126 default: 1670 default:
2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
2128 return; 1672 break;
2129 } 1673 }
2130}
2131 1674
1675 return true;
1676}
2132 1677
2133 1678static object *
2134/* find_key
2135 * We try to find a key for the door as passed. If we find a key
2136 * and successfully use it, we return the key, otherwise NULL
2137 * This function merges both normal and locked door, since the logic
2138 * for both is the same - just the specific key is different.
2139 * pl is the player,
2140 * inv is the objects inventory to searched
2141 * door is the door we are trying to match against.
2142 * This function can be called recursively to search containers.
2143 */
2144
2145object *
2146find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
2147{ 1680{
2148 object *tmp, *key; 1681 object *tmp, *key;
2149 1682
2150 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
2151 if (container->inv == NULL) 1684 if (!container->inv)
2152 return NULL; 1685 return 0;
2153 1686
2154 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
2156 { 1689 {
2157 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
2158 break; 1691 break;
1692
2159 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
2160 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
2161 */ 1695 */
2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2163 break; 1697 break;
2164 } 1698 }
1699
2165 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
2166 /* If we find and use a key in an inventory, return at that time. 1701 /* If we find and use a key in an inventory, return at that time.
2167 * otherwise, if we search all the inventories and still don't find 1702 * otherwise, if we search all the inventories and still don't find
2168 * a key, return 1703 * a key, return
2169 */ 1704 */
2170 if (!tmp) 1705 if (!tmp)
2171 { 1706 {
2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
2173 {
2174 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
2175 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
2176 {
2177 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
2178 return key; 1711 return key;
2179 } 1712
2180 }
2181 if (!tmp) 1713 if (!tmp)
2182 return NULL; 1714 return 0;
2183 } 1715 }
1716
2184 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
2185 * see if we actually want to use it 1718 * see if we actually want to use it
2186 */ 1719 */
2187 if (pl != container) 1720 if (pl != container)
2188 { 1721 {
2189 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
2190 if (!pl->contr) 1723 if (!pl->contr)
2191 return NULL; 1724 return 0;
1725
2192 /* cases where this fails: 1726 /* cases where this fails:
2193 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
2194 * are not in the players inventory. 1728 * are not in the players inventory.
2195 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
2196 * containers can be used. 1730 * containers can be used.
2200 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
2201 * 1735 *
2202 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
2203 * all the others. 1737 * all the others.
2204 */ 1738 */
2205 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
2206 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
2207 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2208 { 1742 {
2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2210 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2211 return NULL; 1745 return NULL;
2212 } 1746 }
2213 } 1747 }
1748
2214 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
2215} 1775}
2216 1776
2217/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
2218 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
2219 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
2220 * 0 otherwise 1780 * 0 otherwise
2221 */ 1781 */
2222static int 1782static int
2223player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
2224{ 1784{
2225
2226 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* If its a door, try to find a key. If we do destroy the door,
2227 * might as well return immediately as there is nothing more to do - 1786 * might as well return immediately as there is nothing more to do -
2228 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
2229 */ 1788 */
2230 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
2231 1790
2232 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
2233 if (key) 1792 if (key)
2234 { 1793 {
2235 object *container = key->env; 1794 object *container = key->env;
2236 1795
2237 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2238 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
2239 make_visible (op); 1797 make_visible (op);
1798
2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
2242 if (door->type == DOOR) 1802 if (door->type == DOOR)
2243 {
2244 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2245 }
2246 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
2247 { 1805 {
2248 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2249 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2250 } 1808 }
1809
2251 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2252 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2253 /* Need to update the weight the container the key was in */ 1812
2254 if (container != op)
2255 esrv_update_item (UPD_WEIGHT, op, container);
2256 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2257 } 1814 }
2258 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2259 { 1816 {
2260 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2261 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2262 return 1; 1819 return 1;
2263 } 1820 }
1821
2264 return 0; 1822 return 0;
2265} 1823}
2266 1824
2267/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2268 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2272 */ 1830 */
2273 1831bool
2274void
2275move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2276{ 1833{
2277 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2278 sint16 nx, ny; 1835 {
2279 int on_battleground; 1836 --op->speed_left;
2280 maptile *m; 1837 return true;
1838 }
2281 1839
2282 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2284 1842
2285 on_battleground = op_on_battleground (op, NULL, NULL); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2286 1845
2287 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2288 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2289 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2290 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2291 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2292 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2293 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2294 * move_ob uses. 1853 * move_ob uses.
2295 */ 1854 */
2296 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2297 { 1870 }
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 /* no monster == player tries to move into a wall or so */
1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
2299 { 1877 {
2300 m = get_map_from_coord (op->map, &nx, &ny); 1878 if (ob->move_block == MOVE_ALL)
2301 if (!m) 1879 move_into_wall (op, ob);
2302 return; /* Don't think this should happen */ 1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
1898
1899 mon = mon->head_ ();
1900
1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1902 if (op->contr->weapon_sp_left > 0.f)
1903 if (player_attack_door (op, mon))
1904 {
1905 --op->contr->weapon_sp_left;
1906 return true;
1907 }
1908
1909 /* The following deals with possibly attacking peaceful
1910 * or friendly creatures. Basically, all players are considered
1911 * unaggressive. If the moving player has peaceful set, then the
1912 * object should be pushed instead of attacked. It is assumed that
1913 * if you are braced, you will not attack friends accidently,
1914 * and thus will not push them.
1915 */
1916
1917 /* If the creature is a pet, push it even if the player is not
1918 * peaceful. Our assumption is the creature is a pet if the
1919 * player owns it and it is either friendly or unagressive.
1920 */
1921 if (op->type == PLAYER
1922 && ((mon->owner && mon->owner->contr
1923 && same_party (mon->owner->contr->party, op->contr->party))
1924 || mon->owner == op)
1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1926 {
1927 /* If we're braced, we don't want to switch places with it */
1928 if (op->contr->braced)
1929 return false;
1930
1931 if (op->speed_left > 0.f)
1932 {
1933 --op->speed_left;
1934
1935 op->play_sound (sound_find ("push_player"));
1936 push_ob (mon, dir, op);
1937
1938 if (action_makes_visible (op))
1939 make_visible (op);
1940
1941 return true;
2303 } 1942 }
2304 else 1943 else
2305 m = op->map;
2306
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return; 1944 return false;
2311 } 1945 }
2312 1946
2313 mon = NULL; 1947 bool on_battleground = op_on_battleground (op, 0, 0);
2314 /* Go through all the objects, and find ones of interest. Only stop if
2315 * we find a monster - that is something we know we want to attack.
2316 * if its a door or barrel (can roll) see if there may be monsters
2317 * on the space
2318 */
2319 while (tmp != NULL)
2320 {
2321 if (tmp == op)
2322 {
2323 tmp = tmp->above;
2324 continue;
2325 }
2326 1948
2327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2328 {
2329 mon = tmp;
2330 break;
2331 }
2332
2333 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2334 mon = tmp;
2335
2336 tmp = tmp->above;
2337 }
2338
2339 if (mon == NULL) /* This happens anytime the player tries to move */
2340 return; /* into a wall */
2341
2342 if (mon->head != NULL)
2343 mon = mon->head;
2344
2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2346 if (player_attack_door (op, mon))
2347 return;
2348
2349 /* The following deals with possibly attacking peaceful
2350 * or frienddly creatures. Basically, all players are considered
2351 * unaggressive. If the moving player has peaceful set, then the
2352 * object should be pushed instead of attacked. It is assumed that
2353 * if you are braced, you will not attack friends accidently,
2354 * and thus will not push them.
2355 */
2356
2357 /* If the creature is a pet, push it even if the player is not
2358 * peaceful. Our assumption is the creature is a pet if the
2359 * player owns it and it is either friendly or unagressive.
2360 */
2361 if ((op->type == PLAYER)
2362#if COZY_SERVER
2363 &&
2364 ((get_owner (mon) && get_owner (mon)->contr
2365 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2366#else
2367 && get_owner (mon) == op
2368#endif
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 {
2371 /* If we're braced, we don't want to switch places with it */
2372 if (op->contr->braced)
2373 return;
2374 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2375 (void) push_ob (mon, dir, op);
2376 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op);
2378 return;
2379 }
2380
2381 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2383 * someone, but put it inside this loop so that you won't 1951 * someone, but put it inside this loop so that you won't
2384 * attack them either. 1952 * attack them either.
2385 */ 1953 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 1954 if ((mon->type == PLAYER || mon->enemy != op)
2387 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2388#ifdef PROHIBIT_PLAYERKILL 1956 && ((op->contr->peaceful
2389 (op->contr->peaceful 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2390 || (mon->type == PLAYER 1958 && !on_battleground))
2391 && mon->contr-> 1959 {
2392 peaceful)) && 1960 if (op->speed_left > 0.f)
2393#else
2394 op->contr->peaceful &&
2395#endif
2396 !on_battleground))
2397 { 1961 {
1962 --op->speed_left;
1963
2398 if (!op->contr->braced) 1964 if (!op->contr->braced)
2399 { 1965 {
2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2401 (void) push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2402 } 1968 }
2403 else 1969 else
2404 { 1970 op->statusmsg ("You withhold your attack");
2405 new_draw_info (0, 0, op, "You withhold your attack"); 1971
2406 }
2407 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2408 make_visible (op); 1973 make_visible (op);
2409 }
2410 1974
1975 return true;
1976 }
1977 }
2411 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2412 * roll it if not braced. You can't roll it if you are braced. 1979 * roll it if not braced. You can't roll it if you are braced.
2413 */ 1980 */
2414 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1982 {
1983 if (op->speed_left > 0.f)
2415 { 1984 {
1985 --op->speed_left;
1986
2416 recursive_roll (mon, dir, op); 1987 recursive_roll (mon, dir, op);
2417 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2418 make_visible (op); 1989 make_visible (op);
2419 }
2420 1990
1991 return true;
1992 }
1993 }
2421 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2422 * Way it works is like this: First, it must have some hit points 1995 * Way it works is like this: First, it must have some hit points
2423 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2424 * 1) Not a player, 2) A player, but of a different party. Note 1997 * 1) Not a player, 2) A player, but of a different party. Note
2425 * that party_number -1 is no party, so attacks can still happen. 1998 * that party_number -1 is no party, so attacks can still happen.
2426 */ 1999 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2429 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2430 { 2002 {
2431 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2432 /* If the player hasn't hit something this tick, and does
2433 * so, give them speed boost based on weapon speed. Doing
2434 * it here is better than process_players2, which basically
2435 * incurred a 1 tick offset.
2436 */
2437 if (!op->contr->has_hit)
2438 { 2004 {
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2005 --op->contr->weapon_sp_left;
2440 2006
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 }
2443
2444 skill_attack (mon, op, 0, NULL, NULL); 2007 skill_attack (mon, op, 0, 0, 0);
2445 2008
2446 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is
2449 * the wiz.
2450 */
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 {
2453 short luck = mon->stats.luck;
2454
2455 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL);
2457 mon->stats.luck = luck;
2458 }
2459 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2460 make_visible (op); 2010 make_visible (op);
2461 }
2462 } /* if player should attack something */
2463}
2464 2011
2465int 2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2466move_player (object *op, int dir) 2020move_player (object *op, int dir)
2467{ 2021{
2468 int pick; 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2469
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2471 return 0; 2023 return 0;
2472 2024
2473 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2475 { 2027 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2029 return 0;
2478 } 2030 }
2479 2031
2480 /* peterm: added following line */ 2032 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2483 2035
2484 op->facing = dir; 2036 op->facing = dir;
2485 2037
2486 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2487 do_hidden_move (op); 2039 do_hidden_move (op);
2488 2040
2041 bool retval;
2042 int pick = 0;
2043
2489 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2490 /*nop */ ; 2045 retval = RESULT_INT (0);
2491 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2492 fire (op, dir); 2047 retval = fire (op, dir);
2493 else 2048 else
2494 { 2049 {
2495 move_player_attack (op, dir); 2050 retval = move_player_attack (op, dir);
2496 pick = check_pick (op); 2051 pick = check_pick (op);
2497 } 2052 }
2498 2053
2499 /* Add special check for newcs players and fire on - this way, the 2054 /* Add special check for newcs players and fire on - this way, the
2500 * server can handle repeat firing. 2055 * server can handle repeat firing.
2501 */ 2056 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2057 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2058 op->direction = dir;
2505 }
2506 else 2059 else
2507 {
2508 op->direction = 0; 2060 op->direction = 0;
2509 } 2061
2510 /* Update how the player looks. Use the facing, so direction may 2062 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2063 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2064 * for players.
2513 */ 2065 */
2514 animate_object (op, op->facing); 2066 animate_object (op, op->facing);
2515 return 0; 2067
2068 return retval;
2516} 2069}
2517 2070
2518/* This is similar to handle_player, below, but is only used by the 2071/* This is similar to handle_player, below, but is only used by the
2519 * new client/server stuff. 2072 * new client/server stuff.
2520 * This is sort of special, in that the new client/server actually uses 2073 * This is sort of special, in that the new client/server actually uses
2521 * the new speed values for commands. 2074 * the new speed values for commands.
2522 * 2075 *
2523 * Returns true if there are more actions we can do. 2076 * Returns true if there are more actions we can do. Should not do
2077 * many actions in a row, as that would be too unfair to other
2078 * players.
2524 */ 2079 */
2525int 2080bool
2526handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2527{ 2082{
2528 if (op->contr->hidden) 2083 if (op->flag [FLAG_SCARED])
2529 {
2530 op->invisible = 1000;
2531 /* the socket code flashes the player visible/invisible
2532 * depending on the value of invisible, so we need to
2533 * alternate it here for it to work correctly.
2534 */
2535 if (pticks & 2)
2536 op->invisible--;
2537 } 2084 {
2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2085 if (op->speed_left > 0.f)
2539 {
2540 op->invisible--;
2541 if (!op->invisible)
2542 {
2543 make_visible (op);
2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2545 } 2086 {
2546 }
2547
2548 if (QUERY_FLAG (op, FLAG_SCARED))
2549 {
2550 flee_player (op);
2551 /* If player is still scared, that is his action for this tick */
2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 {
2554 op->speed_left--; 2087 --op->speed_left;
2088 flee_player (op);
2089
2555 return 0; 2090 return true;
2556 } 2091 }
2092 else
2093 return false;
2557 } 2094 }
2558
2559 /* I've been seeing crashes where the golem has been destroyed, but
2560 * the player object still points to the defunct golem. The code that
2561 * destroys the golem looks correct, and it doesn't always happen, so
2562 * put this in a a workaround to clean up the golem pointer.
2563 */
2564 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2565 op->contr->ranges[range_golem] = 0;
2566 2095
2567 /* call this here - we also will call this in do_ericserver, but 2096 /* call this here - we also will call this in do_ericserver, but
2568 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2098 * called, so we recheck it here.
2570 */ 2099 */
2571 HandleClient (&op->contr->socket, op->contr); 2100 if (op->contr->ns->handle_command ())
2572 if (op->speed_left < 0) 2101 return true;
2102
2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2104 return move_player (op, op->direction);
2105
2106 return false;
2107}
2108
2109static int
2110save_life (object *op)
2111{
2112 if (!op->flag [FLAG_LIFESAVE])
2573 return 0; 2113 return 0;
2574 2114
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 {
2577 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--;
2579
2580 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff.
2583 */
2584 move_player (op, op->direction);
2585 if (op->speed_left > 0)
2586 return 1;
2587 else
2588 return 0;
2589 }
2590 return 0;
2591}
2592
2593int
2594save_life (object *op)
2595{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0;
2600
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2603 { 2117 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 op->play_sound (sound_find ("ob_evaporate"));
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606 2120
2607 if (op->contr)
2608 esrv_del_item (op->contr, tmp->count);
2609
2610 tmp->destroy (); 2121 tmp->destroy ();
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2612 2123
2613 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2614 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2615 2126
2616 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2617 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2618 2129
2619 fix_player (op); 2130 op->update_stats ();
2620 return 1; 2131 return 1;
2621 } 2132 }
2133
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2137 return 0;
2626} 2138}
2627 2139
2628/* This goes throws the inventory and removes unpaid objects, and puts them 2140/* This goes throws the inventory and removes unpaid objects, and puts them
2629 * back in the map (location and map determined by values of env). This 2141 * back in the map (location and map determined by values of env). This
2630 * function will descend into containers. op is the object to start the search 2142 * function will descend into containers. op is the object to start the search
2631 * from. 2143 * from.
2632 */ 2144 */
2145static void
2146drop_unpaid_items (object *op, object *env)
2147{
2148 while (op)
2149 {
2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2151
2152 if (op->flag [FLAG_UNPAID])
2153 op->insert_at (env);
2154 else if (op->inv)
2155 drop_unpaid_items (op->inv, env);
2156
2157 op = next;
2158 }
2159}
2160
2633void 2161void
2634remove_unpaid_objects (object *op, object *env) 2162object::drop_unpaid_items ()
2635{ 2163{
2636 object *next; 2164 if (!flag [FLAG_REMOVED])
2637 2165 ::drop_unpaid_items (inv, this);
2638 while (op)
2639 {
2640 next = op->below; /* Make sure we have a good value, in case
2641 * we remove object 'op'
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0);
2651 }
2652 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env);
2654 op = next;
2655 }
2656} 2166}
2657
2658
2659/*
2660 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the
2663 * best, a misc file for object actions is probably better,
2664 * but there isn't one in the server directory.
2665 */
2666char *
2667gravestone_text (object *op)
2668{
2669 static char buf2[MAX_BUF];
2670 char buf[MAX_BUF];
2671 time_t now = time (NULL);
2672
2673 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else
2677 sprintf (buf, "%s\n", &op->name);
2678 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf);
2680 if (op->type == PLAYER)
2681 sprintf (buf, "who was in level %d when killed\n", op->level);
2682 else
2683 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2684 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf);
2686 if (op->type == PLAYER)
2687 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf);
2691 }
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf);
2695 return buf2;
2696}
2697
2698
2699 2167
2700void 2168void
2701do_some_living (object *op) 2169do_some_living (object *op)
2702{ 2170{
2703 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2704 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2705 int over_hp, over_sp, over_grace;
2706 int i; 2173 int i;
2707 int rate_hp = 1200; 2174 int rate_hp = 1200;
2708 int rate_sp = 2500; 2175 int rate_sp = 2500;
2709 int rate_grace = 2000; 2176 int rate_grace = 2000;
2710 const int max_hp = 1; 2177 const int max_hp = 1;
2711 const int max_sp = 1; 2178 const int max_sp = 1;
2712 const int max_grace = 1; 2179 const int max_grace = 1;
2713 2180
2714 if (op->contr->outputs_sync) 2181 if (op->contr->hidden)
2715 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]);
2719 } 2182 {
2183 op->invisible = 1000;
2184 /* the socket code flashes the player visible/invisible
2185 * depending on the value of invisible, so we need to
2186 * alternate it here for it to work correctly.
2187 */
2188 if (server_tick & 2)
2189 op->invisible--;
2190 }
2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2192 {
2193 if (!op->invisible--)
2194 {
2195 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2197 }
2198 }
2720 2199
2721 if (op->contr->state == ST_PLAYING) 2200 if (op->contr->ns->state == ST_PLAYING)
2722 { 2201 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2203 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2204 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2205 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2206 else
2729 { 2207 {
2730 gen_hp = op->stats.maxhp; 2208 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2209 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2210 }
2211
2733 if (op->contr->gen_sp >= 0) 2212 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2213 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2214 else
2736 { 2215 {
2737 gen_sp = op->stats.maxsp; 2216 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2217 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2218 }
2219
2740 if (op->contr->gen_grace >= 0) 2220 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2221 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2222 else
2743 { 2223 {
2744 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2746 } 2226 }
2747 2227
2748 /* Regenerate Spell Points */
2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2750 {
2751 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2752 if (op->stats.sp < op->stats.maxsp)
2753 {
2754 op->stats.sp++;
2755 /* dms do not consume food */
2756 if (!QUERY_FLAG (op, FLAG_WIZ))
2757 {
2758 op->stats.food--;
2759 if (op->contr->digestion < 0)
2760 op->stats.food += op->contr->digestion;
2761 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2762 op->stats.food = last_food;
2763 }
2764 }
2765 if (max_sp > 1)
2766 {
2767 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0)
2769 {
2770 if (op->stats.sp < op->stats.maxsp)
2771 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--;
2775 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp;
2777 }
2778 op->last_sp = 0;
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2789 }
2790
2791 /* Regenerate Grace */ 2228 /* Regenerate Grace */
2792 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2793 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2794 { 2231 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2797 if (max_grace > 1) 2237 if (max_grace > 1)
2798 { 2238 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 int over_grace = temp / rate_grace;
2240
2800 if (over_grace > 0) 2241 if (over_grace > 0)
2801 { 2242 {
2802 op->stats.sp += over_grace 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2803 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2804 op->last_grace = 0; 2244 op->last_grace = 0;
2805 } 2245 }
2806 else 2246 else
2807 { 2247 op->last_grace = rate_grace / temp;
2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2809 }
2810 } 2248 }
2811 else 2249 else
2250 op->last_grace = rate_grace / temp;
2251
2252 /* wearing stuff doesn't detract from grace generation. */
2253 }
2254
2255 if (op->stats.food > 0)
2256 {
2257 /* Regenerate Spell Points */
2258 if (!op->contr->golem && --op->last_sp < 0)
2812 { 2259 {
2813 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2814 }
2815 /* wearing stuff doesn't detract from grace generation. */
2816 }
2817 2261
2818 /* Regenerate Hit Points */
2819 if (--op->last_heal < 0)
2820 {
2821 if (op->stats.hp < op->stats.maxhp) 2262 if (op->stats.sp < op->stats.maxsp)
2822 {
2823 op->stats.hp++;
2824 /* dms do not consume food */
2825 if (!QUERY_FLAG (op, FLAG_WIZ))
2826 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2268 {
2827 op->stats.food--; 2269 op->stats.food--;
2270
2828 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2829 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2830 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2831 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2832 } 2276 }
2833 } 2277
2834 if (max_hp > 1) 2278 if (max_sp > 1)
2835 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0)
2838 { 2279 {
2839 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2280 int over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2840 op->last_heal = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2841 } 2298 }
2842 else 2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2843 { 2307 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!op->flag [FLAG_WIZ])
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2845 } 2320 }
2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2324 if (max_hp > 1)
2325 {
2326 int over_hp = temp / rate_hp;
2327
2328 if (over_hp > 0)
2329 {
2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2846 } 2335 }
2847 else 2336 else
2848 { 2337 op->last_heal = rate_hp / temp;
2849 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2850 } 2338 }
2851 } 2339 }
2852 2340
2853 /* Digestion */ 2341 /* Digestion */
2854 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2855 { 2343 {
2856#ifdef COZY_SERVER 2344 int bonus = max (0, op->contr->digestion),
2857 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2345 penalty = max (0, -op->contr->digestion);
2858 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2859#else
2860 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2861#endif
2862 2346
2863 if (op->contr->gen_hp > 0)
2864 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2865 else 2348
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2867 /* dms do not consume food */ 2349 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2869 op->stats.food--; 2351 op->stats.food--;
2870 } 2352 }
2871 }
2872 2353
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2355 {
2875 object *tmp, *flesh = NULL; 2356 object *flesh = 0;
2876 2357
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2878 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2359 {
2360 if (tmp->flag [FLAG_UNPAID])
2361 continue;
2362
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 { 2364 {
2883 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2365 op->statusmsg ("You blindly grab for a bite of food. "
2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2884 manual_apply (op, tmp, 0); 2367 op->apply (tmp);
2368
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2370 break;
2887 } 2371 }
2888 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2889 flesh = tmp; 2373 flesh = tmp;
2890 } /* End if paid for object */ 2374 }
2891 } /* end of for loop */ 2375
2892 /* If player is still starving, it means they don't have any food, so 2376 /* If player is still starving, it means they don't have any food, so
2893 * eat flesh instead. 2377 * eat flesh instead.
2894 */ 2378 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2380 {
2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2383 op->apply (flesh);
2384 }
2385
2386 // If player is still starving, alert him!
2387 if (op->stats.food < 0)
2388 op->failmsg ("You are starving! "
2389 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2896 { 2390 }
2897 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2391
2898 manual_apply (op, flesh, 0); 2392 if (op->stats.food < 0)
2899 } 2393 {
2900 } /* end if player is starving */ 2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2901 2396
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2397 if (op->stats.hp < 0)
2903 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2904 2403
2905 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2404 /* killer should be set here already */
2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2906 kill_player (op); 2406 kill_player (op);
2407 }
2907} 2408}
2908
2909
2910 2409
2911/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2912 * op is the player in jeopardy. If the player can not be saved (not 2411 * op is the player in jeopardy. If the player can not be saved (not
2913 * permadeath, no lifesave), this will take care of removing the player 2412 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2413 * file.
2915 */ 2414 */
2916void 2415void
2917kill_player (object *op) 2416kill_player (object *op)
2918{ 2417{
2919 char buf[MAX_BUF];
2920 int x, y; 2418 int x, y;
2921
2922 //int i;
2923 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2924
2925 /* int z;
2926 int num_stats_lose;
2927 int lost_a_stat;
2928 int lose_this_stat;
2929 int this_stat; */
2930 int will_kill_again; 2420 int will_kill_again;
2931 archetype *at; 2421 archetype *at;
2932 object *tmp; 2422 object *tmp;
2933 2423
2934 if (save_life (op)) 2424 if (save_life (op))
2935 return; 2425 return;
2936 2426
2427 dynbuf_text deathtab;
2428
2429 /* restore player */
2430 at = archetype::find (shstr_poisoning);
2431 if (object *tmp = present_arch_in_ob (at, op))
2432 {
2433 tmp->destroy ();
2434 deathtab << "Your body feels cleansed...\r";
2435 }
2436
2437 at = archetype::find (shstr_confusion);
2438 if (object *tmp = present_arch_in_ob (at, op))
2439 {
2440 tmp->destroy ();
2441 deathtab << "Your mind feels clearer...\r";
2442 }
2443
2444 cure_disease (op, 0, 0); /* remove any disease */
2445
2446 max_it (op->stats.hp , op->stats.maxhp);
2447 max_it (op->stats.sp , op->stats.maxsp);
2448 max_it (op->stats.grace, op->stats.maxgrace);
2449 max_it (op->stats.food , 200);
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2937 2462
2938 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2939 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2940 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2941 */ 2466 */
2942 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2943 { 2468 {
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2946
2947 /* restore player */
2948 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op);
2950 if (tmp)
2951 {
2952 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 }
2955
2956 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op);
2958 if (tmp)
2959 {
2960 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 }
2963
2964 cure_disease (op, 0); /* remove any disease */
2965 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0)
2967 op->stats.food = 999;
2968 2470
2969 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2971 if (tmp != NULL) 2473
2972 { 2474 tmp->name = format ("%s's finger" , &op->name);
2973 sprintf (buf, "%s's finger", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2974 tmp->name = buf; 2476 tmp->msg = format (
2975 sprintf (buf, " This finger has been cut off %s\n" 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2976 " the %s, when he was defeated at\n level %d by %s.\n", 2478 &op->name, op->contr->title,
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2479 (int)op->level,
2978 tmp->msg = buf; 2480 op->contr->killer_name ()
2481 );
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2483 tmp->material = name_to_material (shstr_organic);
2981 tmp->x = op->x, tmp->y = op->y; 2484 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 }
2984 2485
2985 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2988 return; 2491 return;
2989 } 2492 }
2990 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2991 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2992 2498
2993 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2994 2500
2995 if (op->stats.food < 0) 2501 op->contr->play_sound (sound_find ("player_dies"));
2502
2503 /* save the map location for corpse, gravestone */
2504 x = op->x;
2505 y = op->y;
2506 map = op->map;
2507
2508 /* NOT_PERMADEATH code. This basically brings the character back to
2509 * life if they are dead - it takes some exp and a random stat.
2510 * See the config.h file for a little more in depth detail about this.
2511 */
2512
2513 /* Basically two ways to go - remove a stat permanently, or just
2514 * make it depletion. This bunch of code deals with that aspect
2515 * of death.
2516 */
2517#ifndef COZY_SERVER
2518 if (settings.balanced_stat_loss)
2996 { 2519 {
2997 if (op->contr->explore) 2520 /* If stat loss is permanent, lose one stat only. */
2998 { 2521 /* Lower level chars don't lose as many stats because they suffer
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2522 more if they do. */
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2523 /* Higher level characters can afford things such as potions of
3001 op->stats.food = 999; 2524 restoration, or better, stat potions. So we slug them that
3002 return; 2525 little bit harder. */
3003 } 2526 /* GD */
3004 sprintf (buf, "%s starved to death.", &op->name); 2527 if (settings.stat_loss_on_death)
3005 strcpy (op->contr->killer, "starvation"); 2528 num_stats_lose = 1;
2529 else
2530 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3006 } 2531 }
3007 else 2532 else
3008 { 2533 num_stats_lose = 1;
3009 if (op->contr->explore) 2534
3010 { 2535 lost_a_stat = 0;
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2536
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2537 for (z = 0; z < num_stats_lose; z++)
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name);
3017 } 2538 {
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2539 i = rndm (NUM_STATS);
3019 2540
3020 /* save the map location for corpse, gravestone */
3021 x = op->x;
3022 y = op->y;
3023 map = op->map;
3024
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * life if they are dead - it takes some exp and a random stat.
3030 * See the config.h file for a little more in depth detail about this.
3031 */
3032
3033 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect
3035 * of death.
3036 */
3037#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss)
3039 {
3040 /* If stat loss is permanent, lose one stat only. */
3041 /* Lower level chars don't lose as many stats because they suffer
3042 more if they do. */
3043 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */
3046 /* GD */
3047 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2542 {
3049 else 2543 /* Pick a random stat and take a point off it. Tell the player
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2544 * what he lost.
2545 */
2546 change_attr_value (&(op->stats), i, -1);
2547 check_stat_bounds (&(op->stats));
2548 change_attr_value (&(op->contr->orig_stats), i, -1);
2549 check_stat_bounds (&(op->contr->orig_stats));
2550 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2551 lost_a_stat = 1;
3051 } 2552 }
3052 else 2553 else
3053 { 2554 {
3054 num_stats_lose = 1; 2555 /* deplete a stat */
3055 } 2556 archetype *deparch = archetype::find (shstr_depletion);
3056 lost_a_stat = 0; 2557 object *dep;
3057 2558
3058 for (z = 0; z < num_stats_lose; z++) 2559 dep = present_arch_in_ob (deparch, op);
3059 { 2560 if (!dep)
3060 i = RANDOM () % NUM_STATS;
3061
3062 if (settings.stat_loss_on_death)
3063 { 2561 {
3064 /* Pick a random stat and take a point off it. Tell the player 2562 dep = deparch->instance ();
3065 * what he lost. 2563 insert_ob_in_ob (dep, op);
3066 */
3067 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1;
3073 } 2564 }
3074 else 2565 lose_this_stat = 1;
2566 if (settings.balanced_stat_loss)
3075 { 2567 {
3076 /* deplete a stat */ 2568 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2569 /* Get the stat that we're about to deplete. */
3078 object *dep; 2570 this_stat = get_attr_value (&(dep->stats), i);
3079 2571 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2572 {
3083 dep = arch_to_object (deparch); 2573 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2574 int keep_chance = this_stat * this_stat;
3085 } 2575
3086 lose_this_stat = 1; 2576 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0) 2577 if (keep_chance < 1)
2578 keep_chance = 1;
2579
2580 /* There is a maximum depletion total per level. */
2581 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3093 { 2582 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2583 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2584 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2585 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2586 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2587 else
3128 if (this_stat >= -50)
3129 { 2588 {
3130 change_attr_value (&(dep->stats), i, -1); 2589 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 lost_a_stat = 1; 2590 lose_this_stat = 0;
2591 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2592 this_stat, keep_chance, loss_chance,
2593 lose_this_stat?"LOSE":"KEEP"); */
3135 } 2594 }
3136 } 2595 }
3137 } 2596 }
2597
2598 if (lose_this_stat)
2599 {
2600 this_stat = get_attr_value (&dep->stats, i);
2601 /* We could try to do something clever like find another
2602 * stat to reduce if this fails. But chances are, if
2603 * stats have been depleted to -50, all are pretty low
2604 * and should be roughly the same, so it shouldn't make a
2605 * difference.
2606 */
2607 if (this_stat >= -50)
2608 {
2609 change_attr_value (&(dep->stats), i, -1);
2610 dep->set_flag (FLAG_APPLIED);
2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2612 op->update_stats ();
2613 lost_a_stat = 1;
2614 }
3138 } 2615 }
2616 }
2617 }
2618
3139 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2620 if (!lost_a_stat)
3141 { 2621 {
3142 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2623 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
3145 2625
3146 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2627 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3148 else 2628 else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2629 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3150 } 2630 }
3151#else 2631#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2632 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3153#endif 2633#endif
3154 2634
3155 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2636 * exp loss on the stone.
3157 */ 2637 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
3159 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
3160 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
3161 sprintf (buf, "%s's gravestones", &op->name); 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3162 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
3163 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);
3164 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2645
3168 /**************************************/ 2646 /**************************************/
3169 /* */ 2647 /* */
3170 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */
3173 /* */ 2649 /* */
3174 /**************************************/ 2650 /**************************************/
3175 2651
3176 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */
3178 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op);
3180
3181 if (tmp)
3182 {
3183 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 }
3186
3187 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op);
3189 if (tmp)
3190 {
3191 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 }
3194
3195 cure_disease (op, 0); /* remove any disease */
3196
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100)
3200 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2654
3205 /* 2655 /*
3206 * Check to see if the player is in a shop. IF so, then check to see if 2656 * Check to see if the player has any unpaid items. If so, remove them
3207 * the player has any unpaid items. If so, remove them and put them back 2657 * and put them back in the map.
3208 * in the map. 2658 */
3209 */ 2659 op->drop_unpaid_items ();
3210 2660
3211 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op);
3213
3214 /****************************************/ 2661 /****************************************/
3215 /* */ 2662 /* */
3216 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
3218 /* */ 2665 /* */
3219 /****************************************/ 2666 /****************************************/
3220 2667
3221 enter_player_savebed (op); 2668 enter_player_savebed (op);
3222 2669
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2670 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2671
3229 /* it is possible that the player has blown something up 2672 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2673 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2674 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2675 * on the space that might harm the player.
3233 */ 2676 */
3234 will_kill_again = 0; 2677 will_kill_again = 0;
3235 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2678 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3236 if (tmp->type == SPELL_EFFECT) 2679 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2680 will_kill_again |= tmp->attacktype;
3238 2681
3239 if (will_kill_again) 2682 if (will_kill_again)
3240 { 2683 {
3241 object *force; 2684 object *force;
3242 int at; 2685 int at;
3243 2686
3244 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1;
3247 force->speed_left = -5.0; 2689 force->speed_left = -5.f;
3248 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
3249 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2695 force->resist[at] = 100;
3252 2696
3253 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
3254 fix_player (op); 2698 op->update_stats ();
3255
3256 }
3257
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 { 2699 }
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266 2700
3267 op->contr->party = NULL; 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2702}
3327 2703
3328 2704static void
3329void
3330loot_object (object *op) 2705loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
3333 2708
3334 if (op->container) 2709 op->close_container (); /* close open sack first */
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container);
3337 }
3338 2710
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
3340 { 2712 {
3341 next = tmp->below; 2713 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2714
2715 if (tmp->invisible)
3343 continue; 2716 continue;
2717
3344 tmp->remove (); 2718 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3346 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3348 loot_object (tmp); 2723
3349 } 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3350 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3351 { 2725 {
3352 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3353 { 2727 {
3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3355 tmp2->destroy ();
3356 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3357 } 2730 }
3358 else 2731 else
3359 tmp->destroy (); 2732 tmp->destroy ();
3360 } 2733 }
3366/* 2739/*
3367 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3368 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
3369 * was changed. 2742 * was changed.
3370 */ 2743 */
3371
3372void 2744void
3373fix_weight (void) 2745fix_weight ()
3374{ 2746{
3375 player *pl; 2747 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 2748 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3380 2750
3381 if (old == sum) 2751 pl->ob->update_weight ();
3382 continue; 2752
3383 fix_player (pl->ob); 2753 if (old != pl->ob->carrying)
2754 {
2755 pl->ob->update_stats ();
3384 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3385 } 2758 }
3386} 2759}
3387 2760
3388void 2761void
3389fix_luck (void) 2762fix_luck ()
3390{ 2763{
3391 player *pl; 2764 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 2765 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 2766 pl->ob->change_luck (0);
3396} 2767}
3397
3398 2768
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3402 */ 2772 */
3403
3404void 2773void
3405cast_dust (object *op, object *throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3406{ 2775{
3407 object *skop, *spob; 2776 object *skop, *spob;
3408 2777
3435} 2804}
3436 2805
3437void 2806void
3438make_visible (object *op) 2807make_visible (object *op)
3439{ 2808{
3440 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3441 op->invisible = 0; 2810 op->invisible = 0;
2811
3442 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3443 { 2813 {
3444 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3445 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3446 } 2816 }
2817
3447 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3448} 2819}
3449 2820
3450int 2821int
3451is_true_undead (object *op) 2822is_true_undead (object *op)
3452{ 2823{
3453 object *tmp = NULL; 2824 if (op->arch->flag [FLAG_UNDEAD])
3454
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456 return 1; 2825 return 1;
3457 2826
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 2827 return 0;
3464} 2828}
3465 2829
3466/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3468 * indicate greater hideability. 2832 * indicate greater hideability.
3469 */ 2833 */
3470
3471int 2834int
3472hideability (object *ob) 2835hideability (object *ob)
3473{ 2836{
3474 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3475 sint16 x, y; 2838 sint16 x, y;
3476 2839
3477 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3478 return 0; 2841 return 0;
3479 2842
3480 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3481 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3482 2845
3483 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3484 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3485 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3486 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3487 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3488 2851
3489 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3490 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3491 { 2856 {
3492 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3493 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3494 {
3495 continue; 2859 continue;
3496 } 2860
3497 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3498 level += 2; 2862 level += 2;
3499 else /* open terrain! */ 2863 else /* open terrain! */
3500 level -= 1; 2864 level -= 1;
3501 } 2865 }
3509/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3510 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3511 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3512 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3513 */ 2877 */
3514
3515void 2878void
3516do_hidden_move (object *op) 2879do_hidden_move (object *op)
3517{ 2880{
3518 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3519 object *skop;
3520 2882
3521 if (!op || !op->map) 2883 if (!op || !op->map)
3522 return; 2884 return;
3523 2885
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3525 2888
3526 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3527 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3530 { 2892 {
3531 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3532 make_visible (op); 2894 make_visible (op);
3533 return; 2895 return;
3534 } 2896 }
3535 else 2897 else
3536 num += 20; 2898 num += 20;
3537 } 2899
3538 num += op->map->difficulty; 2900 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 2902 num -= hide;
2903
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 2905 {
3543 make_visible (op); 2906 make_visible (op);
2907
3544 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3545 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3546 } 2910 }
3547 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3548 {
3549 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3550 }
3551} 2913}
3552 2914
3553/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3554 2916
3555int 2917int
3565 2927
3566 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3567 player = 1; 2929 player = 1;
3568 2930
3569 else 2931 else
3570 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3571 2933
3572 /* search adjacent squares */ 2934 /* search adjacent squares */
3573 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3574 { 2936 {
3575 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3582 if (mflags & P_OUT_OF_MAP) 2944 if (mflags & P_OUT_OF_MAP)
3583 continue; 2945 continue;
3584 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585 continue; 2947 continue;
3586 2948
3587 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3588 { 2950 {
3589 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3590 return 1; 2952 return 1;
3591 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3592 { 2954 {
3593 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3594 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3595 return 1; 2957 return 1;
3596 } 2958 }
3597 } 2959 }
3598 } 2960 }
3599 return 0; 2961 return 0;
3603 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3604 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3605 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3606 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3607 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3608 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3609 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3610 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3611 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3612 * -b.t. 2974 * -b.t.
3613 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3614 */ 2976 */
3615
3616int 2977int
3617player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3618{ 2979{
3619 rv_vector rv; 2980 rv_vector rv;
3620 int dx, dy; 2981 int dx, dy;
3622 if (pl->type != PLAYER) 2983 if (pl->type != PLAYER)
3623 { 2984 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 2986 return -1;
3626 } 2987 }
2988
3627 if (!pl || !op) 2989 if (!pl || !op)
3628 return 0; 2990 return 0;
3629 2991
3630 if (op->head)
3631 {
3632 op = op->head; 2992 op = op->head_ ();
3633 } 2993
3634 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3635 2995
3636 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 2997 * through the object and find if it has any
3638 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3639 * a blocked los square. 2999 * a blocked los square.
3640 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3641 */ 3001 */
3642 while (op) 3002 while (op)
3643 { 3003 {
3644 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3645 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3646 3006
3647 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3648 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values.
3650 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3654 return 1; 3008 return 1;
3009
3655 op = op->more; 3010 op = op->more;
3656 } 3011 }
3657 return 0;
3658}
3659 3012
3660/* routine for both players and monsters. We call this when
3661 * there is a possibility for our action distrubing our hiding
3662 * place or invisiblity spell. Artefact invisiblity is not
3663 * effected by this. If we arent invisible to begin with, we
3664 * return 0.
3665 */
3666int
3667action_makes_visible (object *op)
3668{
3669
3670 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3671 {
3672 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3673 return 0;
3674
3675 if (op->contr && op->contr->tmp_invis == 0)
3676 return 0;
3677
3678 /* If monsters, they should become visible */
3679 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3680 {
3681 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3682 return 1;
3683 }
3684 }
3685 return 0; 3013 return 0;
3686} 3014}
3687 3015
3688/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3689 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3694 * Default is to do the same as before, so only people wanting to have different points need worry about this 3022 * Default is to do the same as before, so only people wanting to have different points need worry about this
3695 */ 3023 */
3696int 3024int
3697op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3698{ 3026{
3699 object *tmp;
3700
3701 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3702 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3028 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3703 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3704 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3705 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3706 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3707 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3708 { 3034 {
3709 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3710 { 3036 {
3711 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3712 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3038 && tmp->type == BATTLEGROUND
3039 && tmp->name == shstr_battleground
3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3713 { 3041 {
3714 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3715 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3716 {
3717 object *invtmp;
3718
3719 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3720 { 3046 {
3721 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3722 {
3723 if (x != NULL && y != NULL) 3047 if (x && y)
3724 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3725 return 1; 3050 return 1;
3726 }
3727 } 3051 }
3728 } 3052
3729 if (x != NULL && y != NULL) 3053 if (x && y)
3730 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3731 return 1; 3056 return 1;
3732 } 3057 }
3733 } 3058 }
3734 } 3059 }
3060
3735 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3736 return 0; 3062 return 0;
3737} 3063}
3738 3064
3739/* 3065/*
3755 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3756 int i = 0, j = 0; 3082 int i = 0, j = 0;
3757 3083
3758 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3759 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3760 trlist = find_treasurelist ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3761 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3762 trlist = find_treasurelist ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3763 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3764 trlist = find_treasurelist ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3765 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3766 trlist = find_treasurelist ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3767 3093
3768 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3769 return; 3095 return;
3770 3096
3771 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3097 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3772 3098
3773 if (tr == NULL || tr->item == NULL) 3099 if (!tr || !tr->item)
3774 { 3100 {
3775 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3101 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3776 return; 3102 return;
3777 } 3103 }
3778 3104
3779 /* everything seems okay - now bring on the gift: */ 3105 /* everything seems okay - now bring on the gift: */
3780 item = &(tr->item->clone); 3106 item = tr->item;
3781 3107
3782 if (item->type == SPELL) 3108 if (item->type == SPELL)
3783 { 3109 {
3784 if (check_spell_known (who, item->name)) 3110 if (check_spell_known (who, item->name))
3785 return; 3111 return;
3844 { 3170 {
3845 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3172 object *skin;
3847 3173
3848 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3849 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3175 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3176 ;
3177
3850 if (skin == NULL) 3178 if (!skin)
3851 return; 3179 return;
3852 3180
3853 /* adding new spellpath attunements */ 3181 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3182 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3183 {
3866 else 3194 else
3867 j = 1; 3195 j = 1;
3868 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3869 } 3197 }
3870 } 3198 }
3199
3871 strcat (buf, "."); 3200 strcat (buf, ".");
3872 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3873 } 3202 }
3874 3203
3875 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3876 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3877 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3878 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3879 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3880 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3881 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3882 3211
3883 /* print message if there is one */ 3212 /* print message if there is one */
3884 if (item->msg != NULL) 3213 if (item->msg != NULL)
3885 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3886 } 3215 }
3887 else 3216 else
3888 { 3217 {
3889 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3890 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3891 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3892 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3893 if (who->type == PLAYER)
3894 esrv_send_item (who, tmp);
3895 } 3222 }
3896} 3223}
3897 3224
3898/** 3225//-GPL
3899 * Unready an object for a player. This function does nothing if the object was 3226
3900 * not readied. 3227sint8
3901 */ 3228player::darkness_at (maptile *map, int x, int y) const
3229{
3230 if (!ns)
3231 return LOS_BLOCKED;
3232
3233 int dx, dy;
3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3235 return LOS_BLOCKED;
3236
3237 x += dx - ns->current_x;
3238 y += dy - ns->current_y;
3239
3240 return blocked_los (x, y);
3241}
3242
3902void 3243void
3903player_unready_range_ob (player *pl, object *ob) 3244player::infobox (const char *title, const char *msg, int color)
3904{ 3245{
3905 rangetype i; 3246 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3906
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3908 {
3909 if (pl->ranges[i] == ob)
3910 {
3911 pl->ranges[i] = NULL;
3912 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none;
3915 }
3916 }
3917 }
3918} 3247}
3248
3249void
3250player::statusmsg (const char *msg, int color)
3251{
3252 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3253}
3254
3255void
3256player::failmsg (const char *msg, int color)
3257{
3258 play_sound (sound_find ("generic_failure"));
3259 statusmsg (msg, color);
3260}
3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

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