ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6 24
7/* 25//+GPL
8 CrossFire, A Multiplayer game for X-windows
9 26
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 27#include <algorithm>
11 Copyright (C) 1992 Frank Tore Johansen 28#include <functional>
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29 29
30#include <global.h> 30#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 31#include <sproto.h>
36#endif
37#include <sounds.h> 32#include <sounds.h>
38#include <living.h> 33#include <living.h>
39#include <object.h> 34#include <object.h>
40#include <spells.h> 35#include <spells.h>
41#include <skills.h> 36#include <skills.h>
42#include <newclient.h>
43 37
44#ifdef COZY_SERVER 38playervec players;
45extern int same_party (partylist *a, partylist *b);
46#endif
47
48player *
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86
87void
88display_motd (const object *op)
89{
90 char buf[MAX_BUF];
91 char motd[HUGE_BUF];
92 FILE *fp;
93 int comp;
94 int size;
95
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return;
100 }
101 motd[0] = '\0';
102 size = 0;
103 while (fgets (buf, MAX_BUF, fp) != NULL)
104 {
105 if (*buf == '#')
106 continue;
107 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf);
109 }
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp);
112}
113
114void
115send_rules (const object *op)
116{
117 char buf[MAX_BUF];
118 char rules[HUGE_BUF];
119 FILE *fp;
120 int comp;
121 int size;
122
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return;
127 }
128 rules[0] = '\0';
129 size = 0;
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134 if (size + strlen (buf) >= HUGE_BUF)
135 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break;
138 }
139 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf);
141 }
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp);
144}
145
146void
147send_news (const object *op)
148{
149 char buf[MAX_BUF];
150 char news[HUGE_BUF];
151 char subject[MAX_BUF];
152 FILE *fp;
153 int comp;
154 int size;
155
156 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return;
159 news[0] = '\0';
160 subject[0] = '\0';
161 size = 0;
162 while (fgets (buf, MAX_BUF, fp) != NULL)
163 {
164 if (*buf == '#')
165 continue;
166 if (*buf == '%')
167 { /* send one news */
168 if (size > 0)
169 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 */
170 strcpy (subject, buf + 1);
171 strip_endline (subject);
172 size = 0;
173 news[0] = '\0';
174 }
175 else
176 {
177 if (size + strlen (buf) >= HUGE_BUF)
178 {
179 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
180 break;
181 }
182 strncat (news + size, buf, HUGE_BUF - size);
183 size += strlen (buf);
184 }
185 }
186
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
189 close_and_delete (fp, comp);
190}
191
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316}
317 39
318/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
319static void 41static void
320set_first_map (object *op) 42set_first_map (object *op)
321{ 43{
322 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
323 op->x = -1; 45 op->x = -1;
324 op->y = -1; 46 op->y = -1;
325 enter_exit (op, NULL);
326} 47}
327 48
328/* Tries to add player on the connection passwd in ns. 49void
329 * All we can really get in this is some settings like host and display 50player::activate ()
330 * mode.
331 */
332
333int
334add_player (NewSocket * ns)
335{ 51{
336 player *p; 52 if (active)
53 return;
337 54
338 p = get_player (NULL); 55 players.insert (this);
339 p->socket = *ns; 56 ob->remove ();
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 57 ob->map = 0;
341 if (p->socket.faces_sent == NULL) 58 ob->activate_recursive ();
342 fatal (OUT_OF_MEMORY); 59 ob->clr_flag (FLAG_FRIENDLY);
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 60 add_friendly_object (ob);
344 /* Needed because the socket we just copied over needs to be cleared. 61}
345 * Note that this can result in a client reset if there is partial data 62
346 * on the uncoming socket. 63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 players.erase (this);
82}
83
84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
114 {
115 object *tmp, *abil = 0, *skin = 0;
116
117 for (tmp = ob->inv; tmp; tmp = tmp->below)
118 if (tmp->type == FORCE)
119 if (tmp->arch->archname == shstr_dragon_ability_force)
120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
210 /* There are some elements we want initialised to non zero value -
211 * we deal with that below this point.
347 */ 212 */
348 p->socket.inbuf.len = 0; 213 outputs_sync = 4;
349 set_first_map (p->ob); 214 outputs_count = 4;
215 unapply = unapply_nochoice;
350 216
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 217 savebed_map = first_map_path; /* Init. respawn position */
352 add_friendly_object (p->ob); 218
353 send_rules (p->ob); 219 gen_sp_armour = 10;
354 send_news (p->ob); 220 bowtype = bow_normal;
355 display_motd (p->ob); 221 petmode = pet_normal;
356 get_name (p->ob); 222 usekeys = containers;
357 return 0; 223 peaceful = 1; /* default peaceful */
224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
228}
229
230void
231player::do_destroy ()
232{
233 disconnect ();
234
235 attachable::do_destroy ();
236
237 if (ob)
238 ob->destroy ();
239
240 ob = observe = viewpoint = 0;
241}
242
243player::~player ()
244{
245 /* Clear item stack */
246 free (stack_items);
358} 247}
359 248
360/* 249/*
361 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
364 */ 253 */
365archetype * 254static archetype *
366get_player_archetype (archetype *at) 255get_player_archetype (archetype *at)
367{ 256{
368 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);
369 264
370 for (;;) 265 for (;;)
371 { 266 {
372 if (at == NULL || at->next == NULL) 267 if (++i == archetypes.end ())
373 at = first_archetype; 268 i = archetypes.begin ();
374 else 269 else if (*i == at)
375 at = at->next; 270 cleanup ("not a single player archetype found");
271
376 if (at->clone.type == PLAYER) 272 if ((*i)->type == PLAYER)
377 return at; 273 return *i;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 } 274 }
384} 275}
385 276
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}
386 296
387object * 297object *
388get_nearest_player (object *mon) 298get_nearest_player (object *mon)
389{ 299{
390 object *op = NULL; 300 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 301 objectlink *ol;
393 unsigned lastdist; 302 unsigned lastdist;
394 rv_vector rv; 303 rv_vector rv;
395 304
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 306 {
398 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop.
402 */
403 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
404 {
405 object *tmp = ol->ob;
406
407 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared.
409 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
411 ol = ol->next;
412 remove_friendly_object (tmp);
413 if (!ol)
414 return op;
415 }
416
417 /* Remove special check for player from this. First, it looks to cause
418 * some crashes (ol->ob->contr not set properly?), but secondly, a more
419 * complicated method of state checking would be needed in any case -
420 * as it was, a clever player could type quit, and the function would
421 * skip them over while waiting for confirmation. Remove
422 * on_same_map check, as can_detect_enemy also does this
423 */
424 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
425 continue; 308 continue;
426 309
427 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
428 { 311 {
429 op = ol->ob; 312 op = ol->ob;
430 lastdist = rv.distance; 313 lastdist = rv.distance;
431 } 314 }
432 } 315 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 316
434 { 317 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 318 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 319 if (lastdist > rv.distance)
439 { 320 {
440 op = pl->ob; 321 op = pl->ob;
441 lastdist = rv.distance; 322 lastdist = rv.distance;
442 } 323 }
443 } 324
444 }
445#if 0 325#if 0
446 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)");
447#endif 327#endif
448 return op; 328 return op;
449} 329}
467 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
468 * 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
469 * is probably not a good thing. 349 * is probably not a good thing.
470 */ 350 */
471#define MAX_SPACES 50 351#define MAX_SPACES 50
472
473 352
474/* 353/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * 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
477 * 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
494 */ 373 */
495int 374int
496path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 376{
498 rv_vector rv; 377 rv_vector rv;
499 sint16 x, y;
500 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;
501 mapstruct *m, *lastmap;
502 379
503 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
504 381
505 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
506 return 0; 383 return 0;
507 384
508 x = mon->x; 385 mapxy pos (mon);
509 y = mon->y;
510 m = mon->map;
511 dir = rv.direction; 386 dir = rv.direction;
512 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 */
513 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
514 /* 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. */
515 if (diff > max) 391 if (diff > max)
516 return 0; 392 return 0;
393
517 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
518 { 395 {
519 lastx = x; 396 mapxy lastpos = pos;
520 lasty = y;
521 lastmap = m;
522 x = lastx + freearr_x[dir];
523 y = lasty + freearr_y[dir];
524 397
525 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
526 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
527 399
528 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
529 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
530 && (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)))
531 { 404 {
532 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
533 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
534 */ 407 */
535 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
536 if (rv.direction != dir) 409 if (rv.direction != dir)
537 { 410 {
538 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
539 * the values so it will try again. 412 * the values so it will try again.
540 */ 413 */
541 x = lastx;
542 y = lasty;
543 m = lastmap; 414 pos = lastpos;
544 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
545 } 416 }
546 else 417 else
547 { 418 {
548 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
555 */ 426 */
556 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557 { 428 {
558 if (i == 0) 429 if (i == 0)
559 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
560 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
561 * since the direction that the creature should move in 433 * since the direction that the creature should move in
562 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
563 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
564 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
566 * 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
567 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
568 * the last direction the creature has successfully 440 * the last direction the creature has successfully
569 * moved. 441 * moved.
570 */ 442 */
571
572 x = lastx + freearr_x[absdir (lastdir + i)];
573 y = lasty + freearr_y[absdir (lastdir + i)];
574 m = lastmap; 443 pos = lastpos;
575 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
576 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
577 continue; 447 continue;
578 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
579 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
580 continue; 452 continue;
581 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
582 continue; 455 continue;
583 456
584 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
585 break; 458 break;
586 } 459 }
460
587 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
588 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
589 */ 463 */
590 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
591 return 0; 465 return 0;
466
592 diff--; 467 diff--;
593 lastdir = dir; 468 lastdir = dir;
594 max--; 469 max--;
595 if (!firstdir) 470 if (!firstdir)
596 firstdir = dir + i; 471 firstdir = dir + i;
600 { 475 {
601 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
602 diff--; 477 diff--;
603 max--; 478 max--;
604 lastdir = dir; 479 lastdir = dir;
480
605 if (!firstdir) 481 if (!firstdir)
606 firstdir = dir; 482 firstdir = dir;
607 } 483 }
484
608 if (diff <= 1) 485 if (diff <= 1)
609 { 486 {
610 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 488 * headed toward player for entire distance.
612 */ 489 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
614 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));
615 } 492 }
493
616 if (diff > max) 494 if (diff > max)
617 return 0; 495 return 0;
618 } 496 }
497
619 /* 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 */
620 if (!max) 499 if (!max)
621 return 0; 500 return 0;
622 501
623 return firstdir; 502 return firstdir;
624} 503}
625 504
626void 505void
627give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
628{ 507{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL) 508 if (pl->randomitems)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633 510
634 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
635 { 512 {
636 next = op->below; 513 next = op->below;
637 514
638 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
639 * 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
640 */ 517 */
641 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
642 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
643 520
644 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions 522 * by this player due to race restrictions
646 */ 523 */
647 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
648 { 525 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
650 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
651 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
652 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
653 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))
654 { 533 {
655 remove_ob (op); 534 op->destroy ();
656 free_object (op);
657 continue; 535 continue;
658 } 536 }
659 } 537 }
660 538
661 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
662 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
663 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
664 * a first level treasurelist for each skill.)
665 * remove duplicate skills also
666 */ 542 */
667 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
668 { 544 {
669 object *tmp;
670
671 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
672 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
547 {
548 op->destroy ();
673 break; 549 break;
674
675 if (tmp)
676 {
677 remove_ob (op);
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue;
681 } 550 }
551
682 if (op->nrof > 1) 552 if (op->nrof > 1)
683 op->nrof = 1; 553 op->nrof = 1;
684 } 554 }
685 555
686 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
687 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
688 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
689 }
690 558
691 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
692 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
693 * merged properly. 561 * merged properly.
694 */ 562 */
695 if (need_identify (op)) 563 if (op->need_identify ())
696 {
697 SET_FLAG (op, FLAG_IDENTIFIED);
698 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
701 if (op->type == SPELL) 570 if (op->type == SPELL)
702 { 571 {
703 remove_ob (op); 572 op->destroy ();
704 free_object (op);
705 continue; 573 continue;
706 } 574 }
707 else if (op->type == SKILL) 575 else if (op->type == SKILL)
708 { 576 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
710 op->stats.exp = 0; 578 op->stats.exp = 0;
711 op->level = 1; 579 op->level = 1;
712 } 580 }
713 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
714 else 582 op->set_flag (FLAG_INV_LOCKED);
715 SET_FLAG (op, FLAG_INV_LOCKED);
716 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
717 584
718 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
719 link_player_skills (pl); 586 pl->contr->link_skills ();
720}
721
722void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804} 587}
805 588
806void 589void
807get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
808{ 591{
809 if (party == NULL) 592 if (party == NULL)
810 { 593 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 594 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 595 return;
813 } 596 }
597
814 op->contr->write_buf[0] = '\0'; 598 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 599 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 600 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 602}
819
820 603
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 605static int
823roll_stat (void) 606roll_stat ()
824{ 607{
825 int a[4], i, j, k; 608 int a[4], i, j, k;
826 609
827 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1; 611 a[i] = rndm (1, 6);
829 612
830 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 614 if (a[i] < k)
832 k = a[i], j = i; 615 k = a[i], j = i;
833 616
834 for (i = 0, k = 0; i < 4; i++) 617 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 618 if (i != j)
837 k += a[i]; 619 k += a[i];
838 } 620
839 return k; 621 return k;
840} 622}
841 623
842void 624void
843roll_stats (object *op) 625object::roll_stats ()
844{ 626{
627 int statsort [NUM_STATS];
628
629 for (;;)
630 {
845 int sum = 0; 631 int sum = 0;
846 int i = 0, j = 0; 632 for (int i = NUM_STATS; i--; )
847 int statsort[7]; 633 sum += statsort [i] = roll_stat ();
848 634
849 do 635 if (sum >= 82 && sum <= 116)
636 break;
850 { 637 }
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 }
860 while (sum < 82 || sum > 116);
861 638
862 /* Sort the stats so that rerolling is easier... */ 639 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 641
871 /* a quick and dirty bubblesort? */ 642 for (int i = 0; i < NUM_STATS; ++i)
872 do 643 stats.stat (i) = statsort [i];
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887 644
888 op->stats.Str = statsort[0];
889 op->stats.Dex = statsort[1];
890 op->stats.Con = statsort[2];
891 op->stats.Int = statsort[3];
892 op->stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6];
895
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 645 stats.exp = 0;
907 op->stats.ac = 0; 646 stats.ac = 0;
908 647
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 648 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 649 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 650 stats.grace = stats.maxgrace;
651
652 if (contr)
653 {
654 contr->levhp[1] = 9;
655 contr->levsp[1] = 6;
656 contr->levgrace[1] = 3;
657
917 op->contr->orig_stats = op->stats; 658 contr->orig_stats = stats;
659 }
918} 660}
919 661
920void 662void
921Roll_Again (object *op) 663object::swap_stats (int a, int b)
922{ 664{
923 esrv_new_player (op->contr, 0); 665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926}
927 666
928void 667 for (int i = 0; i < NUM_STATS; ++i)
929Swap_Stat (object *op, int Swap_Second) 668 stats.stat (i) = contr->orig_stats.stat (i);
669
670 //TODO: the following code looks so borked and should, at the very least,
671 // be merged with the similar code in roll_stats
672 stats.ac = 0;
673
674 level = 1;
675 stats.exp = 0;
676 stats.ac = 0;
677
678 stats.hp = stats.maxhp;
679 stats.sp = stats.maxsp;
680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
684 contr->levhp[1] = 9;
685 contr->levsp[1] = 6;
686 contr->levgrace[1] = 3;
687
688 contr->orig_stats = stats;
689 }
690}
691
692static void
693start_info (object *op)
930{ 694{
931 signed char tmp;
932 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
933 696
934 if (op->contr->Swap_First == -1) 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str;
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf);
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 699}
1049 700
1050/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
1054 * not the class. 705 * not the class.
1055 */ 706 */
1056 707void
1057int 708player::chargen_race_done ()
1058key_change_class (object *op, char key)
1059{ 709{
1060 int tmp_loop;
1061
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D')
1069 {
1070 char buf[MAX_BUF];
1071
1072 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075 712
713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
714 if (tl)
715 create_treasure (tl, ob, 0, 0, 0);
716
1076 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr);
1078 718
1079 op->contr->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
1080 720
1081 if (op->msg) 721 if (ob->msg)
1082 op->msg = NULL; 722 ob->msg = 0;
1083 723
1084 /* We create this now because some of the unique maps will need it
1085 * to save here.
1086 */
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1088 make_path_to_file (buf);
1089
1090#ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092#endif
1093 start_info (op); 724 start_info (ob);
1094 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
1096 link_player_skills (op);
1097 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
1098 fix_player (op); 728 ob->update_stats ();
1099 729
1100 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
1101 * is one for this race 731 * is one for this race
1102 */ 732 */
1103 if (*first_map_ext_path) 733 if (*first_map_ext_path)
1104 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1105 object *tmp;
1106 char mapname[MAX_BUF];
1107
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1109 tmp = get_object ();
1110 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x;
1112 EXIT_Y (tmp) = op->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the
1115 * default initial map */
1116 free_object (tmp);
1117 }
1118 else 735 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 737}
1122 return 0;
1123 }
1124 738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
756}
757
758void
759player::chargen_race_next ()
760{
1125 /* Following actually changes the race - this is the default command 761 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 762 * if we don't match with one of the options above.
1127 */ 763 */
1128 764
1129 tmp_loop = 0; 765 do
1130 while (!tmp_loop)
1131 { 766 {
1132 shstr name = op->name; 767 shstr name = ob->name;
1133 int x = op->x, y = op->y; 768 int x = ob->x, y = ob->y;
1134 769
1135 remove_statbonus (op); 770 ob->remove_statbonus ();
1136 remove_ob (op); 771 ob->remove ();
1137 op->arch = get_player_archetype (op->arch); 772 ob->arch = get_player_archetype (ob->arch);
1138 copy_object (&op->arch->clone, op); 773 ob->arch->copy_to (ob);
1139 op->instantiate (); 774 ob->instantiate ();
1140 op->stats = op->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
1141 op->name = op->name_pl = name; 776 ob->name = ob->name_pl = name;
1142 op->x = x; 777 ob->x = x;
1143 op->y = y; 778 ob->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 781 assign (ob->contr->title, ob->arch->object::name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 782 ob->add_statbonus ();
1149 tmp_loop = allowed_class (op);
1150 } 783 }
784 while (!allowed_class (ob));
785
1151 update_object (op, UP_OBJ_FACE); 786 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 787 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 788 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 791 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161} 792}
1162 793
1163int 794static void
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209}
1210
1211void
1212flee_player (object *op) 795flee_player (object *op)
1213{ 796{
1214 int dir, diff; 797 int dir, diff;
1215 rv_vector rv; 798 rv_vector rv;
1216 799
1217 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
1218 { 801 {
1219 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
1220 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
1221 return; 804 return;
1222 } 805 }
1223 806
1224 if (op->enemy == NULL) 807 if (!op->enemy)
1225 { 808 {
1226 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
1227 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
1228 return; 811 return;
1229 } 812 }
1230 813
1231 /* Seen some crashes here. Since we don't store an 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1232 * op->enemy_count, it is possible that something destroys the
1233 * actual enemy, and the object is recycled.
1234 */
1235 if (op->enemy->map == NULL)
1236 { 815 {
1237 CLEAR_FLAG (op, FLAG_SCARED);
1238 op->enemy = NULL; 816 op->enemy = NULL;
817 op->clr_flag (FLAG_SCARED);
1239 return; 818 return;
1240 } 819 }
1241 820
1242 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1243 {
1244 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED);
1246 return;
1247 }
1248 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
1249 822
1250 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
1252 { 825 {
1253 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
1254 827
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1256 {
1257 return; 829 return;
1258 }
1259 } 830 }
831
1260 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1262 op->enemy = NULL; 834 op->enemy = NULL;
1263} 835}
1264 836
1265
1266/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* check_pick sees if there is stuff to be picked up/picks up stuff.
1267 * IT returns 1 if the player should keep on moving, 0 if he should 838 * It returns 1 if the player should keep on moving, 0 if he should
1268 * stop. 839 * stop.
1269 */ 840 */
1270int 841int
1271check_pick (object *op) 842check_pick (object *op)
1272{ 843{
1273 object *tmp, *next; 844 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 845 int stop = 0;
1276 int j, k, wvratio; 846 int wvratio;
1277 char putstring[128], tmpstr[16];
1278 847
1279
1280 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1282 return 1; 850 return 1;
1283 851
1284 op_tag = op->count;
1285
1286 next = op->below; 852 next = op->below;
1287 if (next) 853
1288 next_tag = next->count; 854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1289 856
1290 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 858 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 859 while (next && !next->destroyed ())
1293 { 860 {
1294 tmp = next; 861 tmp = next;
1295 next = tmp->below; 862 next = tmp->below;
863
1296 if (next) 864 if (cnt <= 0)
1297 next_tag = next->count; 865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
1298 869
1299 if (was_destroyed (op, op_tag)) 870 if (op->destroyed ())
1300 return 0; 871 return 0;
1301 872
1302 if (!can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1303 continue; 874 continue;
1304 875
1305 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1306 { 877 {
1307 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1308 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1309 continue; 881 continue;
1310 } 882 }
1311 883
1312 /* high not bit set? We're using the old autopickup model */ 884 /* pickup handling */
885 if (op->contr->mode & PU_DEBUG)
886 {
887 /* some debugging code to figure out item information */
888 const char *str = tmp->name
889 ? format ("item name: %s item type: %d weight/value: %d",
890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
891 : format ("item name: %s item type: %d weight/value: %d",
892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
894 new_draw_info (NDI_UNIQUE, 0, op, str);
895 }
896
897 if (op->contr->mode & PU_INHIBIT)
898 return 1;
899
900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
901 return 1;
902
903 /* philosophy:
904 * It's easy to grab an item type from a pile, as long as it's
905 * generic. This takes no game-time. For more detailed pickups
906 * and selections, select-items should be used. This is a
907 * grab-as-you-run type mode that's really useful for arrows for
908 * example.
909 * The drawback: right now it has no frontend, so you need to
910 * stick the bits you want into a calculator in hex mode and then
911 * convert to decimal and then 'pickup <#>
912 */
913
914 /* the first two modes are exclusive: if NOTHING we return, if
915 * STOP then we stop. All the rest are applied sequentially,
916 * meaning if any test passes, the item gets picked up. */
917
918 /* if mode is set to pick nothing up, return */
919 if (op->contr->mode == PU_NOTHING)
920 return 1;
921
922 /* if mode is set to stop when encountering objects, return */
923 /* take STOP before INHIBIT since it doesn't actually pick
924 * anything up */
925 if (op->contr->mode & PU_STOP)
926 return 0;
927
928 /* useful for going into stores and not losing your settings... */
929 /* and for battles wher you don't want to get loaded down while
930 * fighting */
931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
933
934 /* prevent us from turning into auto-thieves :) */
935 if (tmp->flag [FLAG_UNPAID])
936 continue;
937
938 /* ignore known cursed objects */
939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
941
942 /* all food and drink if desired */
943 /* question: don't pick up known-poisonous stuff? */
1313 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1314 { 946 {
1315 switch (op->contr->mode) 947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_DRINK)
952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_POTION)
959 if (tmp->type == POTION)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 /* spellbooks, skillscrolls and normal books/scrolls */
966 if (op->contr->mode & PU_SPELLBOOK)
967 if (tmp->type == SPELLBOOK)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_SKILLSCROLL)
974 if (tmp->type == SKILLSCROLL)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 if (op->contr->mode & PU_READABLES)
981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
986
987 /* wands/staves/rods/horns */
988 if (op->contr->mode & PU_MAGIC_DEVICE)
989 if (tmp->type == WAND
990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 if (op->contr->mode & PU_VALUABLES)
1008 {
1009 if (tmp->type == MONEY || tmp->type == GEM)
1316 { 1010 {
1317 case 0: 1011 CHK_PICK_PICKUP;
1318 return 1; /* don't pick up */ 1012 continue;
1319 case 1:
1320 pick_up (op, tmp);
1321 return 1;
1322 case 2:
1323 pick_up (op, tmp);
1324 return 0;
1325 case 3:
1326 return 0; /* stop before pickup */
1327 case 4:
1328 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1013 }
1350 } 1014 }
1351 else 1015
1352 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1353 /* NEW pickup handling */
1354 if (op->contr->mode & PU_DEBUG) 1017 if (op->contr->mode & PU_JEWELS)
1018 if (tmp->type == RING
1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1355 { 1022 {
1356 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1357 if (tmp->name != NULL)
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 }
1394 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for
1399 * example.
1400 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#>
1403 */
1404
1405 /* the first two modes are exclusive: if NOTHING we return, if
1406 * STOP then we stop. All the rest are applied sequentially,
1407 * meaning if any test passes, the item gets picked up. */
1408
1409 /* if mode is set to pick nothing up, return */
1410
1411 if (op->contr->mode & PU_NOTHING)
1412 return 1;
1413
1414 /* if mode is set to stop when encountering objects, return */
1415 /* take STOP before INHIBIT since it doesn't actually pick
1416 * anything up */
1417
1418 if (op->contr->mode & PU_STOP)
1419 return 0;
1420
1421 /* useful for going into stores and not losing your settings... */
1422 /* and for battles wher you don't want to get loaded down while
1423 * fighting */
1424 if (op->contr->mode & PU_INHIBIT)
1425 return 1;
1426
1427 /* prevent us from turning into auto-thieves :) */
1428 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1429 continue; 1024 continue;
1025 }
1430 1026
1431 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1432 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1433 continue; 1032 continue;
1033 }
1434 1034
1435 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1436 /* question: don't pick up known-poisonous stuff? */ 1036 if (op->contr->mode & PU_BOW)
1037 if (tmp->type == BOW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_ARROW)
1044 if (tmp->type == ARROW)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 /* all kinds of armor etc. */
1051 if (op->contr->mode & PU_ARMOUR)
1052 if (tmp->type == ARMOUR)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_HELMET)
1059 if (tmp->type == HELMET)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 if (op->contr->mode & PU_SHIELD)
1066 if (tmp->type == SHIELD)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1437 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1438 if (tmp->type == FOOD) 1073 if (tmp->type == BOOTS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_GLOVES)
1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 if (op->contr->mode & PU_CLOAK)
1087 if (tmp->type == CLOAK)
1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1092
1093 /* hoping to catch throwing daggers here */
1094 if (op->contr->mode & PU_MISSILEWEAPON)
1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 /* careful: chairs and tables are weapons! */
1102 if (op->contr->mode & PU_ALLWEAPON)
1103 {
1104 if (tmp->type == WEAPON)
1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1439 { 1106 {
1440 pick_up (op, tmp); 1107 CHK_PICK_PICKUP;
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1108 continue;
1444 } 1109 }
1110 }
1111
1112 /* misc stuff that's useful */
1445 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1447 { 1115 {
1448 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1117 continue;
1452 } 1118 }
1453 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1454 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1455 if (tmp->type == POTION) 1123 {
1124 /* use value density to decide what else to grab */
1125 /* >=7 was >= op->contr->mode */
1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1456 { 1127 */
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue;
1461 }
1462
1463 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK)
1466 {
1467 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue;
1471 }
1472 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL)
1474 {
1475 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue;
1479 }
1480 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue;
1487 }
1488
1489 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue;
1497 }
1498
1499 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1502 {
1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue;
1507 }
1508
1509 if (op->contr->mode & PU_VALUABLES)
1510 { 1130 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1512 { 1134 {
1513 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n"); 1135 fprintf (stderr, "%s", tmp->name);
1516 continue;
1517 } 1136 }
1518 }
1519
1520 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET)
1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "JEWELS\n");
1527 continue;
1528 }
1529
1530 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW)
1533 {
1534 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue;
1538 }
1539 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW)
1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue;
1546 }
1547
1548 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR)
1551 {
1552 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue;
1556 }
1557 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET)
1559 {
1560 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue;
1564 }
1565 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD)
1567 {
1568 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue;
1572 }
1573 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS)
1575 {
1576 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue;
1580 }
1581 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES)
1583 {
1584 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue;
1588 }
1589 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK)
1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue;
1596 }
1597
1598 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 {
1602 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue;
1606 }
1607
1608 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON)
1610 {
1611 if (tmp->type == WEAPON && tmp->name != NULL)
1612 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1615 {
1616 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1622 if (tmp->type == WEAPON && tmp->name == NULL)
1623 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1625 {
1626 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue;
1630 }
1631 }
1632 }
1633
1634 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 {
1638 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue;
1642 }
1643
1644 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */
1646 if (op->contr->mode & PU_RATIO)
1647 {
1648 /* use value density to decide what else to grab */
1649 /* >=7 was >= op->contr->mode */
1650 /* >=7 is the old standard setting. Now we take the last 4 bits
1651 * and multiply them by 5, giving 0..15*5== 5..75 */
1652 wvratio = (op->contr->mode & PU_RATIO) * 5;
1653 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1654 {
1655 pick_up (op, tmp);
1656#if 0
1657 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1658 if (tmp->name != NULL)
1659 {
1660 fprintf (stderr, "%s", tmp->name);
1661 }
1662 else 1137 else
1663 fprintf (stderr, "%s", tmp->arch->name); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1664 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1665 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1666#endif 1141#endif
1142 CHK_PICK_PICKUP;
1667 continue; 1143 continue;
1668 }
1669 } 1144 }
1670 } /* the new pickup model */ 1145 } /* the new pickup model */
1671 } 1146 }
1147
1672 return !stop; 1148 return !stop;
1149}
1150
1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157static int
1158action_makes_visible (object *op)
1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1673} 1184}
1674 1185
1675/* 1186/*
1676 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1677 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1678 * found object is returned. 1189 * found object is returned.
1679 */ 1190 */
1680object * 1191static object *
1681find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1682{ 1193{
1683 object *tmp = NULL;
1684
1685 for (op = op->inv; op; op = op->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1196 return splay (tmp);
1197
1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1200 if (object *arrow = find_arrow (tmp, type))
1201 {
1202 splay (tmp);
1689 return op; 1203 return arrow;
1204 }
1205
1690 return tmp; 1206 return 0;
1691} 1207}
1692 1208
1693/* 1209/*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1210 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test 1211 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down 1212 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow. 1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */ 1214 */
1699 1215static object *
1700object *
1701find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1702{ 1217{
1703 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1705 1220
1706 if (!type) 1221 if (!type)
1707 return NULL; 1222 return NULL;
1708 1223
1709 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1710 { 1225 {
1711 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1712 { 1227 {
1713 i = 0; 1228 i = 0;
1714 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1715 if (i > betterby) 1231 if (i > betterby)
1716 { 1232 {
1717 tmp = ntmp; 1233 tmp = ntmp;
1718 betterby = i; 1234 betterby = i;
1719 } 1235 }
1720 } 1236 }
1721 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1722 { 1238 {
1723 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1724 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1725 { 1241 {
1726 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1727 { 1243 {
1728 *better = 100; 1244 *better = 100;
1729 return arrow; 1245 return arrow;
1737 else 1253 else
1738 { 1254 {
1739 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1255 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1740 { 1256 {
1741 attacktype = 1 << attacknum; 1257 attacktype = 1 << attacknum;
1742 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1258 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1743 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1259 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1744 { 1260 {
1745 tmp = arrow; 1261 tmp = arrow;
1746 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1747 } 1263 }
1748 } 1264 }
1265
1749 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1750 { 1267 {
1751 tmp = arrow; 1268 tmp = arrow;
1752 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1753 } 1270 }
1271
1754 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1755 { 1273 {
1756 tmp = arrow; 1274 tmp = arrow;
1757 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1758 } 1276 }
1759 } 1277 }
1760 } 1278 }
1761 } 1279 }
1280
1762 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1763 return find_arrow (op, type); 1282 return find_arrow (op, type);
1764 1283
1765 *better = betterby; 1284 *better = betterby;
1766 return tmp; 1285 return tmp;
1770 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1771 * op = the shooter 1290 * op = the shooter
1772 * type = bow->race 1291 * type = bow->race
1773 * dir = fire direction 1292 * dir = fire direction
1774 */ 1293 */
1775 1294static object *
1776object *
1777pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1778{ 1296{
1779 object *tmp = NULL; 1297 object *tmp = NULL;
1780 mapstruct *m; 1298 maptile *m;
1781 int i, mflags, found, number; 1299 int i, mflags, found, number;
1782 sint16 x, y; 1300 sint16 x, y;
1783 1301
1784 if (op->map == NULL) 1302 if (op->map == NULL)
1785 return find_arrow (op, type); 1303 return find_arrow (op, type);
1797 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1798 { 1316 {
1799 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1800 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1801 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1802 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1803 { 1322 {
1804 tmp = NULL; 1323 tmp = 0;
1805 break; 1324 break;
1806 } 1325 }
1807 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1808 { 1327 {
1809 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1810 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1811 */ 1330 */
1812 tmp = NULL; 1331 tmp = 0;
1813 break; 1332 break;
1814 } 1333 }
1334
1815 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1816 {
1817 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1818 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1819 {
1820 found++;
1821 break;
1822 }
1823 if (found)
1824 break; 1338 break;
1825 }
1826 } 1339 }
1827 if (tmp == NULL) 1340
1341 if (!tmp)
1828 return find_arrow (op, type); 1342 return find_arrow (op, type);
1829 1343
1830 if (tmp->head) 1344 if (tmp->head)
1831 tmp = tmp->head; 1345 tmp = tmp->head;
1832 1346
1845 */ 1359 */
1846int 1360int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1361fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1362{
1849 object *left, *bow; 1363 object *left, *bow;
1850 tag_t left_tag, tag; 1364 int mflags;
1851 int bowspeed, mflags; 1365 maptile *m;
1852 mapstruct *m;
1853 1366
1854 if (!dir) 1367 if (!dir)
1855 { 1368 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1369 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1370 return 0;
1858 } 1371 }
1859 if (op->type == PLAYER) 1372
1860 bow = op->contr->ranges[range_bow]; 1373 if (op->contr)
1374 bow = op->current_weapon;
1861 else 1375 else
1862 { 1376 {
1863 for (bow = op->inv; bow; bow = bow->below) 1377 for (bow = op->inv; bow; bow = bow->below)
1864 /* Don't check for applied - monsters don't apply bows - in that way, they 1378 /* Don't check for applied - monsters don't apply bows - in that way, they
1865 * don't need to switch back and forth between bows and weapons. 1379 * don't need to switch back and forth between bows and weapons.
1870 if (!bow) 1384 if (!bow)
1871 { 1385 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1387 return 0;
1874 } 1388 }
1389
1390 // optimisation: move object to top so we will find it quickly again
1391 splay (bow);
1875 } 1392 }
1393
1876 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1877 { 1395 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1397 return 0;
1880 } 1398 }
1881
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883
1884 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1887 if (bowspeed < 1)
1888 bowspeed = 1;
1889 1399
1890 if (arrow == NULL) 1400 if (arrow == NULL)
1891 { 1401 {
1892 if ((arrow = find_arrow (op, bow->race)) == NULL) 1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 { 1403 {
1894 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897 else 1407 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1409
1899 return 0; 1410 return 0;
1900 } 1411 }
1901 } 1412 }
1413
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1414 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1415 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1416 return 0;
1906 } 1417
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1418 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1419 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1420 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1421 return 0;
1911 } 1422 }
1912 1423
1913 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1915 { 1426 {
1916 remove_ob (arrow); 1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1917 free_object (arrow); 1428 arrow->destroy ();
1918 return 0; 1429 return 0;
1919 } 1430 }
1920 1431
1921 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count; 1433 arrow = arrow->split ();
1923 arrow = get_split_ob (arrow, 1); 1434 if (!arrow)
1924 if (arrow == NULL)
1925 { 1435 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1437 return 0;
1928 } 1438 }
1929 set_owner (arrow, op); 1439
1440 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1441 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1442 arrow->direction = dir;
1933 arrow->x = sx; 1443
1934 arrow->y = sy; 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1445 arrow->stats.hp = arrow->stats.dam;
1446 arrow->stats.grace = arrow->attacktype;
1447 arrow->custom_name = arrow->slaying;
1448
1449#if 0
1450 if (player *pl = op->contr)
1451 {
1452 float speed = pl->weapon_sp;
1453
1454 /* penalize ROF for bestarrow */
1455 if (pl->bowtype == bow_bestarrow)
1456 speed *= .9f;
1457 else
1458 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1459
1460 op->speed_left += speed - op->speed;
1461 }
1462#endif
1463
1464 SET_ANIMATION (arrow, arrow->direction);
1465
1466 /* update the speed */
1467
1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1473
1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1935 1475
1936 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1937 { 1477 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op);
1940 }
1941
1942 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying);
1948
1949 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper.
1951 */
1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1955 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958
1959 if (arrow->speed < 1.0)
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0;
1963
1964 if (op->type == PLAYER)
1965 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1478 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1479 wc -= dex_bonus[op->stats.Dex];
1480
1481 if (!arrow->slaying)
1482 arrow->slaying = op->slaying;
1483
1484 arrow->attacktype |= op->attacktype;
1971 } 1485 }
1972 else 1486 else
1973 { 1487 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1488 arrow->level = op->level;
1977 } 1489 arrow->stats.wc -= bow->magic;
1978 if (arrow->attacktype == AT_PHYSICAL) 1490
1491 if (!arrow->slaying)
1492 arrow->slaying = bow->slaying;
1493
1979 arrow->attacktype |= bow->attacktype; 1494 arrow->attacktype |= bow->attacktype;
1980 if (bow->slaying != NULL) 1495 }
1981 arrow->slaying = bow->slaying;
1982 1496
1983 arrow->map = m; 1497 wc -= arrow->level;
1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1499
1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1984 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1986 1504
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1505 op->play_sound (sound_find ("fire_arrow"));
1988 tag = arrow->count; 1506 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1507
1991 if (!was_destroyed (arrow, tag)) 1508 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1509 move_arrow (arrow);
1993 1510
1994 if (op->type == PLAYER)
1995 {
1996 if (was_destroyed (left, left_tag))
1997 esrv_del_item (op->contr, left_tag);
1998 else
1999 esrv_send_item (op, left);
2000 }
2001 return 1; 1511 return 1;
2002} 1512}
2003 1513
2004/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1515 * account the special fire modes players can have
2006 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
2007 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
2008 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
2009 * hence the function name. 1519 * hence the function name.
2010 */ 1520 */
2011int 1521static int
2012player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
2013{ 1523{
2014 int ret = 0, wcmod = 0; 1524 int ret;
2015 1525
2016 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
2017 { 1527 {
2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1528 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2019 } 1529 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1530 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1531 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
2023 wcmod = -1;
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1533 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1534 }
2026 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
2027 { 1536 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2029 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2030 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1539 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2031 } 1540 }
2032 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
2033 { 1542 {
2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1544 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1545 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2037
2038 } 1546 }
2039 else 1547 else
2040 { 1548 {
2041 /* Simple case */ 1549 /* Simple case */
2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 } 1551 }
1552
2044 return ret; 1553 return ret;
2045} 1554}
2046
2047 1555
2048/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
2049 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
2050 */ 1558 */
2051void 1559static void
2052fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
2053{ 1561{
2054 object *item; 1562 object *item = op->contr->ranged_ob;
2055 1563
2056 if (!op->contr->ranges[range_misc]) 1564 if (!item)
2057 { 1565 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1566 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2059 return; 1567 return;
2060 } 1568 }
2061 1569
2062 item = op->contr->ranges[range_misc];
2063 if (!item->inv) 1570 if (!item->inv)
2064 { 1571 {
2065 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2066 return; 1573 return;
2067 } 1574 }
1575
1576 if (!op->apply (item))
1577 return;
1578
2068 if (item->type == WAND) 1579 if (item->type == WAND)
2069 { 1580 {
2070 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
2071 { 1582 {
2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1583 op->contr->play_sound (sound_find ("wand_poof"));
2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1585
2074 return; 1586 return;
2075 } 1587 }
2076 } 1588 }
2077 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
2078 { 1590 {
2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1591 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1592
1593 // using the maximum of the rods charge allows at least one spell cast
1594 // for a rod or horn, this fixes some broken rods.
1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2080 { 1596 {
2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1598
2082 if (item->type == ROD) 1599 if (item->type == ROD)
2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2084 else 1601 else
2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1602 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1603
2086 return; 1604 return;
2087 } 1605 }
2088 } 1606 }
2089 1607
2090 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
2091 { 1609 {
2092 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1610 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1611
2093 if (item->type == WAND) 1612 if (item->type == WAND)
2094 { 1613 {
2095 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
2096 { 1615 {
2097 object *tmp;
2098
2099 if (item->arch) 1616 if (item->arch)
2100 { 1617 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1619 item->face = item->arch->face;
2103 item->speed = 0; 1620 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1621 }
2106 if ((tmp = is_player_inv (item))) 1622
1623 if (object *pl = item->visible_to ())
2107 esrv_update_item (UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
2108 } 1625 }
2109 } 1626 }
2110 else if (item->type == ROD || item->type == HORN) 1627 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1628 drain_rod_charge (item);
2113 }
2114 } 1629 }
2115} 1630}
2116 1631
2117/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
2118 */ 1633 */
2119void 1634bool
2120fire (object *op, int dir) 1635fire (object *who, int dir)
2121{ 1636{
2122 int spellcost = 0; 1637 int spellcost = 0;
2123 1638
1639 player *pl = who->contr;
1640
1641 if (pl->golem)
1642 {
1643 control_golem (who->contr->golem, dir);
1644 return false;
1645 }
1646
1647 object *ob = pl->ranged_ob;
1648
1649 if (!ob)
1650 return false;
1651
1652 if (who->speed_left > 0.f)
1653 --who->speed_left;
1654 else
1655 return false;
1656
1657 if (!who->apply (ob))
1658 return false;
1659
2124 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
2125 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
2126 make_visible (op); 1662 make_visible (who);
2127 1663
2128 switch (op->contr->shoottype) 1664 switch (ob->type)
2129 { 1665 {
2130 case range_none: 1666 case BOW:
2131 return;
2132
2133 case range_bow:
2134 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
2135 return; 1668 break;
2136 1669
2137 case range_magic: /* Casting spells */ 1670 case SPELL:
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2139 return; 1672 break;
2140 1673
2141 case range_misc: 1674 case BUILDER:
2142 fire_misc_object (op, dir);
2143 return;
2144
2145 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir);
2154 return;
2155
2156 case range_skill:
2157 if (!op->chosen_skill)
2158 {
2159 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return;
2162 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return;
2165 case range_builder:
2166 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
2167 return; 1676 break;
1677
1678 case SKILL:
1679 do_skill (who, who, ob, dir, 0);
1680 break;
1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
2168 default: 1686 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1687 fire_misc_object (who, dir);
2170 return; 1688 break;
2171 } 1689 }
2172}
2173 1690
1691 return true;
1692}
2174 1693
2175 1694static object *
2176/* find_key
2177 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic
2180 * for both is the same - just the specific key is different.
2181 * pl is the player,
2182 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers.
2185 */
2186
2187object *
2188find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
2189{ 1696{
2190 object *tmp, *key; 1697 object *tmp, *key;
2191 1698
2192 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL) 1700 if (!container->inv)
2194 return NULL; 1701 return 0;
2195 1702
2196 /* First, lets try to find a key in the top level inventory */ 1703 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
2198 { 1705 {
2199 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
2200 break; 1707 break;
1708
2201 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
2203 */ 1711 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break; 1713 break;
2206 } 1714 }
1715
2207 /* No key found - lets search inventories now */ 1716 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time. 1717 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find 1718 * otherwise, if we search all the inventories and still don't find
2210 * a key, return 1719 * a key, return
2211 */ 1720 */
2212 if (!tmp) 1721 if (!tmp)
2213 { 1722 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
2215 {
2216 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
2218 {
2219 if ((key = find_key (pl, tmp, door)) != NULL) 1726 if ((key = find_key_ (pl, tmp, door)))
2220 return key; 1727 return key;
2221 } 1728
2222 }
2223 if (!tmp) 1729 if (!tmp)
2224 return NULL; 1730 return 0;
2225 } 1731 }
1732
2226 /* We get down here if we have found a key. Now if its in a container, 1733 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it 1734 * see if we actually want to use it
2228 */ 1735 */
2229 if (pl != container) 1736 if (pl != container)
2230 { 1737 {
2231 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
2232 if (!pl->contr) 1739 if (!pl->contr)
2233 return NULL; 1740 return 0;
1741
2234 /* cases where this fails: 1742 /* cases where this fails:
2235 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
2236 * are not in the players inventory. 1744 * are not in the players inventory.
2237 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
2238 * containers can be used. 1746 * containers can be used.
2242 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
2243 * 1751 *
2244 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
2245 * all the others. 1753 * all the others.
2246 */ 1754 */
2247 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
2248 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
2249 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2250 { 1758 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1760 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL; 1761 return NULL;
2254 } 1762 }
2255 } 1763 }
1764
2256 return tmp; 1765 return tmp;
1766}
1767
1768/* find_key
1769 * We try to find a key for the door as passed. If we find a key
1770 * and successfully use it, we return the key, otherwise NULL
1771 * This function merges both normal and locked door, since the logic
1772 * for both is the same - just the specific key is different.
1773 * pl is the player,
1774 * inv is the objects inventory to searched
1775 * door is the door we are trying to match against.
1776 * This function can be called recursively to search containers.
1777 */
1778object *
1779find_key (object *pl, object *container, object *door)
1780{
1781 if (door->slaying && is_match_expr (door->slaying))
1782 {
1783 // for match expressions, we try to find the key by applying the match
1784 // to the op itself, which is supposed to find the "key", instead
1785 // of searching through containers ourselves.
1786
1787 return match_one (door->slaying, container, door, pl, pl);
1788 }
1789 else
1790 return find_key_ (pl, container, door);
2257} 1791}
2258 1792
2259/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
2261 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
2262 * 0 otherwise 1796 * 0 otherwise
2263 */ 1797 */
2264static int 1798static int
2265player_attack_door (object *op, object *door) 1799player_attack_door (object *op, object *door)
2266{ 1800{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 1801 /* If its a door, try to find a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 1802 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
2271 */ 1804 */
2272 object *key = find_key (op, op, door); 1805 object *key = find_key (op, op, door);
2273 1806
2274 /* IF we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
2275 if (key) 1808 if (key)
2276 { 1809 {
2277 object *container = key->env; 1810 object *container = key->env;
2278 1811
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2280 if (action_makes_visible (op)) 1812 if (action_makes_visible (op))
2281 make_visible (op); 1813 make_visible (op);
1814
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1815 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op); 1816 spring_trap (door->inv, op);
1817
2284 if (door->type == DOOR) 1818 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1819 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR) 1820 else if (door->type == LOCKED_DOOR)
2289 { 1821 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1822 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2291 remove_door2 (door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
2292 } 1824 }
1825
2293 /* Do this after we print the message */ 1826 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */ 1828
2296 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container);
2298 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
2299 } 1830 }
2300 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2301 { 1832 {
2302 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1834 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2304 return 1; 1835 return 1;
2305 } 1836 }
1837
2306 return 0; 1838 return 0;
2307} 1839}
2308 1840
2309/* This function is just part of a breakup from move_player. 1841/* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner. 1842 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 1843 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 1844 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2314 */ 1846 */
2315 1847bool
2316void
2317move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
2318{ 1849{
2319 object *tmp, *mon; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2320 sint16 nx, ny; 1851 {
2321 int on_battleground; 1852 --op->speed_left;
2322 mapstruct *m; 1853 return true;
1854 }
2323 1855
2324 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2326 1858
2327 on_battleground = op_on_battleground (op, NULL, NULL); 1859 if (out_of_map (op->map, nx, ny))
1860 return false;
2328 1861
2329 /* If braced, or can't move to the square, and it is not out of the 1862 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 1863 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 1864 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2333 * move to some space, it then means that if we are braced, we should 1866 * move to some space, it then means that if we are braced, we should
2334 * do nothing at all. As it is, if we are braced, we go through 1867 * do nothing at all. As it is, if we are braced, we go through
2335 * quite a bit of processing. However, it probably is less than what 1868 * quite a bit of processing. However, it probably is less than what
2336 * move_ob uses. 1869 * move_ob uses.
2337 */ 1870 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1871 maptile *m = op->map->xy_find (nx, ny);
1872
1873 /* Go through all the objects, and find ones of interest. Only stop if
1874 * we find a monster - that is something we know we want to attack.
1875 * if its a door or barrel (can roll) see if there may be monsters
1876 * on the space
1877 */
1878 object *mon;
1879 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1880 {
1881 if ((mon->flag [FLAG_ALIVE]
1882 || mon->type == LOCKED_DOOR
1883 || mon->flag [FLAG_CAN_ROLL])
1884 && mon != op)
1885 break;
2339 { 1886 }
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1887
1888 /* no monster == player tries to move into a wall or so */
1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
2341 { 1893 {
2342 m = get_map_from_coord (op->map, &nx, &ny); 1894 if (ob->move_block == MOVE_ALL)
2343 if (!m) 1895 move_into_wall (op, ob);
2344 return; /* Don't think this should happen */ 1896 else
1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
1913 }
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
1923 }
1924
1925 /* The following deals with possibly attacking peaceful
1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2345 } 1958 }
2346 else 1959 else
2347 m = op->map;
2348
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return; 1960 return false;
2353 } 1961 }
2354 1962
2355 mon = NULL; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2356 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space
2360 */
2361 while (tmp != NULL)
2362 {
2363 if (tmp == op)
2364 {
2365 tmp = tmp->above;
2366 continue;
2367 }
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 {
2370 mon = tmp;
2371 break;
2372 }
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp;
2375 tmp = tmp->above;
2376 }
2377 1964
2378 if (mon == NULL) /* This happens anytime the player tries to move */
2379 return; /* into a wall */
2380
2381 if (mon->head != NULL)
2382 mon = mon->head;
2383
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2385 if (player_attack_door (op, mon))
2386 return;
2387
2388 /* The following deals with possibly attacking peaceful
2389 * or frienddly creatures. Basically, all players are considered
2390 * unaggressive. If the moving player has peaceful set, then the
2391 * object should be pushed instead of attacked. It is assumed that
2392 * if you are braced, you will not attack friends accidently,
2393 * and thus will not push them.
2394 */
2395
2396 /* If the creature is a pet, push it even if the player is not
2397 * peaceful. Our assumption is the creature is a pet if the
2398 * player owns it and it is either friendly or unagressive.
2399 */
2400 if ((op->type == PLAYER)
2401#if COZY_SERVER
2402 &&
2403 ((get_owner (mon) && get_owner (mon)->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2405#else
2406 && get_owner (mon) == op
2407#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 {
2410 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced)
2412 return;
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op);
2415 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op);
2417 return;
2418 }
2419
2420 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2422 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2423 * attack them either. 1968 * attack them either.
2424 */ 1969 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1971 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2427#ifdef PROHIBIT_PLAYERKILL 1972 && ((op->contr->peaceful
2428 (op->contr->peaceful 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2429 || (mon->type == PLAYER 1974 && !on_battleground))
2430 && mon->contr-> 1975 {
2431 peaceful)) && 1976 if (op->speed_left > 0.f)
2432#else
2433 op->contr->peaceful &&
2434#endif
2435 !on_battleground))
2436 { 1977 {
1978 --op->speed_left;
1979
2437 if (!op->contr->braced) 1980 if (!op->contr->braced)
2438 { 1981 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2440 (void) push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2441 } 1984 }
2442 else 1985 else
2443 { 1986 op->statusmsg ("You withhold your attack");
2444 new_draw_info (0, 0, op, "You withhold your attack"); 1987
2445 }
2446 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2447 make_visible (op); 1989 make_visible (op);
2448 }
2449 1990
1991 return true;
1992 }
1993 }
2450 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2451 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2452 */ 1996 */
2453 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2454 { 2000 {
2001 --op->speed_left;
2002
2455 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2456 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2457 make_visible (op); 2005 make_visible (op);
2458 }
2459 2006
2007 return true;
2008 }
2009 }
2460 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2461 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2015 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2018 {
2470 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2471 /* If the player hasn't hit something this tick, and does
2472 * so, give them speed boost based on weapon speed. Doing
2473 * it here is better than process_players2, which basically
2474 * incurred a 1 tick offset.
2475 */
2476 if (!op->contr->has_hit)
2477 { 2020 {
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2479 2022
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 }
2482
2483 skill_attack (mon, op, 0, NULL, NULL); 2023 skill_attack (mon, op, 0, 0, 0);
2484 2024
2485 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is
2488 * the wiz.
2489 */
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 {
2492 short luck = mon->stats.luck;
2493
2494 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL);
2496 mon->stats.luck = luck;
2497 }
2498 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2499 make_visible (op); 2026 make_visible (op);
2500 }
2501 } /* if player should attack something */
2502}
2503 2027
2504int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2505move_player (object *op, int dir) 2036move_player (object *op, int dir)
2506{ 2037{
2507 int pick; 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2508
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2510 return 0; 2039 return 0;
2511 2040
2512 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2514 { 2043 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2045 return 0;
2517 } 2046 }
2518 2047
2519 /* peterm: added following line */ 2048 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2522 2051
2523 op->facing = dir; 2052 op->facing = dir;
2524 2053
2525 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2526 do_hidden_move (op); 2055 do_hidden_move (op);
2527 2056
2057 bool retval;
2058 int pick = 0;
2059
2528 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2529 /*nop */ ; 2061 retval = RESULT_INT (0);
2530 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2531 fire (op, dir); 2063 retval = fire (op, dir);
2532 else 2064 else
2533 { 2065 {
2534 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2535 pick = check_pick (op); 2067 pick = check_pick (op);
2536 } 2068 }
2537 2069
2538 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2071 * server can handle repeat firing.
2540 */ 2072 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2073 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2074 op->direction = dir;
2544 }
2545 else 2075 else
2546 {
2547 op->direction = 0; 2076 op->direction = 0;
2548 } 2077
2549 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2080 * for players.
2552 */ 2081 */
2553 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2554 return 0; 2083
2084 return retval;
2555} 2085}
2556 2086
2557/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2558 * new client/server stuff. 2088 * new client/server stuff.
2559 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2560 * the new speed values for commands. 2090 * the new speed values for commands.
2561 * 2091 *
2562 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2563 */ 2095 */
2564int 2096bool
2565handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2566{ 2098{
2567 if (op->contr->hidden) 2099 if (op->flag [FLAG_SCARED])
2568 {
2569 op->invisible = 1000;
2570 /* the socket code flashes the player visible/invisible
2571 * depending on the value of invisible, so we need to
2572 * alternate it here for it to work correctly.
2573 */
2574 if (pticks & 2)
2575 op->invisible--;
2576 } 2100 {
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2101 if (op->speed_left > 0.f)
2578 {
2579 op->invisible--;
2580 if (!op->invisible)
2581 {
2582 make_visible (op);
2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 } 2102 {
2585 }
2586
2587 if (QUERY_FLAG (op, FLAG_SCARED))
2588 {
2589 flee_player (op);
2590 /* If player is still scared, that is his action for this tick */
2591 if (QUERY_FLAG (op, FLAG_SCARED))
2592 {
2593 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2594 return 0; 2106 return true;
2595 } 2107 }
2596 } 2108 else
2597 2109 return false;
2598 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer.
2602 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605 {
2606 op->contr->ranges[range_golem] = NULL;
2607 op->contr->golem_count = 0;
2608 } 2110 }
2609 2111
2610 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2114 * called, so we recheck it here.
2613 */ 2115 */
2614 HandleClient (&op->contr->socket, op->contr); 2116 if (op->contr->ns->handle_command ())
2615 if (op->speed_left < 0) 2117 return true;
2118
2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2120 return move_player (op, op->direction);
2121
2122 return false;
2123}
2124
2125static int
2126save_life (object *op)
2127{
2128 if (!op->flag [FLAG_LIFESAVE])
2616 return 0; 2129 return 0;
2617 2130
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 {
2620 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--;
2622
2623 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff.
2626 */
2627 move_player (op, op->direction);
2628 if (op->speed_left > 0)
2629 return 1;
2630 else
2631 return 0;
2632 }
2633 return 0;
2634}
2635
2636int
2637save_life (object *op)
2638{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0;
2643
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2646 { 2133 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2649 if (op->contr) 2136
2650 esrv_del_item (op->contr, tmp->count); 2137 tmp->destroy ();
2651 remove_ob (tmp); 2138 op->clr_flag (FLAG_LIFESAVE);
2652 free_object (tmp); 2139
2653 CLEAR_FLAG (op, FLAG_LIFESAVE);
2654 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2142
2656 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2657 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2658 fix_player (op); 2145
2146 op->update_stats ();
2659 return 1; 2147 return 1;
2660 } 2148 }
2149
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2153 return 0;
2665} 2154}
2666 2155
2667/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2668 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2669 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2670 * from. 2159 * from.
2671 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (op->flag [FLAG_UNPAID])
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2672void 2177void
2673remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2674{ 2179{
2675 object *next; 2180 if (!flag [FLAG_REMOVED])
2676 2181 ::drop_unpaid_items (inv, this);
2677 while (op)
2678 {
2679 next = op->below; /* Make sure we have a good value, in case
2680 * we remove object 'op'
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0);
2690 }
2691 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env);
2693 op = next;
2694 }
2695} 2182}
2696
2697
2698/*
2699 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the
2702 * best, a misc file for object actions is probably better,
2703 * but there isn't one in the server directory.
2704 */
2705char *
2706gravestone_text (object *op)
2707{
2708 static char buf2[MAX_BUF];
2709 char buf[MAX_BUF];
2710 time_t now = time (NULL);
2711
2712 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else
2716 sprintf (buf, "%s\n", &op->name);
2717 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf);
2719 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2723 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf);
2725 if (op->type == PLAYER)
2726 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf);
2730 }
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf);
2734 return buf2;
2735}
2736
2737
2738 2183
2739void 2184void
2740do_some_living (object *op) 2185do_some_living (object *op)
2741{ 2186{
2742 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2743 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2744 int over_hp, over_sp, over_grace;
2745 int i;
2746 int rate_hp = 1200; 2189 int rate_hp = 1200;
2747 int rate_sp = 2500; 2190 int rate_sp = 2500;
2748 int rate_grace = 2000; 2191 int rate_grace = 2000;
2749 const int max_hp = 1; 2192 const int max_hp = 1;
2750 const int max_sp = 1; 2193 const int max_sp = 1;
2751 const int max_grace = 1; 2194 const int max_grace = 1;
2752 2195
2753 if (op->contr->outputs_sync) 2196#if 0
2754 { 2197 if (op->contr->hidden)
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2198 {
2199 op->invisible = 1000;
2200 /* the socket code flashes the player visible/invisible
2201 * depending on the value of invisible, so we need to
2202 * alternate it here for it to work correctly.
2203 */
2204 if (server_tick & 2)
2205 op->invisible--;
2206 }
2207 else
2208#endif
2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2210 {
2211 if (!op->invisible--)
2212 {
2213 make_visible (op);
2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2215 }
2216 }
2759 2217
2760 if (op->contr->state == ST_PLAYING) 2218 if (op->contr->ns->state == ST_PLAYING)
2761 { 2219 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2220 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2221 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2222 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2223 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2224 else
2768 { 2225 {
2769 gen_hp = op->stats.maxhp; 2226 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2227 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2228 }
2229
2772 if (op->contr->gen_sp >= 0) 2230 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2231 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2232 else
2775 { 2233 {
2776 gen_sp = op->stats.maxsp; 2234 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2235 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2236 }
2237
2779 if (op->contr->gen_grace >= 0) 2238 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2239 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2240 else
2782 { 2241 {
2783 gen_grace = op->stats.maxgrace; 2242 gen_grace = op->stats.maxgrace;
2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2243 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785 } 2244 }
2786 2245
2787 /* Regenerate Spell Points */
2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2789 {
2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791 if (op->stats.sp < op->stats.maxsp)
2792 {
2793 op->stats.sp++;
2794 /* dms do not consume food */
2795 if (!QUERY_FLAG (op, FLAG_WIZ))
2796 {
2797 op->stats.food--;
2798 if (op->contr->digestion < 0)
2799 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food;
2802 }
2803 }
2804 if (max_sp > 1)
2805 {
2806 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0)
2808 {
2809 if (op->stats.sp < op->stats.maxsp)
2810 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--;
2814 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp;
2816 }
2817 op->last_sp = 0;
2818 }
2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2828 }
2829
2830 /* Regenerate Grace */ 2246 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2247 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2833 { 2249 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2836 if (max_grace > 1) 2255 if (max_grace > 1)
2837 { 2256 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2839 if (over_grace > 0) 2259 if (over_grace > 0)
2840 { 2260 {
2841 op->stats.sp += over_grace 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2842 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2843 op->last_grace = 0; 2262 op->last_grace = 0;
2844 } 2263 }
2845 else 2264 else
2846 { 2265 op->last_grace = rate_grace / temp;
2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2848 }
2849 } 2266 }
2850 else 2267 else
2268 op->last_grace = rate_grace / temp;
2269
2270 /* wearing stuff doesn't detract from grace generation. */
2271 }
2272
2273 if (op->stats.food > 0)
2274 {
2275 /* Regenerate Spell Points */
2276 if (!op->contr->golem && --op->last_sp < 0)
2851 { 2277 {
2852 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2853 }
2854 /* wearing stuff doesn't detract from grace generation. */
2855 }
2856 2279
2857 /* Regenerate Hit Points */
2858 if (--op->last_heal < 0)
2859 {
2860 if (op->stats.hp < op->stats.maxhp) 2280 if (op->stats.sp < op->stats.maxsp)
2861 {
2862 op->stats.hp++;
2863 /* dms do not consume food */
2864 if (!QUERY_FLAG (op, FLAG_WIZ))
2865 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!op->flag [FLAG_WIZ])
2286 {
2866 op->stats.food--; 2287 op->stats.food--;
2288
2867 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2868 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2871 } 2294 }
2872 } 2295
2873 if (max_hp > 1) 2296 if (max_sp > 1)
2874 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0)
2877 { 2297 {
2878 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2879 op->last_heal = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2880 } 2316 }
2881 else 2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2882 { 2325 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!op->flag [FLAG_WIZ])
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2884 } 2338 }
2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2342 if (max_hp > 1)
2343 {
2344 int over_hp = temp / rate_hp;
2345
2346 if (over_hp > 0)
2347 {
2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2349 op->last_heal = 0;
2350 }
2351 else
2352 op->last_heal = rate_hp / temp;
2885 } 2353 }
2886 else 2354 else
2887 { 2355 op->last_heal = rate_hp / temp;
2888 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2889 } 2356 }
2890 } 2357 }
2891 2358
2892 /* Digestion */ 2359 /* Digestion */
2893 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2894 { 2361 {
2895#ifdef COZY_SERVER 2362 int bonus = max (0, op->contr->digestion),
2896 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2363 penalty = max (0, -op->contr->digestion);
2897 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2898#else
2899 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2900#endif
2901 2364
2902 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2365 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2904 else 2366
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2906 /* dms do not consume food */ 2367 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2908 op->stats.food--; 2369 op->stats.food--;
2909 } 2370 }
2910 }
2911 2371
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2373 {
2914 object *tmp, *flesh = NULL; 2374 object *flesh = 0;
2915 2375
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2376 for_inv_removable (op, tmp)
2917 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 { 2377 {
2378 if (tmp->flag [FLAG_UNPAID])
2379 continue;
2380
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2921 { 2382 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2383 op->statusmsg ("You blindly grab for a bite of food. "
2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2923 manual_apply (op, tmp, 0); 2385 op->apply (tmp);
2386
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2388 break;
2926 } 2389 }
2927 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2928 flesh = tmp; 2391 flesh = tmp;
2929 } /* End if paid for object */ 2392 }
2930 } /* end of for loop */ 2393
2931 /* If player is still starving, it means they don't have any food, so 2394 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead. 2395 * eat flesh instead.
2933 */ 2396 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2398 {
2399 op->statusmsg ("You blindly grab for a bite of food. "
2400 "H<To prevent you from starving, you ate some random item from your backpack.>");
2401 op->apply (flesh);
2402 }
2403
2404 // If player is still starving, alert him!
2405 if (op->stats.food < 0)
2406 op->failmsg ("You are starving! "
2407 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2935 { 2408 }
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2409
2937 manual_apply (op, flesh, 0); 2410 if (op->stats.food < 0)
2938 } 2411 {
2939 } /* end if player is starving */ 2412 op->stats.hp += op->stats.food;
2413 op->stats.food = 0;
2940 2414
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2415 if (op->stats.hp < 0)
2942 op->stats.food++, op->stats.hp--; 2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2419 }
2420 }
2943 2421
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2422 /* killer should be set here already */
2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2945 kill_player (op); 2424 kill_player (op);
2425 }
2946} 2426}
2947
2948
2949 2427
2950/* If the player should die (lack of hp, food, etc), we call this. 2428/* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not 2429 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player 2430 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2431 * file.
2954 */ 2432 */
2955void 2433void
2956kill_player (object *op) 2434kill_player (object *op)
2957{ 2435{
2958 char buf[MAX_BUF];
2959 int x, y; 2436 int x, y;
2960
2961 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2963
2964 /* int z;
2965 int num_stats_lose;
2966 int lost_a_stat;
2967 int lose_this_stat;
2968 int this_stat; */
2969 int will_kill_again; 2438 int will_kill_again;
2970 archetype *at; 2439 archetype *at;
2971 object *tmp; 2440 object *tmp;
2972 2441
2973 if (save_life (op)) 2442 if (save_life (op))
2974 return; 2443 return;
2975 2444
2445 dynbuf_text deathtab;
2446
2447 /* restore player */
2448 at = archetype::find (shstr_poisoning);
2449 if (object *tmp = present_arch_in_ob (at, op))
2450 {
2451 tmp->destroy ();
2452 deathtab << "Your body feels cleansed...\r";
2453 }
2454
2455 at = archetype::find (shstr_confusion);
2456 if (object *tmp = present_arch_in_ob (at, op))
2457 {
2458 tmp->destroy ();
2459 deathtab << "Your mind feels clearer...\r";
2460 }
2461
2462 cure_disease (op, 0, 0); /* remove any disease */
2463
2464 max_it (op->stats.hp , op->stats.maxhp);
2465 max_it (op->stats.sp , op->stats.maxsp);
2466 max_it (op->stats.grace, op->stats.maxgrace);
2467 max_it (op->stats.food , 200);
2468
2469 // remove all spell effects that are active
2470 // to avoid long-term effects such as word-of-recall
2471 for (object *item = op->inv; item; )
2472 {
2473 object *next = item->below;
2474
2475 if (item->type == SPELL_EFFECT && item->active)
2476 item->destroy ();
2477
2478 item = next;
2479 }
2976 2480
2977 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2481 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2978 * in cities ONLY!!! It is very important that this doesn't get abused. 2482 * in cities ONLY!!! It is very important that this doesn't get abused.
2979 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2980 */ 2484 */
2981 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2982 { 2486 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985
2986 /* restore player */
2987 at = find_archetype ("poisoning");
2988 tmp = present_arch_in_ob (at, op);
2989 if (tmp)
2990 {
2991 remove_ob (tmp);
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 }
2995
2996 at = find_archetype ("confusion");
2997 tmp = present_arch_in_ob (at, op);
2998 if (tmp)
2999 {
3000 remove_ob (tmp);
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 }
3004
3005 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0)
3008 op->stats.food = 999;
3009 2488
3010 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2490 object *tmp = archetype::find (shstr_finger)->instance ();
3012 if (tmp != NULL) 2491
3013 { 2492 tmp->name = format ("%s's finger" , &op->name);
3014 sprintf (buf, "%s's finger", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
3015 tmp->name = buf; 2494 tmp->msg = format (
3016 sprintf (buf, " This finger has been cut off %s\n" 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
3017 " the %s, when he was defeated at\n level %d by %s.\n", 2496 &op->name, op->contr->title,
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2497 (int)op->level,
3019 tmp->msg = buf; 2498 op->contr->killer_name ()
2499 );
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2501 tmp->material = name_to_material (shstr_organic);
3022 tmp->x = op->x, tmp->y = op->y; 2502 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 }
3025 2503
3026 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3029 return; 2509 return;
3030 } 2510 }
3031 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
3032 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
3033 2516
3034 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
3035 2518
3036 if (op->stats.food < 0) 2519 op->contr->play_sound (sound_find ("player_dies"));
2520
2521 /* save the map location for corpse, gravestone */
2522 x = op->x;
2523 y = op->y;
2524 map = op->map;
2525
2526 /* NOT_PERMADEATH code. This basically brings the character back to
2527 * life if they are dead - it takes some exp and a random stat.
2528 * See the config.h file for a little more in depth detail about this.
2529 */
2530
2531 /* Basically two ways to go - remove a stat permanently, or just
2532 * make it depletion. This bunch of code deals with that aspect
2533 * of death.
2534 */
2535#ifndef COZY_SERVER
2536 if (settings.balanced_stat_loss)
3037 { 2537 {
3038 if (op->contr->explore) 2538 /* If stat loss is permanent, lose one stat only. */
3039 { 2539 /* Lower level chars don't lose as many stats because they suffer
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2540 more if they do. */
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2541 /* Higher level characters can afford things such as potions of
3042 op->stats.food = 999; 2542 restoration, or better, stat potions. So we slug them that
3043 return; 2543 little bit harder. */
3044 } 2544 /* GD */
3045 sprintf (buf, "%s starved to death.", &op->name); 2545 if (settings.stat_loss_on_death)
3046 strcpy (op->contr->killer, "starvation"); 2546 num_stats_lose = 1;
2547 else
2548 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3047 } 2549 }
3048 else 2550 else
3049 { 2551 num_stats_lose = 1;
3050 if (op->contr->explore) 2552
3051 { 2553 lost_a_stat = 0;
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2554
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2555 for (z = 0; z < num_stats_lose; z++)
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name);
3058 } 2556 {
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2557 i = rndm (NUM_STATS);
3060 2558
3061 /* save the map location for corpse, gravestone */
3062 x = op->x;
3063 y = op->y;
3064 map = op->map;
3065
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this.
3072 */
3073
3074 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect
3076 * of death.
3077 */
3078#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */
3084 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */
3087 /* GD */
3088 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2560 {
3090 else 2561 /* Pick a random stat and take a point off it. Tell the player
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2562 * what he lost.
2563 */
2564 change_attr_value (&(op->stats), i, -1);
2565 check_stat_bounds (&(op->stats));
2566 change_attr_value (&(op->contr->orig_stats), i, -1);
2567 check_stat_bounds (&(op->contr->orig_stats));
2568 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2569 lost_a_stat = 1;
3092 } 2570 }
3093 else 2571 else
3094 { 2572 {
3095 num_stats_lose = 1; 2573 /* deplete a stat */
3096 } 2574 archetype *deparch = archetype::find (shstr_depletion);
3097 lost_a_stat = 0; 2575 object *dep;
3098 2576
3099 for (z = 0; z < num_stats_lose; z++) 2577 dep = present_arch_in_ob (deparch, op);
3100 { 2578 if (!dep)
3101 i = RANDOM () % NUM_STATS;
3102
3103 if (settings.stat_loss_on_death)
3104 { 2579 {
3105 /* Pick a random stat and take a point off it. Tell the player 2580 dep = deparch->instance ();
3106 * what he lost. 2581 insert_ob_in_ob (dep, op);
3107 */
3108 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1;
3114 } 2582 }
3115 else 2583 lose_this_stat = 1;
2584 if (settings.balanced_stat_loss)
3116 { 2585 {
3117 /* deplete a stat */ 2586 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2587 /* Get the stat that we're about to deplete. */
3119 object *dep; 2588 this_stat = get_attr_value (&(dep->stats), i);
3120 2589 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2590 {
3124 dep = arch_to_object (deparch); 2591 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2592 int keep_chance = this_stat * this_stat;
3126 } 2593
3127 lose_this_stat = 1; 2594 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0) 2595 if (keep_chance < 1)
2596 keep_chance = 1;
2597
2598 /* There is a maximum depletion total per level. */
2599 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2600 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2601 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2602 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2603 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2604 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2605 else
3169 if (this_stat >= -50)
3170 { 2606 {
3171 change_attr_value (&(dep->stats), i, -1); 2607 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1; 2608 lose_this_stat = 0;
2609 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2610 this_stat, keep_chance, loss_chance,
2611 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2612 }
3177 } 2613 }
3178 } 2614 }
2615
2616 if (lose_this_stat)
2617 {
2618 this_stat = get_attr_value (&dep->stats, i);
2619 /* We could try to do something clever like find another
2620 * stat to reduce if this fails. But chances are, if
2621 * stats have been depleted to -50, all are pretty low
2622 * and should be roughly the same, so it shouldn't make a
2623 * difference.
2624 */
2625 if (this_stat >= -50)
2626 {
2627 change_attr_value (&(dep->stats), i, -1);
2628 dep->set_flag (FLAG_APPLIED);
2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2630 op->update_stats ();
2631 lost_a_stat = 1;
2632 }
3179 } 2633 }
2634 }
2635 }
2636
3180 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2638 if (!lost_a_stat)
3182 { 2639 {
3183 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2641 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
3186 2643
3187 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2645 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3189 else 2646 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2647 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3191 } 2648 }
2649#else
2650 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3192#endif 2651#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2652
3195 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2654 * exp loss on the stone.
3197 */ 2655 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
3199 sprintf (buf, "%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
3200 tmp->name = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
3201 sprintf (buf, "%s's gravestones", &op->name); 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3202 tmp->name_pl = buf; 2660 &op->name, op->contr->title, op->contr->killer_name ());
3203 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);
3204 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2663
3208 /**************************************/ 2664 /**************************************/
3209 /* */ 2665 /* */
3210 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */
3213 /* */ 2667 /* */
3214
3215 /**************************************/ 2668 /**************************************/
3216 2669
3217 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */
3219 at = find_archetype ("poisoning");
3220 tmp = present_arch_in_ob (at, op);
3221 if (tmp)
3222 {
3223 remove_ob (tmp);
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 }
3227
3228 at = find_archetype ("confusion");
3229 tmp = present_arch_in_ob (at, op);
3230 if (tmp)
3231 {
3232 remove_ob (tmp);
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 }
3236 cure_disease (op, 0); /* remove any disease */
3237
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100)
3241 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2672
3246 /* 2673 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2674 * Check to see if the player has any unpaid items. If so, remove them
3248 * the player has any unpaid items. If so, remove them and put them back 2675 * and put them back in the map.
3249 * in the map. 2676 */
3250 */ 2677 op->drop_unpaid_items ();
3251 2678
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op);
3254
3255 /****************************************/ 2679 /****************************************/
3256 /* */ 2680 /* */
3257 /* Move player to his current respawn- */ 2681 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2682 /* position (usually last savebed) */
3259 /* */ 2683 /* */
3260
3261 /****************************************/ 2684 /****************************************/
3262 2685
3263 enter_player_savebed (op); 2686 enter_player_savebed (op);
3264 2687
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2688 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2689
3271 /* it is possible that the player has blown something up 2690 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2691 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2692 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2693 * on the space that might harm the player.
3275 */ 2694 */
3276 will_kill_again = 0; 2695 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2696 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2697 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2698 will_kill_again |= tmp->attacktype;
3281 } 2699
3282 if (will_kill_again) 2700 if (will_kill_again)
3283 { 2701 {
3284 object *force; 2702 object *force;
3285 int at; 2703 int at;
3286 2704
3287 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1;
3290 force->speed_left = -5.0; 2707 force->speed_left = -5.f;
3291 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
3292 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2713 force->resist[at] = 100;
3296 } 2714
3297 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
3298 fix_player (op); 2716 op->update_stats ();
3299
3300 }
3301
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 { 2717 }
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318 2718
3319 op->contr->party = NULL; 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2720}
3380 2721
3381 2722static void
3382void
3383loot_object (object *op) 2723loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
3386 2726
3387 if (op->container) 2727 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2728
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
3393 { 2730 {
3394 next = tmp->below; 2731 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2732
2733 if (tmp->invisible)
3396 continue; 2734 continue;
3397 remove_ob (tmp); 2735
2736 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2738
3399 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2741
3402 } 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3404 { 2743 {
3405 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
3406 { 2745 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
3408 free_object (tmp2);
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2748 }
3411 else 2749 else
3412 free_object (tmp); 2750 tmp->destroy ();
3413 } 2751 }
3414 else 2752 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2754 }
3417} 2755}
3419/* 2757/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 2759 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 2760 * was changed.
3423 */ 2761 */
3424
3425void 2762void
3426fix_weight (void) 2763fix_weight ()
3427{ 2764{
3428 player *pl; 2765 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 2766 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2767 weight_t old = pl->ob->carrying;
3433 2768
3434 if (old == sum) 2769 pl->ob->update_weight ();
3435 continue; 2770
3436 fix_player (pl->ob); 2771 if (old != pl->ob->carrying)
2772 {
2773 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2774 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2775 }
3438 } 2776 }
3439} 2777}
3440 2778
3441void 2779void
3442fix_luck (void) 2780fix_luck ()
3443{ 2781{
3444 player *pl; 2782 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 2783 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 2784 pl->ob->change_luck (0);
3449} 2785}
3450
3451 2786
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 2787/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 2788 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 2789 * just treat this as any other spell casting object.
3455 */ 2790 */
3456
3457void 2791void
3458cast_dust (object *op, object *throw_ob, int dir) 2792cast_dust (object *op, object *throw_ob, int dir)
3459{ 2793{
3460 object *skop, *spob; 2794 object *skop, *spob;
3461 2795
3482 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2817 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 2818
3485 cast_spell (op, throw_ob, dir, spob, NULL); 2819 cast_spell (op, throw_ob, dir, spob, NULL);
3486 2820
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2821 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 2822}
3491 2823
3492void 2824void
3493make_visible (object *op) 2825make_visible (object *op)
3494{ 2826{
3495 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3496 op->invisible = 0; 2828 op->invisible = 0;
2829
3497 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3498 { 2831 {
3499 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0; 2833 op->contr->invis_race = 0;
3501 } 2834 }
2835
3502 update_object (op, UP_OBJ_FACE); 2836 update_object (op, UP_OBJ_CHANGE);
3503} 2837}
3504 2838
3505int 2839int
3506is_true_undead (object *op) 2840is_true_undead (object *op)
3507{ 2841{
3508 object *tmp = NULL; 2842 if (op->arch->flag [FLAG_UNDEAD])
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3511 return 1; 2843 return 1;
3512 2844
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 2845 return 0;
3519} 2846}
3520 2847
3521/* look at the surrounding terrain to determine 2848/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 2849 * the hideability of this object. Positive levels
3523 * indicate greater hideability. 2850 * indicate greater hideability.
3524 */ 2851 */
3525
3526int 2852int
3527hideability (object *ob) 2853hideability (object *ob)
3528{ 2854{
3529 int i, level = 0, mflag; 2855 int i, level = 0, mflag;
3530 sint16 x, y; 2856 sint16 x, y;
3531 2857
3532 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3533 return 0; 2859 return 0;
3534 2860
3535 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3536 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3537 2863
3538 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3539 * If you carry a light on a non-dark map, its not 2865 * If you carry a light on a non-dark map, its not
3540 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3541 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3542 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3543 2869
3544 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3545 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2871 for (i = 0, x = ob->x, y = ob->y;
2872 i <= SIZEOFFREE1;
2873 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3546 { 2874 {
3547 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3548 if (mflag & P_OUT_OF_MAP) 2876 if (mflag & P_OUT_OF_MAP)
3549 {
3550 continue; 2877 continue;
3551 } 2878
3552 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3553 level += 2; 2880 level += 2;
3554 else /* open terrain! */ 2881 else /* open terrain! */
3555 level -= 1; 2882 level -= 1;
3556 } 2883 }
3564/* For Hidden creatures - a chance of becoming 'unhidden' 2891/* For Hidden creatures - a chance of becoming 'unhidden'
3565 * every time they move - as we subtract off 'invisibility' 2892 * every time they move - as we subtract off 'invisibility'
3566 * AND, for players, if they move into a ridiculously unhideable 2893 * AND, for players, if they move into a ridiculously unhideable
3567 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3568 */ 2895 */
3569
3570void 2896void
3571do_hidden_move (object *op) 2897do_hidden_move (object *op)
3572{ 2898{
3573 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2899 int hide = 0;
3574 object *skop;
3575 2900
3576 if (!op || !op->map) 2901 if (!op || !op->map)
3577 return; 2902 return;
3578 2903
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2904 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2905 int num = random_roll (0, 19, op, PREFER_LOW);
3580 2906
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 2907 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 2908 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 2909 if (!skop || num >= skop->level)
3585 { 2910 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2911 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 2912 make_visible (op);
3588 return; 2913 return;
3589 } 2914 }
3590 else 2915 else
3591 num += 20; 2916 num += 20;
3592 } 2917
3593 num += op->map->difficulty; 2918 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 2919 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 2920 num -= hide;
2921
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2922 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 2923 {
3598 make_visible (op); 2924 make_visible (op);
2925
3599 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2927 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 2928 }
3602 else if (op->type == PLAYER && skop) 2929 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2930 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 2931}
3607 2932
3608/* determine if who is standing near a hostile creature. */ 2933/* determine if who is standing near a hostile creature. */
3609 2934
3610int 2935int
3611stand_near_hostile (object *who) 2936stand_near_hostile (object *who)
3612{ 2937{
3613 object *tmp = NULL; 2938 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 2939 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 2940 maptile *m;
3616 sint16 x, y; 2941 sint16 x, y;
3617 2942
3618 if (!who) 2943 if (!who)
3619 return 0; 2944 return 0;
3620 2945
3621 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3622 player = 1; 2947 player = 1;
3623 2948
3624 else 2949 else
3625 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3626 2951
3627 /* search adjacent squares */ 2952 /* search adjacent squares */
3628 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3629 { 2954 {
3630 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3637 if (mflags & P_OUT_OF_MAP) 2962 if (mflags & P_OUT_OF_MAP)
3638 continue; 2963 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2964 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 2965 continue;
3641 2966
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 2968 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3645 return 1; 2970 return 1;
3646 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3647 {
3648 /*don't let a hidden DM prevent you from hiding */
3649 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3650 return 1; 2972 return 1;
3651 }
3652 } 2973 }
3653 } 2974 }
3654 return 0; 2975 return 0;
3655} 2976}
3656 2977
3657/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3658 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3659 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
3660 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3661 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3662 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3663 * in? Realistically, most of use cant see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3664 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3665 * imply the way your head, or body is facing? Its possible 2986 * imply the way your head, or body is facing? It's possible
3666 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
3667 * -b.t. 2988 * -b.t.
3668 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3669 */ 2990 */
3670
3671int 2991int
3672player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3673{ 2993{
3674 rv_vector rv; 2994 rv_vector rv;
3675 int dx, dy; 2995 int dx, dy;
3677 if (pl->type != PLAYER) 2997 if (pl->type != PLAYER)
3678 { 2998 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 2999 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3000 return -1;
3681 } 3001 }
3002
3682 if (!pl || !op) 3003 if (!pl || !op)
3683 return 0; 3004 return 0;
3684 3005
3685 if (op->head)
3686 {
3687 op = op->head; 3006 op = op->head_ ();
3688 } 3007
3689 get_rangevector (pl, op, &rv, 0x1); 3008 get_rangevector (pl, op, &rv, 0x1);
3690 3009
3691 /* starting with the 'head' part, lets loop 3010 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3011 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3012 * part that is in the los array but isn't on
3694 * a blocked los square. 3013 * a blocked los square.
3695 * we use the archetype to figure out offsets. 3014 * we use the archetype to figure out offsets.
3696 */ 3015 */
3697 while (op) 3016 while (op)
3698 { 3017 {
3699 dx = rv.distance_x + op->arch->clone.x; 3018 dx = rv.distance_x + op->arch->x;
3700 dy = rv.distance_y + op->arch->clone.y; 3019 dy = rv.distance_y + op->arch->y;
3701 3020
3702 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3703 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values.
3705 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3709 return 1; 3022 return 1;
3023
3710 op = op->more; 3024 op = op->more;
3711 } 3025 }
3712 return 0;
3713}
3714 3026
3715/* routine for both players and monsters. We call this when
3716 * there is a possibility for our action distrubing our hiding
3717 * place or invisiblity spell. Artefact invisiblity is not
3718 * effected by this. If we arent invisible to begin with, we
3719 * return 0.
3720 */
3721int
3722action_makes_visible (object *op)
3723{
3724
3725 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3726 {
3727 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3728 return 0;
3729
3730 if (op->contr && op->contr->tmp_invis == 0)
3731 return 0;
3732
3733 /* If monsters, they should become visible */
3734 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3735 {
3736 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3737 return 1;
3738 }
3739 }
3740 return 0; 3027 return 0;
3741} 3028}
3742 3029
3743/* op_on_battleground - checks if the given object op (usually 3030/* op_on_battleground - checks if the given object op (usually
3744 * a player) is standing on a valid battleground-tile, 3031 * a player) is standing on a valid battleground-tile,
3749 * Default is to do the same as before, so only people wanting to have different points need worry about this 3036 * Default is to do the same as before, so only people wanting to have different points need worry about this
3750 */ 3037 */
3751int 3038int
3752op_on_battleground (object *op, int *x, int *y) 3039op_on_battleground (object *op, int *x, int *y)
3753{ 3040{
3754 object *tmp;
3755
3756 /* A battleground-tile needs the following attributes to be valid: 3041 /* A battleground-tile needs the following attributes to be valid:
3757 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3042 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3758 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3043 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3759 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3760 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3761 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3762 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3763 { 3048 {
3764 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3765 { 3050 {
3766 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3051 if (tmp->flag [FLAG_NO_PICK]
3767 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3052 && tmp->type == BATTLEGROUND
3053 && tmp->name == shstr_battleground
3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3768 { 3055 {
3769 /*before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3770 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3057 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3771 {
3772 object *invtmp;
3773
3774 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3775 { 3060 {
3776 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3777 {
3778 if (x != NULL && y != NULL) 3061 if (x && y)
3779 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3063
3780 return 1; 3064 return 1;
3781 }
3782 } 3065 }
3783 } 3066
3784 if (x != NULL && y != NULL) 3067 if (x && y)
3785 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3069
3786 return 1; 3070 return 1;
3787 } 3071 }
3788 } 3072 }
3789 } 3073 }
3074
3790 /* If we got here, did not find a battleground */ 3075 /* If we got here, did not find a battleground */
3791 return 0; 3076 return 0;
3792} 3077}
3793 3078
3794/* 3079/*
3810 char buf[MAX_BUF]; /* tmp. string buffer */ 3095 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0; 3096 int i = 0, j = 0;
3812 3097
3813 /* get the appropriate treasurelist */ 3098 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE) 3099 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire"); 3100 trlist = treasurelist::find (shstr_dragon_ability_fire);
3816 else if (atnr == ATNR_COLD) 3101 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold"); 3102 trlist = treasurelist::find (shstr_dragon_ability_cold);
3818 else if (atnr == ATNR_ELECTRICITY) 3103 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec"); 3104 trlist = treasurelist::find (shstr_dragon_ability_elec);
3820 else if (atnr == ATNR_POISON) 3105 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison"); 3106 trlist = treasurelist::find (shstr_dragon_ability_poison);
3822 3107
3823 if (trlist == NULL || who->type != PLAYER) 3108 if (trlist == NULL || who->type != PLAYER)
3824 return; 3109 return;
3825 3110
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3111 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3112
3828 if (tr == NULL || tr->item == NULL) 3113 if (!tr || !tr->item)
3829 { 3114 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3115 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3116 return;
3832 } 3117 }
3833 3118
3834 /* everything seems okay - now bring on the gift: */ 3119 /* everything seems okay - now bring on the gift: */
3835 item = &(tr->item->clone); 3120 item = tr->item;
3836 3121
3837 if (item->type == SPELL) 3122 if (item->type == SPELL)
3838 { 3123 {
3839 if (check_spell_known (who, item->name)) 3124 if (check_spell_known (who, item->name))
3840 return; 3125 return;
3899 { 3184 {
3900 /* forces in the treasurelist can alter the player's stats */ 3185 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3186 object *skin;
3902 3187
3903 /* first get the dragon skin force */ 3188 /* first get the dragon skin force */
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3189 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3190 ;
3191
3905 if (skin == NULL) 3192 if (!skin)
3906 return; 3193 return;
3907 3194
3908 /* adding new spellpath attunements */ 3195 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3196 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3197 {
3921 else 3208 else
3922 j = 1; 3209 j = 1;
3923 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3924 } 3211 }
3925 } 3212 }
3213
3926 strcat (buf, "."); 3214 strcat (buf, ".");
3927 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3928 } 3216 }
3929 3217
3930 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3931 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3932 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3933 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3934 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3935 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3936 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3937 3225
3938 /* print message if there is one */ 3226 /* print message if there is one */
3939 if (item->msg != NULL) 3227 if (item->msg != NULL)
3940 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3941 } 3229 }
3942 else 3230 else
3943 { 3231 {
3944 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3945 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3946 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3947 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3948 if (who->type == PLAYER)
3949 esrv_send_item (who, tmp);
3950 } 3236 }
3951} 3237}
3952 3238
3953/** 3239//-GPL
3954 * Unready an object for a player. This function does nothing if the object was 3240
3955 * not readied. 3241sint8
3956 */ 3242player::darkness_at (maptile *map, int x, int y) const
3243{
3244 if (!ns)
3245 return LOS_BLOCKED;
3246
3247 int dx, dy;
3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3255}
3256
3957void 3257void
3958player_unready_range_ob (player *pl, object *ob) 3258player::infobox (const char *title, const char *msg, int color)
3959{ 3259{
3960 rangetype i; 3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3961
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3963 {
3964 if (pl->ranges[i] == ob)
3965 {
3966 pl->ranges[i] = NULL;
3967 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none;
3970 }
3971 }
3972 }
3973} 3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3280 return;
3281
3282 va_list ap;
3283 va_start (ap, format);
3284 contr->failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287
3288void
3289player::failmsgf (const char *format, ...)
3290{
3291 va_list ap;
3292 va_start (ap, format);
3293 failmsg (vformat (format, ap));
3294 va_end (ap);
3295}
3296

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines