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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 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 1.19 2006/09/11 23:53:30 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
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
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 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803} 587}
804 588
805void 589void
806get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
807{ 591{
808 if (party == NULL) 592 if (party == NULL)
809 { 593 {
810 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);
811 return; 595 return;
812 } 596 }
597
813 op->contr->write_buf[0] = '\0'; 598 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 599 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 600 op->contr->party_to_join = party;
816 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:");
817} 602}
818
819 603
820/* 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. */
821int 605static int
822roll_stat (void) 606roll_stat ()
823{ 607{
824 int a[4], i, j, k; 608 int a[4], i, j, k;
825 609
826 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
827 a[i] = (int) RANDOM () % 6 + 1; 611 a[i] = rndm (1, 6);
828 612
829 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 614 if (a[i] < k)
831 k = a[i], j = i; 615 k = a[i], j = i;
832 616
833 for (i = 0, k = 0; i < 4; i++) 617 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 618 if (i != j)
836 k += a[i]; 619 k += a[i];
837 } 620
838 return k; 621 return k;
839} 622}
840 623
841void 624void
842roll_stats (object *op) 625object::roll_stats ()
843{ 626{
627 int statsort [NUM_STATS];
628
629 for (;;)
630 {
844 int sum = 0; 631 int sum = 0;
845 int i = 0, j = 0; 632 for (int i = NUM_STATS; i--; )
846 int statsort[7]; 633 sum += statsort [i] = roll_stat ();
847 634
848 do 635 if (sum >= 82 && sum <= 116)
636 break;
849 { 637 }
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 }
859 while (sum < 82 || sum > 116);
860 638
861 /* Sort the stats so that rerolling is easier... */ 639 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869 641
870 /* a quick and dirty bubblesort? */ 642 for (int i = 0; i < NUM_STATS; ++i)
871 do 643 stats.stat (i) = statsort [i];
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886 644
887 op->stats.Str = statsort[0];
888 op->stats.Dex = statsort[1];
889 op->stats.Con = statsort[2];
890 op->stats.Int = statsort[3];
891 op->stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6];
894
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0; 645 stats.exp = 0;
906 op->stats.ac = 0; 646 stats.ac = 0;
907 647
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp; 648 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 649 stats.sp = stats.maxsp;
915 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
916 op->contr->orig_stats = op->stats; 658 contr->orig_stats = stats;
659 }
917} 660}
918 661
919void 662void
920Roll_Again (object *op) 663object::swap_stats (int a, int b)
921{ 664{
922 esrv_new_player (op->contr, 0); 665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
925}
926 666
927void 667 for (int i = 0; i < NUM_STATS; ++i)
928Swap_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)
929{ 694{
930 signed char tmp;
931 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
932 696
933 if (op->contr->Swap_First == -1) 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str;
950 op->stats.Dex = op->contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha;
956 op->stats.ac = 0;
957
958 op->level = 1;
959 op->stats.exp = 0;
960 op->stats.ac = 0;
961
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp;
968 op->stats.sp = op->stats.maxsp;
969 op->stats.grace = op->stats.maxgrace;
970 op->contr->orig_stats = op->stats;
971 op->contr->Swap_First = -1;
972}
973
974
975/* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982int
983key_roll_stat (object *op, char key)
984{
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 {
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf);
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015#if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047} 699}
1048 700
1049/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
1053 * not the class. 705 * not the class.
1054 */ 706 */
1055 707void
1056int 708player::chargen_race_done ()
1057key_change_class (object *op, char key)
1058{ 709{
1059 int tmp_loop;
1060
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D')
1068 {
1069 char buf[MAX_BUF];
1070
1071 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1074 712
713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
714 if (tl)
715 create_treasure (tl, ob, 0, 0, 0);
716
1075 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr);
1077 718
1078 op->contr->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
1079 720
1080 if (op->msg) 721 if (ob->msg)
1081 op->msg = NULL; 722 ob->msg = 0;
1082 723
1083 /* We create this now because some of the unique maps will need it
1084 * to save here.
1085 */
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1087 make_path_to_file (buf);
1088
1089#ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091#endif
1092 start_info (op); 724 start_info (ob);
1093 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
1095 link_player_skills (op);
1096 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
1097 fix_player (op); 728 ob->update_stats ();
1098 729
1099 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
1100 * is one for this race 731 * is one for this race
1101 */ 732 */
1102 if (*first_map_ext_path) 733 if (*first_map_ext_path)
1103 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1104 object *tmp;
1105 char mapname[MAX_BUF];
1106
1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1108 tmp = get_object ();
1109 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x;
1111 EXIT_Y (tmp) = op->y;
1112 enter_exit (op, tmp); /* we don't really care if it succeeded;
1113 * if the map isn't there, then stay on the
1114 * default initial map */
1115 free_object (tmp);
1116 }
1117 else 735 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 737}
1121 return 0;
1122 }
1123 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{
1124 /* Following actually changes the race - this is the default command 761 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 762 * if we don't match with one of the options above.
1126 */ 763 */
1127 764
1128 tmp_loop = 0; 765 do
1129 while (!tmp_loop)
1130 { 766 {
1131 shstr name = op->name; 767 shstr name = ob->name;
1132 int x = op->x, y = op->y; 768 int x = ob->x, y = ob->y;
1133 769
1134 remove_statbonus (op); 770 ob->remove_statbonus ();
1135 remove_ob (op); 771 ob->remove ();
1136 op->arch = get_player_archetype (op->arch); 772 ob->arch = get_player_archetype (ob->arch);
1137 copy_object (&op->arch->clone, op); 773 ob->arch->copy_to (ob);
1138 op->instantiate (); 774 ob->instantiate ();
1139 op->stats = op->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
1140 op->name = op->name_pl = name; 776 ob->name = ob->name_pl = name;
1141 op->x = x; 777 ob->x = x;
1142 op->y = y; 778 ob->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 781 assign (ob->contr->title, ob->arch->object::name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 782 ob->add_statbonus ();
1148 tmp_loop = allowed_class (op);
1149 } 783 }
784 while (!allowed_class (ob));
1150 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
1208 play_again (op);
1209 return 1;
1210}
1211
1212void
1213flee_player (object *op) 795flee_player (object *op)
1214{ 796{
1215 int dir, diff; 797 int dir, diff;
1216 rv_vector rv; 798 rv_vector rv;
1217 799
1218 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
1219 { 801 {
1220 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
1221 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
1222 return; 804 return;
1223 } 805 }
1224 806
1225 if (op->enemy == NULL) 807 if (!op->enemy)
1226 { 808 {
1227 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
1228 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
1229 return; 811 return;
1230 } 812 }
1231 813
1232 /* 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))
1233 * op->enemy_count, it is possible that something destroys the
1234 * actual enemy, and the object is recycled.
1235 */
1236 if (op->enemy->map == NULL)
1237 { 815 {
1238 CLEAR_FLAG (op, FLAG_SCARED);
1239 op->enemy = NULL; 816 op->enemy = NULL;
817 op->clr_flag (FLAG_SCARED);
1240 return; 818 return;
1241 } 819 }
1242 820
1243 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1244 {
1245 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED);
1247 return;
1248 }
1249 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
1250 822
1251 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
1253 { 825 {
1254 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
1255 827
1256 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))))
1257 {
1258 return; 829 return;
1259 }
1260 } 830 }
831
1261 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1263 op->enemy = NULL; 834 op->enemy = NULL;
1264} 835}
1265 836
1266
1267/* 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.
1268 * 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
1269 * stop. 839 * stop.
1270 */ 840 */
1271int 841int
1272check_pick (object *op) 842check_pick (object *op)
1273{ 843{
1274 object *tmp, *next; 844 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 845 int stop = 0;
1277 int j, k, wvratio; 846 int wvratio;
1278 char putstring[128], tmpstr[16];
1279 847
1280
1281 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1283 return 1; 850 return 1;
1284 851
1285 op_tag = op->count;
1286
1287 next = op->below; 852 next = op->below;
1288 if (next) 853
1289 next_tag = next->count; 854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1290 856
1291 /* 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
1292 * destroyed */ 858 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 859 while (next && !next->destroyed ())
1294 { 860 {
1295 tmp = next; 861 tmp = next;
1296 next = tmp->below; 862 next = tmp->below;
863
1297 if (next) 864 if (cnt <= 0)
1298 next_tag = next->count; 865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
1299 869
1300 if (was_destroyed (op, op_tag)) 870 if (op->destroyed ())
1301 return 0; 871 return 0;
1302 872
1303 if (!can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1304 continue; 874 continue;
1305 875
1306 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1307 { 877 {
1308 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1309 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1310 continue; 881 continue;
1311 } 882 }
1312 883
1313 /* 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? */
1314 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1315 { 946 {
1316 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)
1317 { 1010 {
1318 case 0: 1011 CHK_PICK_PICKUP;
1319 return 1; /* don't pick up */ 1012 continue;
1320 case 1:
1321 pick_up (op, tmp);
1322 return 1;
1323 case 2:
1324 pick_up (op, tmp);
1325 return 0;
1326 case 3:
1327 return 0; /* stop before pickup */
1328 case 4:
1329 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1013 }
1351 } 1014 }
1352 else 1015
1353 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1354 /* NEW pickup handling */
1355 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)
1356 { 1022 {
1357 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1358 if (tmp->name != NULL)
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366 sprintf (putstring, "...flags: ");
1367 for (k = 0; k < 4; k++)
1368 {
1369 for (j = 0; j < 32; j++)
1370 {
1371 if ((tmp->flags[k] >> j) & 0x01)
1372 {
1373 sprintf (tmpstr, "%d ", k * 32 + j);
1374 strcat (putstring, tmpstr);
1375 }
1376 }
1377 }
1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379
1380#if 0
1381 /* print the flags too */
1382 for (k = 0; k < 4; k++)
1383 {
1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385 for (j = 0; j < 32; j++)
1386 {
1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388 if (!((j + 1) % 4))
1389 fprintf (stderr, " ");
1390 }
1391 fprintf (stderr, " [%d]\n", k * 32);
1392 }
1393#endif
1394 }
1395 /* philosophy:
1396 * It's easy to grab an item type from a pile, as long as it's
1397 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a
1399 * grab-as-you-run type mode that's really useful for arrows for
1400 * example.
1401 * The drawback: right now it has no frontend, so you need to
1402 * stick the bits you want into a calculator in hex mode and then
1403 * convert to decimal and then 'pickup <#>
1404 */
1405
1406 /* the first two modes are exclusive: if NOTHING we return, if
1407 * STOP then we stop. All the rest are applied sequentially,
1408 * meaning if any test passes, the item gets picked up. */
1409
1410 /* if mode is set to pick nothing up, return */
1411
1412 if (op->contr->mode & PU_NOTHING)
1413 return 1;
1414
1415 /* if mode is set to stop when encountering objects, return */
1416 /* take STOP before INHIBIT since it doesn't actually pick
1417 * anything up */
1418
1419 if (op->contr->mode & PU_STOP)
1420 return 0;
1421
1422 /* useful for going into stores and not losing your settings... */
1423 /* and for battles wher you don't want to get loaded down while
1424 * fighting */
1425 if (op->contr->mode & PU_INHIBIT)
1426 return 1;
1427
1428 /* prevent us from turning into auto-thieves :) */
1429 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1430 continue; 1024 continue;
1025 }
1431 1026
1432 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1433 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;
1434 continue; 1032 continue;
1033 }
1435 1034
1436 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1437 /* 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
1438 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1439 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"))
1440 { 1106 {
1441 pick_up (op, tmp); 1107 CHK_PICK_PICKUP;
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1108 continue;
1445 } 1109 }
1110 }
1111
1112 /* misc stuff that's useful */
1446 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1447 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1448 { 1115 {
1449 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1117 continue;
1453 } 1118 }
1454 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1455 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1456 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
1457 { 1127 */
1458 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue;
1462 }
1463
1464 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK)
1467 {
1468 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue;
1472 }
1473 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL)
1475 {
1476 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue;
1480 }
1481 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 {
1484 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue;
1488 }
1489
1490 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 {
1494 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue;
1498 }
1499
1500 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1502 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)
1503 {
1504 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue;
1508 }
1509
1510 if (op->contr->mode & PU_VALUABLES)
1511 { 1130 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1513 { 1134 {
1514 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n"); 1135 fprintf (stderr, "%s", tmp->name);
1517 continue;
1518 } 1136 }
1519 }
1520
1521 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET)
1524 {
1525 pick_up (op, tmp);
1526 if (0)
1527 fprintf (stderr, "JEWELS\n");
1528 continue;
1529 }
1530
1531 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW)
1534 {
1535 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue;
1539 }
1540 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW)
1542 {
1543 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue;
1547 }
1548
1549 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR)
1552 {
1553 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue;
1557 }
1558 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET)
1560 {
1561 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue;
1565 }
1566 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD)
1568 {
1569 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue;
1573 }
1574 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS)
1576 {
1577 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue;
1581 }
1582 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES)
1584 {
1585 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue;
1589 }
1590 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK)
1592 {
1593 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue;
1597 }
1598
1599 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 {
1603 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue;
1607 }
1608
1609 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON)
1611 {
1612 if (tmp->type == WEAPON && tmp->name != NULL)
1613 {
1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 {
1617 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue;
1621 }
1622 }
1623 if (tmp->type == WEAPON && tmp->name == NULL)
1624 {
1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1626 {
1627 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue;
1631 }
1632 }
1633 }
1634
1635 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 {
1639 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue;
1643 }
1644
1645 /* any of the last 4 bits set means we use the ratio for value
1646 * pickups */
1647 if (op->contr->mode & PU_RATIO)
1648 {
1649 /* use value density to decide what else to grab */
1650 /* >=7 was >= op->contr->mode */
1651 /* >=7 is the old standard setting. Now we take the last 4 bits
1652 * and multiply them by 5, giving 0..15*5== 5..75 */
1653 wvratio = (op->contr->mode & PU_RATIO) * 5;
1654 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1655 {
1656 pick_up (op, tmp);
1657#if 0
1658 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1659 if (tmp->name != NULL)
1660 {
1661 fprintf (stderr, "%s", tmp->name);
1662 }
1663 else 1137 else
1664 fprintf (stderr, "%s", tmp->arch->name); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1665 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1666 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))));
1667#endif 1141#endif
1142 CHK_PICK_PICKUP;
1668 continue; 1143 continue;
1669 }
1670 } 1144 }
1671 } /* the new pickup model */ 1145 } /* the new pickup model */
1672 } 1146 }
1147
1673 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;
1674} 1184}
1675 1185
1676/* 1186/*
1677 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1678 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1679 * found object is returned. 1189 * found object is returned.
1680 */ 1190 */
1681object * 1191static object *
1682find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1683{ 1193{
1684 object *tmp = NULL;
1685
1686 for (op = op->inv; op; op = op->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1687 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1688 tmp = find_arrow (op, type);
1689 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);
1690 return op; 1203 return arrow;
1204 }
1205
1691 return tmp; 1206 return 0;
1692} 1207}
1693 1208
1694/* 1209/*
1695 * 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
1696 * 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
1697 * 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
1698 * 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.
1699 */ 1214 */
1700 1215static object *
1701object *
1702find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1703{ 1217{
1704 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1705 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1706 1220
1707 if (!type) 1221 if (!type)
1708 return NULL; 1222 return NULL;
1709 1223
1710 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1711 { 1225 {
1712 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1713 { 1227 {
1714 i = 0; 1228 i = 0;
1715 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1716 if (i > betterby) 1231 if (i > betterby)
1717 { 1232 {
1718 tmp = ntmp; 1233 tmp = ntmp;
1719 betterby = i; 1234 betterby = i;
1720 } 1235 }
1721 } 1236 }
1722 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1723 { 1238 {
1724 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1725 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1726 { 1241 {
1727 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1728 { 1243 {
1729 *better = 100; 1244 *better = 100;
1730 return arrow; 1245 return arrow;
1738 else 1253 else
1739 { 1254 {
1740 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1255 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1741 { 1256 {
1742 attacktype = 1 << attacknum; 1257 attacktype = 1 << attacknum;
1743 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1258 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1744 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)
1745 { 1260 {
1746 tmp = arrow; 1261 tmp = arrow;
1747 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;
1748 } 1263 }
1749 } 1264 }
1265
1750 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1751 { 1267 {
1752 tmp = arrow; 1268 tmp = arrow;
1753 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1754 } 1270 }
1271
1755 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1756 { 1273 {
1757 tmp = arrow; 1274 tmp = arrow;
1758 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1759 } 1276 }
1760 } 1277 }
1761 } 1278 }
1762 } 1279 }
1280
1763 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1764 return find_arrow (op, type); 1282 return find_arrow (op, type);
1765 1283
1766 *better = betterby; 1284 *better = betterby;
1767 return tmp; 1285 return tmp;
1771 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1772 * op = the shooter 1290 * op = the shooter
1773 * type = bow->race 1291 * type = bow->race
1774 * dir = fire direction 1292 * dir = fire direction
1775 */ 1293 */
1776 1294static object *
1777object *
1778pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1779{ 1296{
1780 object *tmp = NULL; 1297 object *tmp = NULL;
1781 mapstruct *m; 1298 maptile *m;
1782 int i, mflags, found, number; 1299 int i, mflags, found, number;
1783 sint16 x, y; 1300 sint16 x, y;
1784 1301
1785 if (op->map == NULL) 1302 if (op->map == NULL)
1786 return find_arrow (op, type); 1303 return find_arrow (op, type);
1798 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1799 { 1316 {
1800 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1801 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1802 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1803 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1804 { 1322 {
1805 tmp = NULL; 1323 tmp = 0;
1806 break; 1324 break;
1807 } 1325 }
1808 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)
1809 { 1327 {
1810 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1811 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1812 */ 1330 */
1813 tmp = NULL; 1331 tmp = 0;
1814 break; 1332 break;
1815 } 1333 }
1334
1816 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1817 {
1818 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)
1819 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1820 {
1821 found++;
1822 break;
1823 }
1824 if (found)
1825 break; 1338 break;
1826 }
1827 } 1339 }
1828 if (tmp == NULL) 1340
1341 if (!tmp)
1829 return find_arrow (op, type); 1342 return find_arrow (op, type);
1830 1343
1831 if (tmp->head) 1344 if (tmp->head)
1832 tmp = tmp->head; 1345 tmp = tmp->head;
1833 1346
1846 */ 1359 */
1847int 1360int
1848fire_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)
1849{ 1362{
1850 object *left, *bow; 1363 object *left, *bow;
1851 tag_t left_tag, tag; 1364 int mflags;
1852 int bowspeed, mflags; 1365 maptile *m;
1853 mapstruct *m;
1854 1366
1855 if (!dir) 1367 if (!dir)
1856 { 1368 {
1857 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!");
1858 return 0; 1370 return 0;
1859 } 1371 }
1860 if (op->type == PLAYER) 1372
1861 bow = op->contr->ranges[range_bow]; 1373 if (op->contr)
1374 bow = op->current_weapon;
1862 else 1375 else
1863 { 1376 {
1864 for (bow = op->inv; bow; bow = bow->below) 1377 for (bow = op->inv; bow; bow = bow->below)
1865 /* 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
1866 * 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.
1871 if (!bow) 1384 if (!bow)
1872 { 1385 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1387 return 0;
1875 } 1388 }
1389
1390 // optimisation: move object to top so we will find it quickly again
1391 splay (bow);
1876 } 1392 }
1393
1877 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1878 { 1395 {
1879 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);
1880 return 0; 1397 return 0;
1881 } 1398 }
1882
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884
1885 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1888 if (bowspeed < 1)
1889 bowspeed = 1;
1890 1399
1891 if (arrow == NULL) 1400 if (arrow == NULL)
1892 { 1401 {
1893 if ((arrow = find_arrow (op, bow->race)) == NULL) 1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1894 { 1403 {
1895 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1896 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);
1897 /* 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 */
1898 else 1407 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1409
1900 return 0; 1410 return 0;
1901 } 1411 }
1902 } 1412 }
1413
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1414 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1415 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1416 return 0;
1907 } 1417
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1418 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1419 {
1910 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.");
1911 return 0; 1421 return 0;
1912 } 1422 }
1913 1423
1914 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1916 { 1426 {
1917 remove_ob (arrow); 1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1918 free_object (arrow); 1428 arrow->destroy ();
1919 return 0; 1429 return 0;
1920 } 1430 }
1921 1431
1922 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count; 1433 arrow = arrow->split ();
1924 arrow = get_split_ob (arrow, 1); 1434 if (!arrow)
1925 if (arrow == NULL)
1926 { 1435 {
1927 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);
1928 return 0; 1437 return 0;
1929 } 1438 }
1930 set_owner (arrow, op); 1439
1440 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1441 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1442 arrow->direction = dir;
1934 arrow->x = sx; 1443
1935 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;
1936 1475
1937 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1938 { 1477 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op);
1941 }
1942
1943 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying);
1949
1950 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper.
1952 */
1953
1954 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1955
1956 /* update the speed */
1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1959
1960 if (arrow->speed < 1.0)
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0;
1964
1965 if (op->type == PLAYER)
1966 {
1967 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1968 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1969 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1970
1971 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;
1972 } 1485 }
1973 else 1486 else
1974 { 1487 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1488 arrow->level = op->level;
1978 } 1489 arrow->stats.wc -= bow->magic;
1979 if (arrow->attacktype == AT_PHYSICAL) 1490
1491 if (!arrow->slaying)
1492 arrow->slaying = bow->slaying;
1493
1980 arrow->attacktype |= bow->attacktype; 1494 arrow->attacktype |= bow->attacktype;
1981 if (bow->slaying != NULL) 1495 }
1982 arrow->slaying = bow->slaying;
1983 1496
1984 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);
1985 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1987 1504
1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1505 op->play_sound (sound_find ("fire_arrow"));
1989 tag = arrow->count; 1506 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1507
1992 if (!was_destroyed (arrow, tag)) 1508 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1509 move_arrow (arrow);
1994 1510
1995 if (op->type == PLAYER)
1996 {
1997 if (was_destroyed (left, left_tag))
1998 esrv_del_item (op->contr, left_tag);
1999 else
2000 esrv_send_item (op, left);
2001 }
2002 return 1; 1511 return 1;
2003} 1512}
2004 1513
2005/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1515 * account the special fire modes players can have
2007 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
2008 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
2009 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
2010 * hence the function name. 1519 * hence the function name.
2011 */ 1520 */
2012int 1521static int
2013player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
2014{ 1523{
2015 int ret = 0, wcmod = 0; 1524 int ret;
2016 1525
2017 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
2018 { 1527 {
2019 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);
2020 } 1529 }
2021 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)
2022 { 1531 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
2024 wcmod = -1;
2025 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);
2026 } 1534 }
2027 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
2028 { 1536 {
2029 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);
2030 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)]);
2031 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)]);
2032 } 1540 }
2033 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
2034 { 1542 {
2035 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);
2036 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);
2037 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);
2038
2039 } 1546 }
2040 else 1547 else
2041 { 1548 {
2042 /* Simple case */ 1549 /* Simple case */
2043 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);
2044 } 1551 }
1552
2045 return ret; 1553 return ret;
2046} 1554}
2047
2048 1555
2049/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
2050 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
2051 */ 1558 */
2052void 1559static void
2053fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
2054{ 1561{
2055 object *item; 1562 object *item = op->contr->ranged_ob;
2056 1563
2057 if (!op->contr->ranges[range_misc]) 1564 if (!item)
2058 { 1565 {
2059 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.");
2060 return; 1567 return;
2061 } 1568 }
2062 1569
2063 item = op->contr->ranges[range_misc];
2064 if (!item->inv) 1570 if (!item->inv)
2065 { 1571 {
2066 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2067 return; 1573 return;
2068 } 1574 }
1575
1576 if (!op->apply (item))
1577 return;
1578
2069 if (item->type == WAND) 1579 if (item->type == WAND)
2070 { 1580 {
2071 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
2072 { 1582 {
2073 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1583 op->contr->play_sound (sound_find ("wand_poof"));
2074 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
2075 return; 1586 return;
2076 } 1587 }
2077 } 1588 }
2078 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
2079 { 1590 {
2080 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))
2081 { 1596 {
2082 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1598
2083 if (item->type == ROD) 1599 if (item->type == ROD)
2084 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));
2085 else 1601 else
2086 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
2087 return; 1604 return;
2088 } 1605 }
2089 } 1606 }
2090 1607
2091 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
2092 { 1609 {
2093 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
2094 if (item->type == WAND) 1612 if (item->type == WAND)
2095 { 1613 {
2096 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
2097 { 1615 {
2098 object *tmp;
2099
2100 if (item->arch) 1616 if (item->arch)
2101 { 1617 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1619 item->face = item->arch->face;
2104 item->speed = 0; 1620 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1621 }
2107 if ((tmp = is_player_inv (item))) 1622
1623 if (object *pl = item->visible_to ())
2108 esrv_update_item (UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
2109 } 1625 }
2110 } 1626 }
2111 else if (item->type == ROD || item->type == HORN) 1627 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1628 drain_rod_charge (item);
2114 }
2115 } 1629 }
2116} 1630}
2117 1631
2118/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
2119 */ 1633 */
2120void 1634bool
2121fire (object *op, int dir) 1635fire (object *who, int dir)
2122{ 1636{
2123 int spellcost = 0; 1637 int spellcost = 0;
2124 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
2125 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
2126 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
2127 make_visible (op); 1662 make_visible (who);
2128 1663
2129 switch (op->contr->shoottype) 1664 switch (ob->type)
2130 { 1665 {
2131 case range_none: 1666 case BOW:
2132 return;
2133
2134 case range_bow:
2135 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
2136 return; 1668 break;
2137 1669
2138 case range_magic: /* Casting spells */ 1670 case SPELL:
2139 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);
2140 return; 1672 break;
2141 1673
2142 case range_misc: 1674 case BUILDER:
2143 fire_misc_object (op, dir);
2144 return;
2145
2146 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2148 {
2149 op->contr->ranges[range_golem] = NULL;
2150 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 }
2153 else
2154 control_golem (op->contr->ranges[range_golem], dir);
2155 return;
2156
2157 case range_skill:
2158 if (!op->chosen_skill)
2159 {
2160 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return;
2163 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return;
2166 case range_builder:
2167 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
2168 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
2169 default: 1686 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1687 fire_misc_object (who, dir);
2171 return; 1688 break;
2172 } 1689 }
2173}
2174 1690
1691 return true;
1692}
2175 1693
2176 1694static object *
2177/* find_key
2178 * We try to find a key for the door as passed. If we find a key
2179 * and successfully use it, we return the key, otherwise NULL
2180 * This function merges both normal and locked door, since the logic
2181 * for both is the same - just the specific key is different.
2182 * pl is the player,
2183 * inv is the objects inventory to searched
2184 * door is the door we are trying to match against.
2185 * This function can be called recursively to search containers.
2186 */
2187
2188object *
2189find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
2190{ 1696{
2191 object *tmp, *key; 1697 object *tmp, *key;
2192 1698
2193 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
2194 if (container->inv == NULL) 1700 if (!container->inv)
2195 return NULL; 1701 return 0;
2196 1702
2197 /* 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 */
2198 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
2199 { 1705 {
2200 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
2201 break; 1707 break;
1708
2202 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
2203 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
2204 */ 1711 */
2205 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2206 break; 1713 break;
2207 } 1714 }
1715
2208 /* No key found - lets search inventories now */ 1716 /* No key found - lets search inventories now */
2209 /* 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.
2210 * 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
2211 * a key, return 1719 * a key, return
2212 */ 1720 */
2213 if (!tmp) 1721 if (!tmp)
2214 { 1722 {
2215 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
2216 {
2217 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
2218 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
2219 {
2220 if ((key = find_key (pl, tmp, door)) != NULL) 1726 if ((key = find_key_ (pl, tmp, door)))
2221 return key; 1727 return key;
2222 } 1728
2223 }
2224 if (!tmp) 1729 if (!tmp)
2225 return NULL; 1730 return 0;
2226 } 1731 }
1732
2227 /* 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,
2228 * see if we actually want to use it 1734 * see if we actually want to use it
2229 */ 1735 */
2230 if (pl != container) 1736 if (pl != container)
2231 { 1737 {
2232 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
2233 if (!pl->contr) 1739 if (!pl->contr)
2234 return NULL; 1740 return 0;
1741
2235 /* cases where this fails: 1742 /* cases where this fails:
2236 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
2237 * are not in the players inventory. 1744 * are not in the players inventory.
2238 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
2239 * containers can be used. 1746 * containers can be used.
2243 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
2244 * 1751 *
2245 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
2246 * all the others. 1753 * all the others.
2247 */ 1754 */
2248 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
2249 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
2250 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2251 { 1758 {
2252 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2253 "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));
2254 return NULL; 1761 return NULL;
2255 } 1762 }
2256 } 1763 }
1764
2257 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);
2258} 1791}
2259 1792
2260/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
2261 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
2262 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
2263 * 0 otherwise 1796 * 0 otherwise
2264 */ 1797 */
2265static int 1798static int
2266player_attack_door (object *op, object *door) 1799player_attack_door (object *op, object *door)
2267{ 1800{
2268
2269 /* 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,
2270 * 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 -
2271 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
2272 */ 1804 */
2273 object *key = find_key (op, op, door); 1805 object *key = find_key (op, op, door);
2274 1806
2275 /* IF we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
2276 if (key) 1808 if (key)
2277 { 1809 {
2278 object *container = key->env; 1810 object *container = key->env;
2279 1811
2280 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2281 if (action_makes_visible (op)) 1812 if (action_makes_visible (op))
2282 make_visible (op); 1813 make_visible (op);
1814
2283 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1815 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284 spring_trap (door->inv, op); 1816 spring_trap (door->inv, op);
1817
2285 if (door->type == DOOR) 1818 if (door->type == DOOR)
2286 {
2287 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 */
2288 }
2289 else if (door->type == LOCKED_DOOR) 1820 else if (door->type == LOCKED_DOOR)
2290 { 1821 {
2291 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);
2292 remove_door2 (door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
2293 } 1824 }
1825
2294 /* Do this after we print the message */ 1826 /* Do this after we print the message */
2295 decrease_ob (key); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
2296 /* Need to update the weight the container the key was in */ 1828
2297 if (container != op)
2298 esrv_update_item (UPD_WEIGHT, op, container);
2299 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
2300 } 1830 }
2301 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2302 { 1832 {
2303 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
2304 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...");
2305 return 1; 1835 return 1;
2306 } 1836 }
1837
2307 return 0; 1838 return 0;
2308} 1839}
2309 1840
2310/* This function is just part of a breakup from move_player. 1841/* This function is just part of a breakup from move_player.
2311 * It should keep the code cleaner. 1842 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 1843 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 1844 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2315 */ 1846 */
2316 1847bool
2317void
2318move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
2319{ 1849{
2320 object *tmp, *mon; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2321 sint16 nx, ny; 1851 {
2322 int on_battleground; 1852 --op->speed_left;
2323 mapstruct *m; 1853 return true;
1854 }
2324 1855
2325 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2327 1858
2328 on_battleground = op_on_battleground (op, NULL, NULL); 1859 if (out_of_map (op->map, nx, ny))
1860 return false;
2329 1861
2330 /* 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
2331 * 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
2332 * 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
2333 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2334 * 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
2335 * 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
2336 * 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
2337 * move_ob uses. 1869 * move_ob uses.
2338 */ 1870 */
2339 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;
2340 { 1886 }
2341 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)
2342 { 1893 {
2343 m = get_map_from_coord (op->map, &nx, &ny); 1894 if (ob->move_block == MOVE_ALL)
2344 if (!m) 1895 move_into_wall (op, ob);
2345 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;
2346 } 1958 }
2347 else 1959 else
2348 m = op->map;
2349
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2351 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2353 return; 1960 return false;
2354 } 1961 }
2355 1962
2356 mon = NULL; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2357 /* Go through all the objects, and find ones of interest. Only stop if
2358 * we find a monster - that is something we know we want to attack.
2359 * if its a door or barrel (can roll) see if there may be monsters
2360 * on the space
2361 */
2362 while (tmp != NULL)
2363 {
2364 if (tmp == op)
2365 {
2366 tmp = tmp->above;
2367 continue;
2368 }
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 {
2371 mon = tmp;
2372 break;
2373 }
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp;
2376 tmp = tmp->above;
2377 }
2378 1964
2379 if (mon == NULL) /* This happens anytime the player tries to move */
2380 return; /* into a wall */
2381
2382 if (mon->head != NULL)
2383 mon = mon->head;
2384
2385 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2386 if (player_attack_door (op, mon))
2387 return;
2388
2389 /* The following deals with possibly attacking peaceful
2390 * or frienddly creatures. Basically, all players are considered
2391 * unaggressive. If the moving player has peaceful set, then the
2392 * object should be pushed instead of attacked. It is assumed that
2393 * if you are braced, you will not attack friends accidently,
2394 * and thus will not push them.
2395 */
2396
2397 /* If the creature is a pet, push it even if the player is not
2398 * peaceful. Our assumption is the creature is a pet if the
2399 * player owns it and it is either friendly or unagressive.
2400 */
2401 if ((op->type == PLAYER)
2402#if COZY_SERVER
2403 &&
2404 ((get_owner (mon) && get_owner (mon)->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2406#else
2407 && get_owner (mon) == op
2408#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 {
2411 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced)
2413 return;
2414 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2415 (void) push_ob (mon, dir, op);
2416 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op);
2418 return;
2419 }
2420
2421 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2423 * 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
2424 * attack them either. 1968 * attack them either.
2425 */ 1969 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2427 (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])
2428#ifdef PROHIBIT_PLAYERKILL 1972 && ((op->contr->peaceful
2429 (op->contr->peaceful 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2430 || (mon->type == PLAYER 1974 && !on_battleground))
2431 && mon->contr-> 1975 {
2432 peaceful)) && 1976 if (op->speed_left > 0.f)
2433#else
2434 op->contr->peaceful &&
2435#endif
2436 !on_battleground))
2437 { 1977 {
1978 --op->speed_left;
1979
2438 if (!op->contr->braced) 1980 if (!op->contr->braced)
2439 { 1981 {
2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2441 (void) push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2442 } 1984 }
2443 else 1985 else
2444 { 1986 op->statusmsg ("You withhold your attack");
2445 new_draw_info (0, 0, op, "You withhold your attack"); 1987
2446 }
2447 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2448 make_visible (op); 1989 make_visible (op);
2449 }
2450 1990
1991 return true;
1992 }
1993 }
2451 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2452 * 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.
2453 */ 1996 */
2454 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)
2455 { 2000 {
2001 --op->speed_left;
2002
2456 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2457 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2458 make_visible (op); 2005 make_visible (op);
2459 }
2460 2006
2007 return true;
2008 }
2009 }
2461 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2462 * 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
2463 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2464 * 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
2465 * 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.
2466 */ 2015 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2469 ((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)))
2470 { 2018 {
2471 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2472 /* If the player hasn't hit something this tick, and does
2473 * so, give them speed boost based on weapon speed. Doing
2474 * it here is better than process_players2, which basically
2475 * incurred a 1 tick offset.
2476 */
2477 if (!op->contr->has_hit)
2478 { 2020 {
2479 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2480 2022
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 }
2483
2484 skill_attack (mon, op, 0, NULL, NULL); 2023 skill_attack (mon, op, 0, 0, 0);
2485 2024
2486 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is
2489 * the wiz.
2490 */
2491 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492 {
2493 short luck = mon->stats.luck;
2494
2495 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL);
2497 mon->stats.luck = luck;
2498 }
2499 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2500 make_visible (op); 2026 make_visible (op);
2501 }
2502 } /* if player should attack something */
2503}
2504 2027
2505int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2506move_player (object *op, int dir) 2036move_player (object *op, int dir)
2507{ 2037{
2508 int pick; 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2509
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2511 return 0; 2039 return 0;
2512 2040
2513 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2515 { 2043 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0; 2045 return 0;
2518 } 2046 }
2519 2047
2520 /* peterm: added following line */ 2048 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2523 2051
2524 op->facing = dir; 2052 op->facing = dir;
2525 2053
2526 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2527 do_hidden_move (op); 2055 do_hidden_move (op);
2528 2056
2057 bool retval;
2058 int pick = 0;
2059
2529 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2530 /*nop */ ; 2061 retval = RESULT_INT (0);
2531 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2532 fire (op, dir); 2063 retval = fire (op, dir);
2533 else 2064 else
2534 { 2065 {
2535 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2536 pick = check_pick (op); 2067 pick = check_pick (op);
2537 } 2068 }
2538 2069
2539 /* 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
2540 * server can handle repeat firing. 2071 * server can handle repeat firing.
2541 */ 2072 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2073 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2074 op->direction = dir;
2545 }
2546 else 2075 else
2547 {
2548 op->direction = 0; 2076 op->direction = 0;
2549 } 2077
2550 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2080 * for players.
2553 */ 2081 */
2554 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2555 return 0; 2083
2084 return retval;
2556} 2085}
2557 2086
2558/* 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
2559 * new client/server stuff. 2088 * new client/server stuff.
2560 * 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
2561 * the new speed values for commands. 2090 * the new speed values for commands.
2562 * 2091 *
2563 * 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.
2564 */ 2095 */
2565int 2096bool
2566handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2567{ 2098{
2568 if (op->contr->hidden) 2099 if (op->flag [FLAG_SCARED])
2569 {
2570 op->invisible = 1000;
2571 /* the socket code flashes the player visible/invisible
2572 * depending on the value of invisible, so we need to
2573 * alternate it here for it to work correctly.
2574 */
2575 if (pticks & 2)
2576 op->invisible--;
2577 } 2100 {
2578 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2101 if (op->speed_left > 0.f)
2579 {
2580 op->invisible--;
2581 if (!op->invisible)
2582 {
2583 make_visible (op);
2584 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2585 } 2102 {
2586 }
2587
2588 if (QUERY_FLAG (op, FLAG_SCARED))
2589 {
2590 flee_player (op);
2591 /* If player is still scared, that is his action for this tick */
2592 if (QUERY_FLAG (op, FLAG_SCARED))
2593 {
2594 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2595 return 0; 2106 return true;
2596 } 2107 }
2597 } 2108 else
2598 2109 return false;
2599 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer.
2603 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2606 {
2607 op->contr->ranges[range_golem] = NULL;
2608 op->contr->golem_count = 0;
2609 } 2110 }
2610 2111
2611 /* 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
2612 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2114 * called, so we recheck it here.
2614 */ 2115 */
2615 HandleClient (&op->contr->socket, op->contr); 2116 if (op->contr->ns->handle_command ())
2616 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])
2617 return 0; 2129 return 0;
2618 2130
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 {
2621 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--;
2623
2624 /* Instead of all the stuff below, let move_player take care
2625 * of it. Also, some of the skill stuff is only put in
2626 * there, as well as the confusion stuff.
2627 */
2628 move_player (op, op->direction);
2629 if (op->speed_left > 0)
2630 return 1;
2631 else
2632 return 0;
2633 }
2634 return 0;
2635}
2636
2637int
2638save_life (object *op)
2639{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0;
2644
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2647 { 2133 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2649 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));
2650 if (op->contr) 2136
2651 esrv_del_item (op->contr, tmp->count); 2137 tmp->destroy ();
2652 remove_ob (tmp); 2138 op->clr_flag (FLAG_LIFESAVE);
2653 free_object (tmp); 2139
2654 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2142
2657 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2658 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2659 fix_player (op); 2145
2146 op->update_stats ();
2660 return 1; 2147 return 1;
2661 } 2148 }
2149
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2153 return 0;
2666} 2154}
2667 2155
2668/* 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
2669 * 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
2670 * 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
2671 * from. 2159 * from.
2672 */ 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
2673void 2177void
2674remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2675{ 2179{
2676 object *next; 2180 if (!flag [FLAG_REMOVED])
2677 2181 ::drop_unpaid_items (inv, this);
2678 while (op)
2679 {
2680 next = op->below; /* Make sure we have a good value, in case
2681 * we remove object 'op'
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0);
2691 }
2692 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env);
2694 op = next;
2695 }
2696} 2182}
2697
2698
2699/*
2700 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the
2703 * best, a misc file for object actions is probably better,
2704 * but there isn't one in the server directory.
2705 */
2706char *
2707gravestone_text (object *op)
2708{
2709 static char buf2[MAX_BUF];
2710 char buf[MAX_BUF];
2711 time_t now = time (NULL);
2712
2713 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else
2717 sprintf (buf, "%s\n", &op->name);
2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf);
2720 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level);
2722 else
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2724 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf);
2726 if (op->type == PLAYER)
2727 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf);
2731 }
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf);
2735 return buf2;
2736}
2737
2738
2739 2183
2740void 2184void
2741do_some_living (object *op) 2185do_some_living (object *op)
2742{ 2186{
2743 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2744 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2745 int over_hp, over_sp, over_grace;
2746 int i;
2747 int rate_hp = 1200; 2189 int rate_hp = 1200;
2748 int rate_sp = 2500; 2190 int rate_sp = 2500;
2749 int rate_grace = 2000; 2191 int rate_grace = 2000;
2750 const int max_hp = 1; 2192 const int max_hp = 1;
2751 const int max_sp = 1; 2193 const int max_sp = 1;
2752 const int max_grace = 1; 2194 const int max_grace = 1;
2753 2195
2754 if (op->contr->outputs_sync) 2196#if 0
2755 { 2197 if (op->contr->hidden)
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]);
2759 } 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 }
2760 2217
2761 if (op->contr->state == ST_PLAYING) 2218 if (op->contr->ns->state == ST_PLAYING)
2762 { 2219 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2220 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2221 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2222 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2223 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2224 else
2769 { 2225 {
2770 gen_hp = op->stats.maxhp; 2226 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2227 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2228 }
2229
2773 if (op->contr->gen_sp >= 0) 2230 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2231 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2232 else
2776 { 2233 {
2777 gen_sp = op->stats.maxsp; 2234 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2235 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2236 }
2237
2780 if (op->contr->gen_grace >= 0) 2238 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2239 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2240 else
2783 { 2241 {
2784 gen_grace = op->stats.maxgrace; 2242 gen_grace = op->stats.maxgrace;
2785 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2243 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2786 } 2244 }
2787 2245
2788 /* Regenerate Spell Points */
2789 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2790 {
2791 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2792 if (op->stats.sp < op->stats.maxsp)
2793 {
2794 op->stats.sp++;
2795 /* dms do not consume food */
2796 if (!QUERY_FLAG (op, FLAG_WIZ))
2797 {
2798 op->stats.food--;
2799 if (op->contr->digestion < 0)
2800 op->stats.food += op->contr->digestion;
2801 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2802 op->stats.food = last_food;
2803 }
2804 }
2805 if (max_sp > 1)
2806 {
2807 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0)
2809 {
2810 if (op->stats.sp < op->stats.maxsp)
2811 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2813 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814 op->stats.sp--;
2815 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp;
2817 }
2818 op->last_sp = 0;
2819 }
2820 else
2821 {
2822 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823 }
2824 }
2825 else
2826 {
2827 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828 }
2829 }
2830
2831 /* Regenerate Grace */ 2246 /* Regenerate Grace */
2832 /* 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. */
2833 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2834 { 2249 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2836 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
2837 if (max_grace > 1) 2255 if (max_grace > 1)
2838 { 2256 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2840 if (over_grace > 0) 2259 if (over_grace > 0)
2841 { 2260 {
2842 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;
2843 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2844 op->last_grace = 0; 2262 op->last_grace = 0;
2845 } 2263 }
2846 else 2264 else
2847 { 2265 op->last_grace = rate_grace / temp;
2848 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2849 }
2850 } 2266 }
2851 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)
2852 { 2277 {
2853 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);
2854 }
2855 /* wearing stuff doesn't detract from grace generation. */
2856 }
2857 2279
2858 /* Regenerate Hit Points */
2859 if (--op->last_heal < 0)
2860 {
2861 if (op->stats.hp < op->stats.maxhp) 2280 if (op->stats.sp < op->stats.maxsp)
2862 {
2863 op->stats.hp++;
2864 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!op->flag [FLAG_WIZ])
2286 {
2867 op->stats.food--; 2287 op->stats.food--;
2288
2868 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2869 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2870 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))
2871 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2872 } 2294 }
2873 } 2295
2874 if (max_hp > 1) 2296 if (max_sp > 1)
2875 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0)
2878 { 2297 {
2879 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
2880 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);
2881 } 2316 }
2882 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)
2883 { 2325 {
2884 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 }
2885 } 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;
2886 } 2353 }
2887 else 2354 else
2888 { 2355 op->last_heal = rate_hp / temp;
2889 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2890 } 2356 }
2891 } 2357 }
2892 2358
2893 /* Digestion */ 2359 /* Digestion */
2894 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2895 { 2361 {
2896#ifdef COZY_SERVER 2362 int bonus = max (0, op->contr->digestion),
2897 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2363 penalty = max (0, -op->contr->digestion);
2898 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2899#else
2900 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2901#endif
2902 2364
2903 if (op->contr->gen_hp > 0)
2904 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);
2905 else 2366
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2907 /* dms do not consume food */ 2367 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2909 op->stats.food--; 2369 op->stats.food--;
2910 } 2370 }
2911 }
2912 2371
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2373 {
2915 object *tmp, *flesh = NULL; 2374 object *flesh = 0;
2916 2375
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2376 for_inv_removable (op, tmp)
2918 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 { 2377 {
2378 if (tmp->flag [FLAG_UNPAID])
2379 continue;
2380
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2922 { 2382 {
2923 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.>");
2924 manual_apply (op, tmp, 0); 2385 op->apply (tmp);
2386
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2388 break;
2927 } 2389 }
2928 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2929 flesh = tmp; 2391 flesh = tmp;
2930 } /* End if paid for object */ 2392 }
2931 } /* end of for loop */ 2393
2932 /* 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
2933 * eat flesh instead. 2395 * eat flesh instead.
2934 */ 2396 */
2935 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.>");
2936 { 2408 }
2937 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2409
2938 manual_apply (op, flesh, 0); 2410 if (op->stats.food < 0)
2939 } 2411 {
2940 } /* end if player is starving */ 2412 op->stats.hp += op->stats.food;
2413 op->stats.food = 0;
2941 2414
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2415 if (op->stats.hp < 0)
2943 op->stats.food++, op->stats.hp--; 2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2419 }
2420 }
2944 2421
2945 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])
2946 kill_player (op); 2424 kill_player (op);
2425 }
2947} 2426}
2948
2949
2950 2427
2951/* 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.
2952 * 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
2953 * permadeath, no lifesave), this will take care of removing the player 2430 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2431 * file.
2955 */ 2432 */
2956void 2433void
2957kill_player (object *op) 2434kill_player (object *op)
2958{ 2435{
2959 char buf[MAX_BUF];
2960 int x, y; 2436 int x, y;
2961
2962 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2964
2965 /* int z;
2966 int num_stats_lose;
2967 int lost_a_stat;
2968 int lose_this_stat;
2969 int this_stat; */
2970 int will_kill_again; 2438 int will_kill_again;
2971 archetype *at; 2439 archetype *at;
2972 object *tmp; 2440 object *tmp;
2973 2441
2974 if (save_life (op)) 2442 if (save_life (op))
2975 return; 2443 return;
2976 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 }
2977 2480
2978 /* 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
2979 * 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.
2980 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2981 */ 2484 */
2982 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2983 { 2486 {
2984 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";
2985 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986
2987 /* restore player */
2988 at = find_archetype ("poisoning");
2989 tmp = present_arch_in_ob (at, op);
2990 if (tmp)
2991 {
2992 remove_ob (tmp);
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 }
2996
2997 at = find_archetype ("confusion");
2998 tmp = present_arch_in_ob (at, op);
2999 if (tmp)
3000 {
3001 remove_ob (tmp);
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 }
3005
3006 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0)
3009 op->stats.food = 999;
3010 2488
3011 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2490 object *tmp = archetype::find (shstr_finger)->instance ();
3013 if (tmp != NULL) 2491
3014 { 2492 tmp->name = format ("%s's finger" , &op->name);
3015 sprintf (buf, "%s's finger", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
3016 tmp->name = buf; 2494 tmp->msg = format (
3017 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",
3018 " the %s, when he was defeated at\n level %d by %s.\n", 2496 &op->name, op->contr->title,
3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2497 (int)op->level,
3020 tmp->msg = buf; 2498 op->contr->killer_name ()
2499 );
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2501 tmp->material = name_to_material (shstr_organic);
3023 tmp->x = op->x, tmp->y = op->y; 2502 tmp->insert_at (op, tmp);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 }
3026 2503
3027 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3030 return; 2509 return;
3031 } 2510 }
3032 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
3033 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
3034 2516
3035 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
3036 2518
3037 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)
3038 { 2537 {
3039 if (op->contr->explore) 2538 /* If stat loss is permanent, lose one stat only. */
3040 { 2539 /* Lower level chars don't lose as many stats because they suffer
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2540 more if they do. */
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2541 /* Higher level characters can afford things such as potions of
3043 op->stats.food = 999; 2542 restoration, or better, stat potions. So we slug them that
3044 return; 2543 little bit harder. */
3045 } 2544 /* GD */
3046 sprintf (buf, "%s starved to death.", &op->name); 2545 if (settings.stat_loss_on_death)
3047 strcpy (op->contr->killer, "starvation"); 2546 num_stats_lose = 1;
2547 else
2548 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 } 2549 }
3049 else 2550 else
3050 { 2551 num_stats_lose = 1;
3051 if (op->contr->explore) 2552
3052 { 2553 lost_a_stat = 0;
3053 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2554
3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2555 for (z = 0; z < num_stats_lose; z++)
3055 op->stats.hp = op->stats.maxhp;
3056 return;
3057 }
3058 sprintf (buf, "%s died.", &op->name);
3059 } 2556 {
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2557 i = rndm (NUM_STATS);
3061 2558
3062 /* save the map location for corpse, gravestone */
3063 x = op->x;
3064 y = op->y;
3065 map = op->map;
3066
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * life if they are dead - it takes some exp and a random stat.
3072 * See the config.h file for a little more in depth detail about this.
3073 */
3074
3075 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect
3077 * of death.
3078 */
3079#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* If stat loss is permanent, lose one stat only. */
3083 /* Lower level chars don't lose as many stats because they suffer
3084 more if they do. */
3085 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */
3088 /* GD */
3089 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2560 {
3091 else 2561 /* Pick a random stat and take a point off it. Tell the player
3092 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;
3093 } 2570 }
3094 else 2571 else
3095 { 2572 {
3096 num_stats_lose = 1; 2573 /* deplete a stat */
3097 } 2574 archetype *deparch = archetype::find (shstr_depletion);
3098 lost_a_stat = 0; 2575 object *dep;
3099 2576
3100 for (z = 0; z < num_stats_lose; z++) 2577 dep = present_arch_in_ob (deparch, op);
3101 { 2578 if (!dep)
3102 i = RANDOM () % NUM_STATS;
3103
3104 if (settings.stat_loss_on_death)
3105 { 2579 {
3106 /* Pick a random stat and take a point off it. Tell the player 2580 dep = deparch->instance ();
3107 * what he lost. 2581 insert_ob_in_ob (dep, op);
3108 */
3109 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 lost_a_stat = 1;
3115 } 2582 }
3116 else 2583 lose_this_stat = 1;
2584 if (settings.balanced_stat_loss)
3117 { 2585 {
3118 /* deplete a stat */ 2586 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2587 /* Get the stat that we're about to deplete. */
3120 object *dep; 2588 this_stat = get_attr_value (&(dep->stats), i);
3121 2589 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2590 {
3125 dep = arch_to_object (deparch); 2591 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2592 int keep_chance = this_stat * this_stat;
3127 } 2593
3128 lose_this_stat = 1; 2594 /* Yes, I am paranoid. Sue me. */
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 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)
3135 { 2600 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0; 2601 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2602 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2603 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 } 2604 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */ 2605 else
3170 if (this_stat >= -50)
3171 { 2606 {
3172 change_attr_value (&(dep->stats), i, -1); 2607 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 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"); */
3177 } 2612 }
3178 } 2613 }
3179 } 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 }
3180 } 2633 }
2634 }
2635 }
2636
3181 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2638 if (!lost_a_stat)
3183 { 2639 {
3184 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2641 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
3187 2643
3188 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
3189 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";
3190 else 2646 else
3191 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";
3192 } 2648 }
2649#else
2650 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3193#endif 2651#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 2652
3196 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2654 * exp loss on the stone.
3198 */ 2655 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
3200 sprintf (buf, "%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
3201 tmp->name = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
3202 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",
3203 tmp->name_pl = buf; 2660 &op->name, op->contr->title, op->contr->killer_name ());
3204 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);
3205 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2663
3209 /**************************************/ 2664 /**************************************/
3210 /* */ 2665 /* */
3211 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */
3214 /* */ 2667 /* */
3215
3216 /**************************************/ 2668 /**************************************/
3217 2669
3218 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */
3220 at = find_archetype ("poisoning");
3221 tmp = present_arch_in_ob (at, op);
3222 if (tmp)
3223 {
3224 remove_ob (tmp);
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 }
3228
3229 at = find_archetype ("confusion");
3230 tmp = present_arch_in_ob (at, op);
3231 if (tmp)
3232 {
3233 remove_ob (tmp);
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 }
3237 cure_disease (op, 0); /* remove any disease */
3238
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100)
3242 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2672
3247 /* 2673 /*
3248 * 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
3249 * the player has any unpaid items. If so, remove them and put them back 2675 * and put them back in the map.
3250 * in the map. 2676 */
3251 */ 2677 op->drop_unpaid_items ();
3252 2678
3253 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op);
3255
3256 /****************************************/ 2679 /****************************************/
3257 /* */ 2680 /* */
3258 /* Move player to his current respawn- */ 2681 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2682 /* position (usually last savebed) */
3260 /* */ 2683 /* */
3261
3262 /****************************************/ 2684 /****************************************/
3263 2685
3264 enter_player_savebed (op); 2686 enter_player_savebed (op);
3265 2687
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0; 2688 op->contr->braced = 0;
3270 save_player (op, 1);
3271 2689
3272 /* it is possible that the player has blown something up 2690 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 2691 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 2692 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 2693 * on the space that might harm the player.
3276 */ 2694 */
3277 will_kill_again = 0; 2695 will_kill_again = 0;
3278 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)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 2697 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 2698 will_kill_again |= tmp->attacktype;
3282 } 2699
3283 if (will_kill_again) 2700 if (will_kill_again)
3284 { 2701 {
3285 object *force; 2702 object *force;
3286 int at; 2703 int at;
3287 2704
3288 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1;
3291 force->speed_left = -5.0; 2707 force->speed_left = -5.f;
3292 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
3293 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 2713 force->resist[at] = 100;
3297 } 2714
3298 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
3299 fix_player (op); 2716 op->update_stats ();
3300
3301 }
3302
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 { 2717 }
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311 2718
3312 op->contr->party = NULL; 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371} 2720}
3372 2721
3373 2722static void
3374void
3375loot_object (object *op) 2723loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
3378 2726
3379 if (op->container) 2727 op->close_container (); /* close open sack first */
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container);
3382 }
3383 2728
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
3385 { 2730 {
3386 next = tmp->below; 2731 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 2732
2733 if (tmp->invisible)
3388 continue; 2734 continue;
3389 remove_ob (tmp); 2735
2736 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2738
3391 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
3393 loot_object (tmp); 2741
3394 } 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3396 { 2743 {
3397 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
3398 { 2745 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
3400 free_object (tmp2);
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2748 }
3403 else 2749 else
3404 free_object (tmp); 2750 tmp->destroy ();
3405 } 2751 }
3406 else 2752 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 2754 }
3409} 2755}
3411/* 2757/*
3412 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
3413 * 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
3414 * was changed. 2760 * was changed.
3415 */ 2761 */
3416
3417void 2762void
3418fix_weight (void) 2763fix_weight ()
3419{ 2764{
3420 player *pl; 2765 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 2766 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2767 weight_t old = pl->ob->carrying;
3425 2768
3426 if (old == sum) 2769 pl->ob->update_weight ();
3427 continue; 2770
3428 fix_player (pl->ob); 2771 if (old != pl->ob->carrying)
2772 {
2773 pl->ob->update_stats ();
3429 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 }
3430 } 2776 }
3431} 2777}
3432 2778
3433void 2779void
3434fix_luck (void) 2780fix_luck ()
3435{ 2781{
3436 player *pl; 2782 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 2783 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 2784 pl->ob->change_luck (0);
3441} 2785}
3442
3443 2786
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 2787/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 2788 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 2789 * just treat this as any other spell casting object.
3447 */ 2790 */
3448
3449void 2791void
3450cast_dust (object *op, object *throw_ob, int dir) 2792cast_dust (object *op, object *throw_ob, int dir)
3451{ 2793{
3452 object *skop, *spob; 2794 object *skop, *spob;
3453 2795
3474 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3475 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);
3476 2818
3477 cast_spell (op, throw_ob, dir, spob, NULL); 2819 cast_spell (op, throw_ob, dir, spob, NULL);
3478 2820
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2821 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 2822}
3483 2823
3484void 2824void
3485make_visible (object *op) 2825make_visible (object *op)
3486{ 2826{
3487 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3488 op->invisible = 0; 2828 op->invisible = 0;
2829
3489 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3490 { 2831 {
3491 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3492 op->contr->invis_race = 0; 2833 op->contr->invis_race = 0;
3493 } 2834 }
2835
3494 update_object (op, UP_OBJ_FACE); 2836 update_object (op, UP_OBJ_CHANGE);
3495} 2837}
3496 2838
3497int 2839int
3498is_true_undead (object *op) 2840is_true_undead (object *op)
3499{ 2841{
3500 object *tmp = NULL; 2842 if (op->arch->flag [FLAG_UNDEAD])
3501
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3503 return 1; 2843 return 1;
3504 2844
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0; 2845 return 0;
3511} 2846}
3512 2847
3513/* look at the surrounding terrain to determine 2848/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 2849 * the hideability of this object. Positive levels
3515 * indicate greater hideability. 2850 * indicate greater hideability.
3516 */ 2851 */
3517
3518int 2852int
3519hideability (object *ob) 2853hideability (object *ob)
3520{ 2854{
3521 int i, level = 0, mflag; 2855 int i, level = 0, mflag;
3522 sint16 x, y; 2856 sint16 x, y;
3523 2857
3524 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3525 return 0; 2859 return 0;
3526 2860
3527 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3528 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3529 2863
3530 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3531 * 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
3532 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3533 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3534 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3535 2869
3536 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3537 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])
3538 { 2874 {
3539 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3540 if (mflag & P_OUT_OF_MAP) 2876 if (mflag & P_OUT_OF_MAP)
3541 {
3542 continue; 2877 continue;
3543 } 2878
3544 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3545 level += 2; 2880 level += 2;
3546 else /* open terrain! */ 2881 else /* open terrain! */
3547 level -= 1; 2882 level -= 1;
3548 } 2883 }
3556/* For Hidden creatures - a chance of becoming 'unhidden' 2891/* For Hidden creatures - a chance of becoming 'unhidden'
3557 * every time they move - as we subtract off 'invisibility' 2892 * every time they move - as we subtract off 'invisibility'
3558 * AND, for players, if they move into a ridiculously unhideable 2893 * AND, for players, if they move into a ridiculously unhideable
3559 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3560 */ 2895 */
3561
3562void 2896void
3563do_hidden_move (object *op) 2897do_hidden_move (object *op)
3564{ 2898{
3565 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2899 int hide = 0;
3566 object *skop;
3567 2900
3568 if (!op || !op->map) 2901 if (!op || !op->map)
3569 return; 2902 return;
3570 2903
3571 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);
3572 2906
3573 /* 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! */
3574 if (op->type == PLAYER && op->contr->run_on) 2908 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level) 2909 if (!skop || num >= skop->level)
3577 { 2910 {
3578 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!");
3579 make_visible (op); 2912 make_visible (op);
3580 return; 2913 return;
3581 } 2914 }
3582 else 2915 else
3583 num += 20; 2916 num += 20;
3584 } 2917
3585 num += op->map->difficulty; 2918 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */ 2919 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide; 2920 num -= hide;
2921
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2922 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 { 2923 {
3590 make_visible (op); 2924 make_visible (op);
2925
3591 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3592 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!");
3593 } 2928 }
3594 else if (op->type == PLAYER && skop) 2929 else if (op->type == PLAYER && skop)
3595 {
3596 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);
3597 }
3598} 2931}
3599 2932
3600/* determine if who is standing near a hostile creature. */ 2933/* determine if who is standing near a hostile creature. */
3601 2934
3602int 2935int
3603stand_near_hostile (object *who) 2936stand_near_hostile (object *who)
3604{ 2937{
3605 object *tmp = NULL; 2938 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 2939 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 2940 maptile *m;
3608 sint16 x, y; 2941 sint16 x, y;
3609 2942
3610 if (!who) 2943 if (!who)
3611 return 0; 2944 return 0;
3612 2945
3613 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3614 player = 1; 2947 player = 1;
3615 2948
3616 else 2949 else
3617 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3618 2951
3619 /* search adjacent squares */ 2952 /* search adjacent squares */
3620 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3621 { 2954 {
3622 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3629 if (mflags & P_OUT_OF_MAP) 2962 if (mflags & P_OUT_OF_MAP)
3630 continue; 2963 continue;
3631 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)))
3632 continue; 2965 continue;
3633 2966
3634 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)
3635 { 2968 {
3636 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])
3637 return 1; 2970 return 1;
3638 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3639 {
3640 /*don't let a hidden DM prevent you from hiding */
3641 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3642 return 1; 2972 return 1;
3643 }
3644 } 2973 }
3645 } 2974 }
3646 return 0; 2975 return 0;
3647} 2976}
3648 2977
3649/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3650 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3651 * 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
3652 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3653 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3654 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3655 * in? Realistically, most of use cant see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3656 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3657 * imply the way your head, or body is facing? Its possible 2986 * imply the way your head, or body is facing? It's possible
3658 * 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.
3659 * -b.t. 2988 * -b.t.
3660 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3661 */ 2990 */
3662
3663int 2991int
3664player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3665{ 2993{
3666 rv_vector rv; 2994 rv_vector rv;
3667 int dx, dy; 2995 int dx, dy;
3669 if (pl->type != PLAYER) 2997 if (pl->type != PLAYER)
3670 { 2998 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 2999 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 3000 return -1;
3673 } 3001 }
3002
3674 if (!pl || !op) 3003 if (!pl || !op)
3675 return 0; 3004 return 0;
3676 3005
3677 if (op->head)
3678 {
3679 op = op->head; 3006 op = op->head_ ();
3680 } 3007
3681 get_rangevector (pl, op, &rv, 0x1); 3008 get_rangevector (pl, op, &rv, 0x1);
3682 3009
3683 /* starting with the 'head' part, lets loop 3010 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 3011 * through the object and find if it has any
3685 * part that is in the los array but isnt on 3012 * part that is in the los array but isn't on
3686 * a blocked los square. 3013 * a blocked los square.
3687 * we use the archetype to figure out offsets. 3014 * we use the archetype to figure out offsets.
3688 */ 3015 */
3689 while (op) 3016 while (op)
3690 { 3017 {
3691 dx = rv.distance_x + op->arch->clone.x; 3018 dx = rv.distance_x + op->arch->x;
3692 dy = rv.distance_y + op->arch->clone.y; 3019 dy = rv.distance_y + op->arch->y;
3693 3020
3694 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3695 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values.
3697 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3701 return 1; 3022 return 1;
3023
3702 op = op->more; 3024 op = op->more;
3703 } 3025 }
3704 return 0;
3705}
3706 3026
3707/* routine for both players and monsters. We call this when
3708 * there is a possibility for our action distrubing our hiding
3709 * place or invisiblity spell. Artefact invisiblity is not
3710 * effected by this. If we arent invisible to begin with, we
3711 * return 0.
3712 */
3713int
3714action_makes_visible (object *op)
3715{
3716
3717 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3718 {
3719 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3720 return 0;
3721
3722 if (op->contr && op->contr->tmp_invis == 0)
3723 return 0;
3724
3725 /* If monsters, they should become visible */
3726 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3727 {
3728 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3729 return 1;
3730 }
3731 }
3732 return 0; 3027 return 0;
3733} 3028}
3734 3029
3735/* op_on_battleground - checks if the given object op (usually 3030/* op_on_battleground - checks if the given object op (usually
3736 * a player) is standing on a valid battleground-tile, 3031 * a player) is standing on a valid battleground-tile,
3741 * 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
3742 */ 3037 */
3743int 3038int
3744op_on_battleground (object *op, int *x, int *y) 3039op_on_battleground (object *op, int *x, int *y)
3745{ 3040{
3746 object *tmp;
3747
3748 /* A battleground-tile needs the following attributes to be valid: 3041 /* A battleground-tile needs the following attributes to be valid:
3749 * 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),
3750 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3043 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3751 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3752 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3753 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3754 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3755 { 3048 {
3756 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3757 { 3050 {
3758 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3051 if (tmp->flag [FLAG_NO_PICK]
3759 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))
3760 { 3055 {
3761 /*before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3762 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))
3763 {
3764 object *invtmp;
3765
3766 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)
3767 { 3060 {
3768 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3769 {
3770 if (x != NULL && y != NULL) 3061 if (x && y)
3771 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3063
3772 return 1; 3064 return 1;
3773 }
3774 } 3065 }
3775 } 3066
3776 if (x != NULL && y != NULL) 3067 if (x && y)
3777 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3069
3778 return 1; 3070 return 1;
3779 } 3071 }
3780 } 3072 }
3781 } 3073 }
3074
3782 /* If we got here, did not find a battleground */ 3075 /* If we got here, did not find a battleground */
3783 return 0; 3076 return 0;
3784} 3077}
3785 3078
3786/* 3079/*
3802 char buf[MAX_BUF]; /* tmp. string buffer */ 3095 char buf[MAX_BUF]; /* tmp. string buffer */
3803 int i = 0, j = 0; 3096 int i = 0, j = 0;
3804 3097
3805 /* get the appropriate treasurelist */ 3098 /* get the appropriate treasurelist */
3806 if (atnr == ATNR_FIRE) 3099 if (atnr == ATNR_FIRE)
3807 trlist = find_treasurelist ("dragon_ability_fire"); 3100 trlist = treasurelist::find (shstr_dragon_ability_fire);
3808 else if (atnr == ATNR_COLD) 3101 else if (atnr == ATNR_COLD)
3809 trlist = find_treasurelist ("dragon_ability_cold"); 3102 trlist = treasurelist::find (shstr_dragon_ability_cold);
3810 else if (atnr == ATNR_ELECTRICITY) 3103 else if (atnr == ATNR_ELECTRICITY)
3811 trlist = find_treasurelist ("dragon_ability_elec"); 3104 trlist = treasurelist::find (shstr_dragon_ability_elec);
3812 else if (atnr == ATNR_POISON) 3105 else if (atnr == ATNR_POISON)
3813 trlist = find_treasurelist ("dragon_ability_poison"); 3106 trlist = treasurelist::find (shstr_dragon_ability_poison);
3814 3107
3815 if (trlist == NULL || who->type != PLAYER) 3108 if (trlist == NULL || who->type != PLAYER)
3816 return; 3109 return;
3817 3110
3818 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++);
3819 3112
3820 if (tr == NULL || tr->item == NULL) 3113 if (!tr || !tr->item)
3821 { 3114 {
3822 /* 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]); */
3823 return; 3116 return;
3824 } 3117 }
3825 3118
3826 /* everything seems okay - now bring on the gift: */ 3119 /* everything seems okay - now bring on the gift: */
3827 item = &(tr->item->clone); 3120 item = tr->item;
3828 3121
3829 if (item->type == SPELL) 3122 if (item->type == SPELL)
3830 { 3123 {
3831 if (check_spell_known (who, item->name)) 3124 if (check_spell_known (who, item->name))
3832 return; 3125 return;
3891 { 3184 {
3892 /* forces in the treasurelist can alter the player's stats */ 3185 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3186 object *skin;
3894 3187
3895 /* first get the dragon skin force */ 3188 /* first get the dragon skin force */
3896 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
3897 if (skin == NULL) 3192 if (!skin)
3898 return; 3193 return;
3899 3194
3900 /* adding new spellpath attunements */ 3195 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3196 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3197 {
3913 else 3208 else
3914 j = 1; 3209 j = 1;
3915 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3916 } 3211 }
3917 } 3212 }
3213
3918 strcat (buf, "."); 3214 strcat (buf, ".");
3919 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3920 } 3216 }
3921 3217
3922 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3923 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3924 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3925 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3926 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3927 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3928 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3929 3225
3930 /* print message if there is one */ 3226 /* print message if there is one */
3931 if (item->msg != NULL) 3227 if (item->msg != NULL)
3932 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3933 } 3229 }
3934 else 3230 else
3935 { 3231 {
3936 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3937 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3938 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));
3939 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3940 if (who->type == PLAYER)
3941 esrv_send_item (who, tmp);
3942 } 3236 }
3943} 3237}
3944 3238
3945/** 3239//-GPL
3946 * Unready an object for a player. This function does nothing if the object was 3240
3947 * not readied. 3241sint8
3948 */ 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
3949void 3257void
3950player_unready_range_ob (player *pl, object *ob) 3258player::infobox (const char *title, const char *msg, int color)
3951{ 3259{
3952 rangetype i; 3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3953
3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3955 {
3956 if (pl->ranges[i] == ob)
3957 {
3958 pl->ranges[i] = NULL;
3959 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none;
3962 }
3963 }
3964 }
3965} 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

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