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Comparing deliantra/server/server/player.C (file contents):
Revision 1.26 by root, Sun Sep 17 18:19:19 2006 UTC vs.
Revision 1.301 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
25
26//+GPL
27
28#include <algorithm>
29#include <functional>
23 30
24#include <global.h> 31#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 32#include <sproto.h>
30#endif
31#include <sounds.h> 33#include <sounds.h>
32#include <living.h> 34#include <living.h>
33#include <object.h> 35#include <object.h>
34#include <spells.h> 36#include <spells.h>
35#include <skills.h> 37#include <skills.h>
36#include <newclient.h>
37 38
38#ifdef COZY_SERVER 39playervec players;
39extern int same_party (partylist *a, partylist *b);
40#endif
41
42player *
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80
81void
82display_motd (const object *op)
83{
84 char buf[MAX_BUF];
85 char motd[HUGE_BUF];
86 FILE *fp;
87 int comp;
88 int size;
89
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return;
94 }
95 motd[0] = '\0';
96 size = 0;
97 while (fgets (buf, MAX_BUF, fp) != NULL)
98 {
99 if (*buf == '#')
100 continue;
101 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf);
103 }
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp);
106}
107
108void
109send_rules (const object *op)
110{
111 char buf[MAX_BUF];
112 char rules[HUGE_BUF];
113 FILE *fp;
114 int comp;
115 int size;
116
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return;
121 }
122 rules[0] = '\0';
123 size = 0;
124 while (fgets (buf, MAX_BUF, fp) != NULL)
125 {
126 if (*buf == '#')
127 continue;
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf);
135 }
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153 news[0] = '\0';
154 subject[0] = '\0';
155 size = 0;
156 while (fgets (buf, MAX_BUF, fp) != NULL)
157 {
158 if (*buf == '#')
159 continue;
160 if (*buf == '%')
161 { /* send one news */
162 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164 strcpy (subject, buf + 1);
165 strip_endline (subject);
166 size = 0;
167 news[0] = '\0';
168 }
169 else
170 {
171 if (size + strlen (buf) >= HUGE_BUF)
172 {
173 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 break;
175 }
176 strncat (news + size, buf, HUGE_BUF - size);
177 size += strlen (buf);
178 }
179 }
180
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309}
310 40
311/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
312static void 42static void
313set_first_map (object *op) 43set_first_map (object *op)
314{ 44{
315 strcpy (op->contr->maplevel, first_map_path); 45 op->contr->maplevel = first_map_path;
316 op->x = -1; 46 op->x = -1;
317 op->y = -1; 47 op->y = -1;
318 enter_exit (op, NULL);
319} 48}
320 49
321/* Tries to add player on the connection passwd in ns. 50void
322 * All we can really get in this is some settings like host and display 51player::activate ()
323 * mode.
324 */
325
326int
327add_player (NewSocket * ns)
328{ 52{
329 player *p; 53 if (active)
54 return;
330 55
331 p = get_player (NULL); 56 players.insert (this);
332 p->socket = *ns; 57 ob->remove ();
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 58 ob->map = 0;
59 ob->activate_recursive ();
60 ob->clr_flag (FLAG_FRIENDLY);
61 add_friendly_object (ob);
62}
334 63
335 if (p->socket.faces_sent == NULL) 64void
336 fatal (OUT_OF_MEMORY); 65player::deactivate ()
66{
67 if (!active)
68 return;
337 69
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 70 terminate_all_pets (ob);
339 /* Needed because the socket we just copied over needs to be cleared. 71 remove_friendly_object (ob);
340 * Note that this can result in a client reset if there is partial data 72 ob->deactivate_recursive ();
341 * on the uncoming socket. 73
74 if (ob->map)
75 maplevel = ob->map->path;
76
77 ob->remove ();
78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
79 ob->map = 0;
80 party = 0;
81
82 players.erase (this);
83}
84
85// connect the player with a specific client
86// also changes, rationalises, and fixes some incorrect settings
87void
88player::connect (client *ns)
89{
90 this->ns = ns;
91 ns->pl = this;
92
93 run_on = 0;
94 fire_on = 0;
95 ob->close_container (); //TODO: client-specific
96
97 ns->update_look = 0;
98 ns->look_position = 0;
99
100 clear_los ();
101
102 ns->reset_stats ();
103
104 /* make sure he's a player -- needed because of class change. */
105 ob->type = PLAYER; // we are paranoid
106 ob->race = ob->arch->race;
107
108 ob->update_weight ();
109 link_skills ();
110
111 assign (title, ob->arch->object::name);
112
113 /* if it's a dragon player, set the correct title here */
114 if (ob->is_dragon ())
115 {
116 object *tmp, *abil = 0, *skin = 0;
117
118 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if (tmp->type == FORCE)
120 if (tmp->arch->archname == shstr_dragon_ability_force)
121 abil = tmp;
122 else if (tmp->arch->archname == shstr_dragon_skin_force)
123 skin = tmp;
124
125 set_dragon_name (ob, abil, skin);
126 }
127
128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
129
130 esrv_new_player (this);
131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
136
137 ob->update_stats ();
138
139 ns->floorbox_update ();
140 esrv_send_inventory (ob, ob);
141 esrv_add_spells (this, 0);
142
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f; // object still inactive, keep it that way
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
211 /* There are some elements we want initialised to non zero value -
212 * we deal with that below this point.
342 */ 213 */
343 p->socket.inbuf.len = 0; 214 outputs_sync = 4;
344 set_first_map (p->ob); 215 outputs_count = 4;
216 unapply = unapply_nochoice;
345 217
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 218 savebed_map = first_map_path; /* Init. respawn position */
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352 219
353 return 0; 220 gen_sp_armour = 10;
221 bowtype = bow_normal;
222 petmode = pet_normal;
223 usekeys = containers;
224 peaceful = 1; /* default peaceful */
225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
229}
230
231void
232player::do_destroy ()
233{
234 disconnect ();
235
236 attachable::do_destroy ();
237
238 if (ob)
239 {
240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
243 ob->destroy ();
244 }
245
246 ob = observe = viewpoint = 0;
247}
248
249player::~player ()
250{
251 /* Clear item stack */
252 free (stack_items);
354} 253}
355 254
356/* 255/*
357 * get_player_archetype() return next player archetype from archetype 256 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 257 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 258 * Note: there MUST be at least one player archetype!
360 */ 259 */
361archetype * 260static archetype *
362get_player_archetype (archetype *at) 261get_player_archetype (archetype *at)
363{ 262{
364 archetype *start = at; 263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
365 270
366 for (;;) 271 for (;;)
367 { 272 {
368 if (at == NULL || at->next == NULL) 273 if (++i == archetypes.end ())
369 at = first_archetype; 274 i = archetypes.begin ();
370 else 275 else if (*i == at)
371 at = at->next; 276 cleanup ("not a single player archetype found");
277
372 if (at->clone.type == PLAYER) 278 if ((*i)->type == PLAYER)
373 return at; 279 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 280 }
380} 281}
381 282
283/* Tries to add player on the connection passed in ns.
284 * All we can really get in this is some settings like host and display
285 * mode.
286 */
287player *
288player::create ()
289{
290 player *pl = new player;
291
292 pl->set_object (get_player_archetype (0)->instance ());
293
294 pl->ob->roll_stats ();
295 pl->ob->stats.wc = 2;
296 pl->ob->run_away = 25; /* Then we panick... */
297
298 set_first_map (pl->ob);
299
300 return pl;
301}
382 302
383object * 303object *
384get_nearest_player (object *mon) 304get_nearest_player (object *mon)
385{ 305{
386 object *op = NULL; 306 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 307 objectlink *ol;
389 unsigned lastdist; 308 unsigned lastdist;
390 rv_vector rv; 309 rv_vector rv;
391 310
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 312 {
394 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop.
398 */
399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
401 object *tmp = ol->ob;
402
403 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared.
405 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
407 ol = ol->next;
408 remove_friendly_object (tmp);
409 if (!ol)
410 return op;
411 }
412
413 /* Remove special check for player from this. First, it looks to cause
414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
415 * complicated method of state checking would be needed in any case -
416 * as it was, a clever player could type quit, and the function would
417 * skip them over while waiting for confirmation. Remove
418 * on_same_map check, as can_detect_enemy also does this
419 */
420 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
421 continue; 314 continue;
422 315
423 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
424 { 317 {
425 op = ol->ob; 318 op = ol->ob;
426 lastdist = rv.distance; 319 lastdist = rv.distance;
427 } 320 }
428 } 321 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 322
430 { 323 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 324 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 325 if (lastdist > rv.distance)
435 { 326 {
436 op = pl->ob; 327 op = pl->ob;
437 lastdist = rv.distance; 328 lastdist = rv.distance;
438 } 329 }
439 } 330
440 }
441#if 0 331#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 332 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 333#endif
444 return op; 334 return op;
445} 335}
446 336
447/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* I believe this can safely go to 2, 3 is questionable, 4 will likely
448 * result in a monster paths backtracking. It basically determines how large a 338 * result in a monster paths backtracking. It basically determines how large a
449 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
450 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
451 * the deviation is 341 * the deviation is
452 */ 342 */
453#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
463 * circling behaviour. Unfortunately, this function is also used to determined 353 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 354 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 355 * is probably not a good thing.
466 */ 356 */
467#define MAX_SPACES 50 357#define MAX_SPACES 50
468
469 358
470/* 359/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 360 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 361 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 362 * player and if path is blocked then see if blockage is close enough to player that
490 */ 379 */
491int 380int
492path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
493{ 382{
494 rv_vector rv; 383 rv_vector rv;
495 sint16 x, y;
496 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
497 maptile *m, *lastmap;
498 385
499 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
500 387
501 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
502 return 0; 389 return 0;
503 390
504 x = mon->x; 391 mapxy pos (mon);
505 y = mon->y;
506 m = mon->map;
507 dir = rv.direction; 392 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
395
510 /* If we can't solve it within the search distance, return now. */ 396 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 397 if (diff > max)
512 return 0; 398 return 0;
399
513 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
514 { 401 {
515 lastx = x; 402 mapxy lastpos = pos;
516 lasty = y;
517 lastmap = m;
518 x = lastx + freearr_x[dir];
519 y = lasty + freearr_y[dir];
520 403
521 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
522 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
523 405
524 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
525 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
526 && (m == mon->map && blocked_link (mon, m, x, y)))) 408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
527 { 410 {
528 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
529 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
530 */ 413 */
531 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
532 if (rv.direction != dir) 415 if (rv.direction != dir)
533 { 416 {
534 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
535 * the values so it will try again. 418 * the values so it will try again.
536 */ 419 */
537 x = lastx;
538 y = lasty;
539 m = lastmap; 420 pos = lastpos;
540 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
541 } 422 }
542 else 423 else
543 { 424 {
544 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
545 * either the left or right. 426 * either the left or right.
546 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
547 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
548 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
549 * too big (3 or maybe 4 or higher) as the monster may just try 430 * too big (3 or maybe 4 or higher) as the monster may just try
550 * stepping back and forth 431 * stepping back and forth
551 */ 432 */
552 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
553 { 434 {
554 if (i == 0) 435 if (i == 0)
555 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
556 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
557 * since the direction that the creature should move in 439 * since the direction that the creature should move in
558 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
559 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
560 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
562 * can't do that, but now finds it can move east, and 444 * can't do that, but now finds it can move east, and
563 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
564 * the last direction the creature has successfully 446 * the last direction the creature has successfully
565 * moved. 447 * moved.
566 */ 448 */
567
568 x = lastx + freearr_x[absdir (lastdir + i)];
569 y = lasty + freearr_y[absdir (lastdir + i)];
570 m = lastmap; 449 pos = lastpos;
571 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
572 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
573 continue; 453 continue;
574 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
575 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
576 continue; 458 continue;
577 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
578 continue; 461 continue;
579 462
580 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
581 break; 464 break;
582 } 465 }
466
583 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
584 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
585 */ 469 */
586 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
587 return 0; 471 return 0;
472
588 diff--; 473 diff--;
589 lastdir = dir; 474 lastdir = dir;
590 max--; 475 max--;
591 if (!firstdir) 476 if (!firstdir)
592 firstdir = dir + i; 477 firstdir = dir + i;
596 { 481 {
597 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
598 diff--; 483 diff--;
599 max--; 484 max--;
600 lastdir = dir; 485 lastdir = dir;
486
601 if (!firstdir) 487 if (!firstdir)
602 firstdir = dir; 488 firstdir = dir;
603 } 489 }
490
604 if (diff <= 1) 491 if (diff <= 1)
605 { 492 {
606 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 494 * headed toward player for entire distance.
608 */ 495 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 498 }
499
612 if (diff > max) 500 if (diff > max)
613 return 0; 501 return 0;
614 } 502 }
503
615 /* If we reached the max, didn't find a direction in time */ 504 /* If we reached the max, didn't find a direction in time */
616 if (!max) 505 if (!max)
617 return 0; 506 return 0;
618 507
619 return firstdir; 508 return firstdir;
620} 509}
621 510
622void 511void
623give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
624{ 513{
625 object *op, *next = NULL;
626
627 if (pl->randomitems != NULL) 514 if (pl->randomitems)
628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
629 516
630 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
631 { 518 {
632 next = op->below; 519 next = op->below;
633 520
634 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
635 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
636 */ 523 */
637 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
638 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
639 526
640 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
641 * by this player due to race restrictions 528 * by this player due to race restrictions
642 */ 529 */
643 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
644 { 531 {
645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
646 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
647 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
648 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
650 { 539 {
651 remove_ob (op); 540 op->destroy ();
652 free_object (op);
653 continue; 541 continue;
654 } 542 }
655 } 543 }
656 544
657 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
658 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
659 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
660 * a first level treasurelist for each skill.)
661 * remove duplicate skills also
662 */ 548 */
663 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
664 { 550 {
665 object *tmp;
666
667 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
668 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
553 {
554 op->destroy ();
669 break; 555 break;
670
671 if (tmp)
672 {
673 remove_ob (op);
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue;
677 } 556 }
557
678 if (op->nrof > 1) 558 if (op->nrof > 1)
679 op->nrof = 1; 559 op->nrof = 1;
680 } 560 }
681 561
682 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
683 { 563 op->inv->clr_flag (FLAG_STARTEQUIP);
684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
685 }
686 564
687 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
688 * items. Just don't identify gold or silver, or it won't be 566 * items. Just don't identify gold or silver, or it won't be
689 * merged properly. 567 * merged properly.
690 */ 568 */
691 if (need_identify (op)) 569 if (op->need_identify ())
692 {
693 SET_FLAG (op, FLAG_IDENTIFIED);
694 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
697 if (op->type == SPELL) 576 if (op->type == SPELL)
698 { 577 {
699 remove_ob (op); 578 op->destroy ();
700 free_object (op);
701 continue; 579 continue;
702 } 580 }
703 else if (op->type == SKILL) 581 else if (op->type == SKILL)
704 { 582 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0; 584 op->stats.exp = 0;
707 op->level = 1; 585 op->level = 1;
708 } 586 }
709 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
710 else 588 op->set_flag (FLAG_INV_LOCKED);
711 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
713 590
714 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
715 link_player_skills (pl); 592 pl->contr->link_skills ();
716}
717
718void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->free (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799} 593}
800 594
801void 595void
802get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
803{ 597{
804 if (party == NULL) 598 if (party == NULL)
805 { 599 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 600 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 601 return;
808 } 602 }
603
809 op->contr->write_buf[0] = '\0'; 604 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 605 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 606 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 608}
814
815 609
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 611static int
818roll_stat (void) 612roll_stat ()
819{ 613{
820 int a[4], i, j, k; 614 int a[4], i, j, k;
821 615
822 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 617 a[i] = rndm (1, 6);
824 618
825 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 620 if (a[i] < k)
827 k = a[i], j = i; 621 k = a[i], j = i;
828 622
829 for (i = 0, k = 0; i < 4; i++) 623 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 624 if (i != j)
832 k += a[i]; 625 k += a[i];
833 } 626
834 return k; 627 return k;
835} 628}
836 629
837void 630void
838roll_stats (object *op) 631object::roll_stats ()
839{ 632{
633 int statsort [NUM_STATS];
634
635 for (;;)
636 {
840 int sum = 0; 637 int sum = 0;
841 int i = 0, j = 0; 638 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 639 sum += statsort [i] = roll_stat ();
843 640
844 do 641 if (sum >= 82 && sum <= 116)
642 break;
845 { 643 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 644
857 /* Sort the stats so that rerolling is easier... */ 645 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 647
866 /* a quick and dirty bubblesort? */ 648 for (int i = 0; i < NUM_STATS; ++i)
867 do 649 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 650
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 651 stats.exp = 0;
902 op->stats.ac = 0; 652 stats.ac = 0;
903 653
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 654 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 655 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 656 stats.grace = stats.maxgrace;
657
658 if (contr)
659 {
660 contr->levhp[1] = 9;
661 contr->levsp[1] = 6;
662 contr->levgrace[1] = 3;
663
912 op->contr->orig_stats = op->stats; 664 contr->orig_stats = stats;
665 }
913} 666}
914 667
915void 668void
916Roll_Again (object *op) 669object::swap_stats (int a, int b)
917{ 670{
918 esrv_new_player (op->contr, 0); 671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 672
923void 673 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 674 stats.stat (i) = contr->orig_stats.stat (i);
675
676 //TODO: the following code looks so borked and should, at the very least,
677 // be merged with the similar code in roll_stats
678 stats.ac = 0;
679
680 level = 1;
681 stats.exp = 0;
682 stats.ac = 0;
683
684 stats.hp = stats.maxhp;
685 stats.sp = stats.maxsp;
686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
690 contr->levhp[1] = 9;
691 contr->levsp[1] = 6;
692 contr->levgrace[1] = 3;
693
694 contr->orig_stats = stats;
695 }
696}
697
698static void
699start_info (object *op)
925{ 700{
926 signed char tmp;
927 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
928 702
929 if (op->contr->Swap_First == -1) 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf);
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 705}
1044 706
1045/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
1049 * not the class. 711 * not the class.
1050 */ 712 */
1051 713void
1052int 714player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 715{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 717 esrv_new_player (ob->contr);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 718
719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
720 if (tl)
721 create_treasure (tl, ob, 0, 0, 0);
722
1071 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr);
1073 724
1074 op->contr->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
1075 726
1076 if (op->msg) 727 if (ob->msg)
1077 op->msg = NULL; 728 ob->msg = 0;
1078 729
1079 /* We create this now because some of the unique maps will need it
1080 * to save here.
1081 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf);
1084
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 730 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 732 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op);
1092 esrv_send_inventory (op, op); 733 esrv_send_inventory (ob, ob);
1093 fix_player (op); 734 ob->update_stats ();
1094 735
1095 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
1096 * is one for this race 737 * is one for this race
1097 */ 738 */
1098 if (*first_map_ext_path) 739 if (*first_map_ext_path)
1099 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1100 object *tmp;
1101 char mapname[MAX_BUF];
1102
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object ();
1105 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the
1110 * default initial map */
1111 free_object (tmp);
1112 }
1113 else 741 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 743}
1117 return 0;
1118 }
1119 744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
762}
763
764void
765player::chargen_race_next ()
766{
1120 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
1122 */ 769 */
1123 770
1124 tmp_loop = 0; 771 do
1125 while (!tmp_loop)
1126 { 772 {
1127 shstr name = op->name; 773 shstr name = ob->name;
1128 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
1129 775
1130 remove_statbonus (op); 776 ob->remove_statbonus ();
1131 remove_ob (op); 777 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 778 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 779 ob->arch->copy_to (ob);
1134 op->instantiate (); 780 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 782 ob->name = ob->name_pl = name;
1137 op->x = x; 783 ob->x = x;
1138 op->y = y; 784 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 787 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 788 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 789 }
790 while (!allowed_class (ob));
1145 791
1146 update_object (op, UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 793 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 794 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 797 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158} 798}
1159 799
1160int 800static void
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207}
1208
1209void
1210flee_player (object *op) 801flee_player (object *op)
1211{ 802{
1212 int dir, diff; 803 int dir, diff;
1213 rv_vector rv; 804 rv_vector rv;
1214 805
1215 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
1216 { 807 {
1217 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1218 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
1219 return; 810 return;
1220 } 811 }
1221 812
1222 if (op->enemy == NULL) 813 if (!op->enemy)
1223 { 814 {
1224 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
1225 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1226 return; 817 return;
1227 } 818 }
1228 819
1229 /* Seen some crashes here. Since we don't store an 820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1230 * op->enemy_count, it is possible that something destroys the
1231 * actual enemy, and the object is recycled.
1232 */
1233 if (op->enemy->map == NULL)
1234 { 821 {
1235 CLEAR_FLAG (op, FLAG_SCARED);
1236 op->enemy = NULL; 822 op->enemy = NULL;
823 op->clr_flag (FLAG_SCARED);
1237 return; 824 return;
1238 } 825 }
1239 826
1240 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 {
1242 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED);
1244 return;
1245 }
1246 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1247 828
1248 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
1250 { 831 {
1251 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
1252 833
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1254 {
1255 return; 835 return;
1256 }
1257 } 836 }
837
1258 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1260 op->enemy = NULL; 840 op->enemy = NULL;
1261} 841}
1262 842
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 844 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 845 * stop.
1267 */ 846 */
1268int 847int
1269check_pick (object *op) 848check_pick (object *op)
1270{ 849{
1271 object *tmp, *next; 850 object *tmp, *next;
1272 int stop = 0; 851 int stop = 0;
1273 int j, k, wvratio; 852 int wvratio;
1274 char putstring[128], tmpstr[16];
1275 853
1276 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1278 return 1; 856 return 1;
1279 857
1280 next = op->below; 858 next = op->below;
859
860 int cnt = MAX_ITEM_PER_ACTION;
861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1281 862
1282 /* loop while there are items on the floor that are not marked as 863 /* loop while there are items on the floor that are not marked as
1283 * destroyed */ 864 * destroyed */
1284 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1285 { 866 {
1286 tmp = next; 867 tmp = next;
1287 next = tmp->below; 868 next = tmp->below;
1288 869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
1289 if (op->destroyed ()) 876 if (op->destroyed ())
1290 return 0; 877 return 0;
1291 878
1292 if (!can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1293 continue; 880 continue;
1294 881
1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1296 { 883 {
1297 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1298 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1299 continue; 887 continue;
1300 } 888 }
1301 889
1302 /* high not bit set? We're using the old autopickup model */ 890 /* pickup handling */
891 if (op->contr->mode & PU_DEBUG)
892 {
893 /* some debugging code to figure out item information */
894 const char *str = tmp->name
895 ? format ("item name: %s item type: %d weight/value: %d",
896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
897 : format ("item name: %s item type: %d weight/value: %d",
898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
899
900 new_draw_info (NDI_UNIQUE, 0, op, str);
901 }
902
903 if (op->contr->mode & PU_INHIBIT)
904 return 1;
905
906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
907 return 1;
908
909 /* philosophy:
910 * It's easy to grab an item type from a pile, as long as it's
911 * generic. This takes no game-time. For more detailed pickups
912 * and selections, select-items should be used. This is a
913 * grab-as-you-run type mode that's really useful for arrows for
914 * example.
915 * The drawback: right now it has no frontend, so you need to
916 * stick the bits you want into a calculator in hex mode and then
917 * convert to decimal and then 'pickup <#>
918 */
919
920 /* the first two modes are exclusive: if NOTHING we return, if
921 * STOP then we stop. All the rest are applied sequentially,
922 * meaning if any test passes, the item gets picked up. */
923
924 /* if mode is set to pick nothing up, return */
925 if (op->contr->mode == PU_NOTHING)
926 return 1;
927
928 /* if mode is set to stop when encountering objects, return */
929 /* take STOP before INHIBIT since it doesn't actually pick
930 * anything up */
931 if (op->contr->mode & PU_STOP)
932 return 0;
933
934 /* useful for going into stores and not losing your settings... */
935 /* and for battles wher you don't want to get loaded down while
936 * fighting */
937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
939
940 /* prevent us from turning into auto-thieves :) */
941 if (tmp->flag [FLAG_UNPAID])
942 continue;
943
944 /* ignore known cursed objects */
945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
946 continue;
947
948 /* all food and drink if desired */
949 /* question: don't pick up known-poisonous stuff? */
1303 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1304 { 952 {
1305 switch (op->contr->mode) 953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_DRINK)
958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 if (op->contr->mode & PU_POTION)
965 if (tmp->type == POTION)
966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
970
971 /* spellbooks, skillscrolls and normal books/scrolls */
972 if (op->contr->mode & PU_SPELLBOOK)
973 if (tmp->type == SPELLBOOK)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_SKILLSCROLL)
980 if (tmp->type == SKILLSCROLL)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 if (op->contr->mode & PU_READABLES)
987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* wands/staves/rods/horns */
994 if (op->contr->mode & PU_MAGIC_DEVICE)
995 if (tmp->type == WAND
996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 /* pick up all magical items */
1005 if (op->contr->mode & PU_MAGICAL)
1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 if (op->contr->mode & PU_VALUABLES)
1014 {
1015 if (tmp->type == MONEY || tmp->type == GEM)
1306 { 1016 {
1307 case 0: 1017 CHK_PICK_PICKUP;
1308 return 1; /* don't pick up */ 1018 continue;
1309 case 1:
1310 pick_up (op, tmp);
1311 return 1;
1312 case 2:
1313 pick_up (op, tmp);
1314 return 0;
1315 case 3:
1316 return 0; /* stop before pickup */
1317 case 4:
1318 pick_up (op, tmp);
1319 break;
1320 case 5:
1321 pick_up (op, tmp);
1322 stop = 1;
1323 break;
1324 case 6:
1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1326 pick_up (op, tmp);
1327 break;
1328
1329 case 7:
1330 if (tmp->type == MONEY || tmp->type == GEM)
1331 pick_up (op, tmp);
1332 break;
1333
1334 default:
1335 /* use value density */
1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1338 pick_up (op, tmp);
1339 } 1019 }
1340 } 1020 }
1341 else 1021
1342 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1343 /* NEW pickup handling */
1344 if (op->contr->mode & PU_DEBUG) 1023 if (op->contr->mode & PU_JEWELS)
1024 if (tmp->type == RING
1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1345 { 1028 {
1346 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1347 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 }
1384 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for
1389 * example.
1390 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#>
1393 */
1394
1395 /* the first two modes are exclusive: if NOTHING we return, if
1396 * STOP then we stop. All the rest are applied sequentially,
1397 * meaning if any test passes, the item gets picked up. */
1398
1399 /* if mode is set to pick nothing up, return */
1400
1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1403
1404 /* if mode is set to stop when encountering objects, return */
1405 /* take STOP before INHIBIT since it doesn't actually pick
1406 * anything up */
1407
1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1410
1411 /* useful for going into stores and not losing your settings... */
1412 /* and for battles wher you don't want to get loaded down while
1413 * fighting */
1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1416
1417 /* prevent us from turning into auto-thieves :) */
1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue; 1030 continue;
1031 }
1420 1032
1421 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1034 if (op->contr->mode & PU_FLESH)
1035 if (tmp->type == FLESH)
1036 {
1037 CHK_PICK_PICKUP;
1423 continue; 1038 continue;
1039 }
1424 1040
1425 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1426 /* question: don't pick up known-poisonous stuff? */ 1042 if (op->contr->mode & PU_BOW)
1043 if (tmp->type == BOW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 if (op->contr->mode & PU_ARROW)
1050 if (tmp->type == ARROW)
1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1056 /* all kinds of armor etc. */
1057 if (op->contr->mode & PU_ARMOUR)
1058 if (tmp->type == ARMOUR)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_HELMET)
1065 if (tmp->type == HELMET)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_SHIELD)
1072 if (tmp->type == SHIELD)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1427 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1428 if (tmp->type == FOOD) 1079 if (tmp->type == BOOTS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_GLOVES)
1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 if (op->contr->mode & PU_CLOAK)
1093 if (tmp->type == CLOAK)
1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1098
1099 /* hoping to catch throwing daggers here */
1100 if (op->contr->mode & PU_MISSILEWEAPON)
1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1106
1107 /* careful: chairs and tables are weapons! */
1108 if (op->contr->mode & PU_ALLWEAPON)
1109 {
1110 if (tmp->type == WEAPON)
1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1429 { 1112 {
1430 pick_up (op, tmp); 1113 CHK_PICK_PICKUP;
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1114 continue;
1434 } 1115 }
1116 }
1117
1118 /* misc stuff that's useful */
1435 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1437 { 1121 {
1438 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1123 continue;
1442 } 1124 }
1443 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1444 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1445 if (tmp->type == POTION) 1129 {
1130 /* use value density to decide what else to grab */
1131 /* >=7 was >= op->contr->mode */
1132 /* >=7 is the old standard setting. Now we take the last 4 bits
1446 { 1133 */
1447 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue;
1451 }
1452
1453 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK)
1456 {
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue;
1461 }
1462 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL)
1464 {
1465 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue;
1469 }
1470 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 {
1473 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue;
1477 }
1478
1479 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue;
1487 }
1488
1489 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1135 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue;
1497 }
1498
1499 if (op->contr->mode & PU_VALUABLES)
1500 { 1136 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1502 { 1140 {
1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n"); 1141 fprintf (stderr, "%s", tmp->name);
1506 continue;
1507 } 1142 }
1508 }
1509
1510 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET)
1513 {
1514 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "JEWELS\n");
1517 continue;
1518 }
1519
1520 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW)
1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue;
1528 }
1529 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW)
1531 {
1532 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue;
1536 }
1537
1538 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR)
1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue;
1546 }
1547 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET)
1549 {
1550 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue;
1554 }
1555 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD)
1557 {
1558 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue;
1562 }
1563 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS)
1565 {
1566 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue;
1570 }
1571 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES)
1573 {
1574 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue;
1578 }
1579 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK)
1581 {
1582 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue;
1586 }
1587
1588 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue;
1596 }
1597
1598 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON)
1600 {
1601 if (tmp->type == WEAPON && tmp->name != NULL)
1602 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 {
1606 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue;
1610 }
1611 }
1612 if (tmp->type == WEAPON && tmp->name == NULL)
1613 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 {
1616 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1622 }
1623
1624 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 {
1628 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue;
1632 }
1633
1634 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */
1636 if (op->contr->mode & PU_RATIO)
1637 {
1638 /* use value density to decide what else to grab */
1639 /* >=7 was >= op->contr->mode */
1640 /* >=7 is the old standard setting. Now we take the last 4 bits
1641 * and multiply them by 5, giving 0..15*5== 5..75 */
1642 wvratio = (op->contr->mode & PU_RATIO) * 5;
1643 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1644 {
1645 pick_up (op, tmp);
1646#if 0
1647 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1648 if (tmp->name != NULL)
1649 {
1650 fprintf (stderr, "%s", tmp->name);
1651 }
1652 else 1143 else
1653 fprintf (stderr, "%s", tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1654 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1655 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1656#endif 1147#endif
1148 CHK_PICK_PICKUP;
1657 continue; 1149 continue;
1658 }
1659 } 1150 }
1660 } /* the new pickup model */ 1151 } /* the new pickup model */
1661 } 1152 }
1153
1662 return !stop; 1154 return !stop;
1155}
1156
1157/* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163static int
1164action_makes_visible (object *op)
1165{
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1663} 1190}
1664 1191
1665/* 1192/*
1666 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1667 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1668 * found object is returned. 1195 * found object is returned.
1669 */ 1196 */
1670object * 1197static object *
1671find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1672{ 1199{
1673 object *tmp = NULL;
1674
1675 for (op = op->inv; op; op = op->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1202 return splay (tmp);
1203
1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1206 if (object *arrow = find_arrow (tmp, type))
1207 {
1208 splay (tmp);
1679 return op; 1209 return arrow;
1210 }
1211
1680 return tmp; 1212 return 0;
1681} 1213}
1682 1214
1683/* 1215/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1216 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1685 * against the target. A full test is not performed, simply a basic test 1217 * against the target. A full test is not performed, simply a basic test
1686 * of resistances. The archer is making a quick guess at what he sees down 1218 * of resistances. The archer is making a quick guess at what he sees down
1687 * the hall. Failing that it does it's best to pick the highest plus arrow. 1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1220 */
1689 1221static object *
1690object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1692{ 1223{
1693 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1695 1226
1696 if (!type) 1227 if (!type)
1697 return NULL; 1228 return NULL;
1698 1229
1699 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1700 { 1231 {
1701 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1702 { 1233 {
1703 i = 0; 1234 i = 0;
1704 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1705 if (i > betterby) 1237 if (i > betterby)
1706 { 1238 {
1707 tmp = ntmp; 1239 tmp = ntmp;
1708 betterby = i; 1240 betterby = i;
1709 } 1241 }
1710 } 1242 }
1711 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1712 { 1244 {
1713 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1715 { 1247 {
1716 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1717 { 1249 {
1718 *better = 100; 1250 *better = 100;
1719 return arrow; 1251 return arrow;
1727 else 1259 else
1728 { 1260 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1262 {
1731 attacktype = 1 << attacknum; 1263 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1265 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1734 { 1266 {
1735 tmp = arrow; 1267 tmp = arrow;
1736 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1737 } 1269 }
1738 } 1270 }
1271
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1273 {
1741 tmp = arrow; 1274 tmp = arrow;
1742 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1743 } 1276 }
1277
1744 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1279 {
1746 tmp = arrow; 1280 tmp = arrow;
1747 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1748 } 1282 }
1749 } 1283 }
1750 } 1284 }
1751 } 1285 }
1286
1752 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1753 return find_arrow (op, type); 1288 return find_arrow (op, type);
1754 1289
1755 *better = betterby; 1290 *better = betterby;
1756 return tmp; 1291 return tmp;
1760 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1296 * op = the shooter
1762 * type = bow->race 1297 * type = bow->race
1763 * dir = fire direction 1298 * dir = fire direction
1764 */ 1299 */
1765 1300static object *
1766object *
1767pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1768{ 1302{
1769 object *tmp = NULL; 1303 object *tmp = NULL;
1770 maptile *m; 1304 maptile *m;
1771 int i, mflags, found, number; 1305 int i, mflags, found, number;
1772 sint16 x, y; 1306 sint16 x, y;
1784 y = op->y; 1318 y = op->y;
1785 1319
1786 /* find the first target */ 1320 /* find the first target */
1787 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1788 { 1322 {
1789 x += freearr_x[dir]; 1323 x += DIRX (dir);
1790 y += freearr_y[dir]; 1324 y += DIRY (dir);
1791 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1792 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793 { 1328 {
1794 tmp = NULL; 1329 tmp = 0;
1795 break; 1330 break;
1796 } 1331 }
1797 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1332 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1798 { 1333 {
1799 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1800 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1801 */ 1336 */
1802 tmp = NULL; 1337 tmp = 0;
1803 break; 1338 break;
1804 } 1339 }
1340
1805 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1806 {
1807 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1808 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1809 {
1810 found++;
1811 break;
1812 }
1813 if (found)
1814 break; 1344 break;
1815 }
1816 } 1345 }
1817 if (tmp == NULL) 1346
1347 if (!tmp)
1818 return find_arrow (op, type); 1348 return find_arrow (op, type);
1819 1349
1820 if (tmp->head) 1350 if (tmp->head)
1821 tmp = tmp->head; 1351 tmp = tmp->head;
1822 1352
1823 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1824} 1354}
1825 1355
1826/* 1356/*
1827 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1828 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1829 * op is the object firing the bow. 1359 * op is the object firing the bow.
1830 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1831 * dir is the direction of fire. 1361 * dir is the direction of fire.
1832 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1835 */ 1365 */
1836int 1366int
1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1367fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838{ 1368{
1839 object *left, *bow; 1369 object *left, *bow;
1840 int bowspeed, mflags; 1370 int mflags;
1841 maptile *m; 1371 maptile *m;
1842 1372
1843 if (!dir) 1373 if (!dir)
1844 { 1374 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1375 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1376 return 0;
1847 } 1377 }
1848 if (op->type == PLAYER) 1378
1849 bow = op->contr->ranges[range_bow]; 1379 if (op->contr)
1380 bow = op->current_weapon;
1850 else 1381 else
1851 { 1382 {
1852 for (bow = op->inv; bow; bow = bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1384 /* Don't check for applied - monsters don't apply bows - in that way, they
1854 * don't need to switch back and forth between bows and weapons. 1385 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1390 if (!bow)
1860 { 1391 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1393 return 0;
1863 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1864 } 1398 }
1399
1865 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1866 { 1401 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1403 return 0;
1869 } 1404 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1405
1879 if (arrow == NULL) 1406 if (arrow == NULL)
1880 { 1407 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1409 {
1883 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1413 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1888 return 0; 1416 return 0;
1889 } 1417 }
1890 } 1418 }
1419
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1421 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1422 return 0;
1895 } 1423
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1424 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1425 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1426 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1427 return 0;
1900 } 1428 }
1901 1429
1902 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1904 { 1432 {
1905 remove_ob (arrow); 1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1906 free_object (arrow); 1434 arrow->destroy ();
1907 return 0; 1435 return 0;
1908 } 1436 }
1909 1437
1910 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1912 if (arrow == NULL) 1440 if (!arrow)
1913 { 1441 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1443 return 0;
1916 } 1444 }
1917 set_owner (arrow, op); 1445
1446 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1447 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1448 arrow->direction = dir;
1921 arrow->x = sx; 1449
1922 arrow->y = sy; 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1451 arrow->stats.hp = arrow->stats.dam;
1452 arrow->stats.grace = arrow->attacktype;
1453 arrow->custom_name = arrow->slaying;
1454
1455#if 0
1456 if (player *pl = op->contr)
1457 {
1458 float speed = pl->weapon_sp;
1459
1460 /* penalize ROF for bestarrow */
1461 if (pl->bowtype == bow_bestarrow)
1462 speed *= .9f;
1463 else
1464 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1465
1466 op->speed_left += speed - op->speed;
1467 }
1468#endif
1469
1470 SET_ANIMATION (arrow, arrow->direction);
1471
1472 /* update the speed */
1473
1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1479
1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1923 1481
1924 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1925 { 1483 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1484 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1485 wc -= dex_bonus[op->stats.Dex];
1486
1487 if (!arrow->slaying)
1488 arrow->slaying = op->slaying;
1489
1490 arrow->attacktype |= op->attacktype;
1959 } 1491 }
1960 else 1492 else
1961 { 1493 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1494 arrow->level = op->level;
1964 } 1495 arrow->stats.wc -= bow->magic;
1965 1496
1966 if (arrow->attacktype == AT_PHYSICAL) 1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1967 arrow->attacktype |= bow->attacktype; 1500 arrow->attacktype |= bow->attacktype;
1501 }
1968 1502
1969 if (bow->slaying != NULL) 1503 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1505
1972 arrow->map = m; 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1975 1510
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1977 insert_ob_in_map (arrow, m, op, 0); 1512 m->insert (arrow, sx, sy, op);
1978 1513
1979 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1515 move_arrow (arrow);
1981
1982 if (op->type == PLAYER)
1983 {
1984 if (left->destroyed ())
1985 esrv_del_item (op->contr, left->count);
1986 else
1987 esrv_send_item (op, left);
1988 }
1989 1516
1990 return 1; 1517 return 1;
1991} 1518}
1992 1519
1993/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1995 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1996 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1997 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1998 * hence the function name. 1525 * hence the function name.
1999 */ 1526 */
2000int 1527static int
2001player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
2002{ 1529{
2003 int ret = 0, wcmod = 0; 1530 int ret;
2004 1531
2005 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
2006 { 1533 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1535 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1536 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1537 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
2012 wcmod = -1;
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1540 }
2015 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
2016 { 1542 {
2017 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);
2018 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
2019 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
2020 } 1546 }
2021 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1548 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1551 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1552 }
2028 else 1553 else
2029 { 1554 {
2030 /* Simple case */ 1555 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1557 }
1558
2033 return ret; 1559 return ret;
2034} 1560}
2035
2036 1561
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
2039 */ 1564 */
2040void 1565static void
2041fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
2042{ 1567{
2043 object *item; 1568 object *item = op->contr->ranged_ob;
2044 1569
2045 if (!op->contr->ranges[range_misc]) 1570 if (!item)
2046 { 1571 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1572 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1573 return;
2049 } 1574 }
2050 1575
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1576 if (!item->inv)
2053 { 1577 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1579 return;
2056 } 1580 }
1581
1582 if (!op->apply (item))
1583 return;
1584
2057 if (item->type == WAND) 1585 if (item->type == WAND)
2058 { 1586 {
2059 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
2060 { 1588 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1589 op->contr->play_sound (sound_find ("wand_poof"));
2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1591
2063 return; 1592 return;
2064 } 1593 }
2065 } 1594 }
2066 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
2067 { 1596 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1598
1599 // using the maximum of the rods charge allows at least one spell cast
1600 // for a rod or horn, this fixes some broken rods.
1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2069 { 1602 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
2071 if (item->type == ROD) 1605 if (item->type == ROD)
2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1607 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1608 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1609
2075 return; 1610 return;
2076 } 1611 }
2077 } 1612 }
2078 1613
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
2080 { 1615 {
2081 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1616 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1617
2082 if (item->type == WAND) 1618 if (item->type == WAND)
2083 { 1619 {
2084 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
2085 { 1621 {
2086 object *tmp;
2087
2088 if (item->arch) 1622 if (item->arch)
2089 { 1623 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
2092 item->speed = 0; 1626 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1627 }
2095 if ((tmp = is_player_inv (item))) 1628
1629 if (object *pl = item->visible_to ())
2096 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
2097 } 1631 }
2098 } 1632 }
2099 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1634 drain_rod_charge (item);
2102 }
2103 } 1635 }
2104} 1636}
2105 1637
2106/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
2107 */ 1639 */
2108void 1640bool
2109fire (object *op, int dir) 1641fire (object *who, int dir)
2110{ 1642{
2111 int spellcost = 0; 1643 int spellcost = 0;
2112 1644
1645 player *pl = who->contr;
1646
1647 if (pl->golem)
1648 {
1649 control_golem (who->contr->golem, dir);
1650 return false;
1651 }
1652
1653 object *ob = pl->ranged_ob;
1654
1655 if (!ob)
1656 return false;
1657
1658 if (who->speed_left > 0.f)
1659 --who->speed_left;
1660 else
1661 return false;
1662
1663 if (!who->apply (ob))
1664 return false;
1665
2113 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
2115 make_visible (op); 1668 make_visible (who);
2116 1669
2117 switch (op->contr->shoottype) 1670 switch (ob->type)
2118 { 1671 {
2119 case range_none: 1672 case BOW:
2120 return;
2121
2122 case range_bow:
2123 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
2124 return; 1674 break;
2125 1675
2126 case range_magic: /* Casting spells */ 1676 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2128 return; 1678 break;
2129 1679
2130 case range_misc: 1680 case BUILDER:
2131 fire_misc_object (op, dir);
2132 return;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
2156 return; 1682 break;
1683
1684 case SKILL:
1685 do_skill (who, who, ob, dir, 0);
1686 break;
1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
2157 default: 1692 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1693 fire_misc_object (who, dir);
2159 return; 1694 break;
2160 } 1695 }
2161}
2162 1696
1697 return true;
1698}
2163 1699
2164 1700static object *
2165/* find_key
2166 * We try to find a key for the door as passed. If we find a key
2167 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic
2169 * for both is the same - just the specific key is different.
2170 * pl is the player,
2171 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers.
2174 */
2175
2176object *
2177find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
2178{ 1702{
2179 object *tmp, *key; 1703 object *tmp, *key;
2180 1704
2181 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1706 if (!container->inv)
2183 return NULL; 1707 return 0;
2184 1708
2185 /* First, lets try to find a key in the top level inventory */ 1709 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1711 {
2188 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1713 break;
1714
2190 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
2192 */ 1717 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1719 break;
2195 } 1720 }
1721
2196 /* No key found - lets search inventories now */ 1722 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1723 /* If we find and use a key in an inventory, return at that time.
2198 * otherwise, if we search all the inventories and still don't find 1724 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1725 * a key, return
2200 */ 1726 */
2201 if (!tmp) 1727 if (!tmp)
2202 { 1728 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 {
2205 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
2207 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1732 if ((key = find_key_ (pl, tmp, door)))
2209 return key; 1733 return key;
2210 } 1734
2211 }
2212 if (!tmp) 1735 if (!tmp)
2213 return NULL; 1736 return 0;
2214 } 1737 }
1738
2215 /* We get down here if we have found a key. Now if its in a container, 1739 /* We get down here if we have found a key. Now if its in a container,
2216 * see if we actually want to use it 1740 * see if we actually want to use it
2217 */ 1741 */
2218 if (pl != container) 1742 if (pl != container)
2219 { 1743 {
2220 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
2221 if (!pl->contr) 1745 if (!pl->contr)
2222 return NULL; 1746 return 0;
1747
2223 /* cases where this fails: 1748 /* cases where this fails:
2224 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
2225 * are not in the players inventory. 1750 * are not in the players inventory.
2226 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
2227 * containers can be used. 1752 * containers can be used.
2231 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
2232 * 1757 *
2233 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
2234 * all the others. 1759 * all the others.
2235 */ 1760 */
2236 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
2237 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
2238 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2239 { 1764 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1767 return NULL;
2243 } 1768 }
2244 } 1769 }
1770
2245 return tmp; 1771 return tmp;
1772}
1773
1774/* find_key
1775 * We try to find a key for the door as passed. If we find a key
1776 * and successfully use it, we return the key, otherwise NULL
1777 * This function merges both normal and locked door, since the logic
1778 * for both is the same - just the specific key is different.
1779 * pl is the player,
1780 * inv is the objects inventory to searched
1781 * door is the door we are trying to match against.
1782 * This function can be called recursively to search containers.
1783 */
1784object *
1785find_key (object *pl, object *container, object *door)
1786{
1787 if (door->slaying && is_match_expr (door->slaying))
1788 {
1789 // for match expressions, we try to find the key by applying the match
1790 // to the op itself, which is supposed to find the "key", instead
1791 // of searching through containers ourselves.
1792
1793 return match_one (door->slaying, container, door, pl, pl);
1794 }
1795 else
1796 return find_key_ (pl, container, door);
2246} 1797}
2247 1798
2248/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
2250 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
2251 * 0 otherwise 1802 * 0 otherwise
2252 */ 1803 */
2253static int 1804static int
2254player_attack_door (object *op, object *door) 1805player_attack_door (object *op, object *door)
2255{ 1806{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1807 /* If its a door, try to find a key. If we do destroy the door,
2258 * might as well return immediately as there is nothing more to do - 1808 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
2260 */ 1810 */
2261 object *key = find_key (op, op, door); 1811 object *key = find_key (op, op, door);
2262 1812
2263 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
2264 if (key) 1814 if (key)
2265 { 1815 {
2266 object *container = key->env; 1816 object *container = key->env;
2267 1817
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2269 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
2270 make_visible (op); 1819 make_visible (op);
1820
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1822 spring_trap (door->inv, op);
1823
2273 if (door->type == DOOR) 1824 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1825 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
2278 { 1827 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1828 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2280 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1830 }
1831
2282 /* Do this after we print the message */ 1832 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 1834
2285 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container);
2287 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
2288 } 1836 }
2289 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
2290 { 1838 {
2291 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1840 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2293 return 1; 1841 return 1;
2294 } 1842 }
1843
2295 return 0; 1844 return 0;
2296} 1845}
2297 1846
2298/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2303 */ 1852 */
2304 1853bool
2305void
2306move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2307{ 1855{
2308 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2309 sint16 nx, ny; 1857 {
2310 int on_battleground; 1858 --op->speed_left;
2311 maptile *m; 1859 return true;
1860 }
2312 1861
2313 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2314 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2315 1864
2316 on_battleground = op_on_battleground (op, NULL, NULL); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2317 1867
2318 /* If braced, or can't move to the square, and it is not out of the 1868 /* If braced, or can't move to the square, and it is not out of the
2319 * map, attack it. Note order of if statement is important - don't 1869 * map, attack it. Note order of if statement is important - don't
2320 * want to be calling move_ob if braced, because move_ob will move the 1870 * want to be calling move_ob if braced, because move_ob will move the
2321 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2322 * move to some space, it then means that if we are braced, we should 1872 * move to some space, it then means that if we are braced, we should
2323 * do nothing at all. As it is, if we are braced, we go through 1873 * do nothing at all. As it is, if we are braced, we go through
2324 * quite a bit of processing. However, it probably is less than what 1874 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 1875 * move_ob uses.
2326 */ 1876 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1877 maptile *m = op->map->xy_find (nx, ny);
1878
1879 /* Go through all the objects, and find ones of interest. Only stop if
1880 * we find a monster - that is something we know we want to attack.
1881 * if its a door or barrel (can roll) see if there may be monsters
1882 * on the space
1883 */
1884 object *mon;
1885 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1886 {
1887 if ((mon->flag [FLAG_ALIVE]
1888 || mon->type == LOCKED_DOOR
1889 || mon->flag [FLAG_CAN_ROLL])
1890 && mon != op)
1891 break;
2328 { 1892 }
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1893
1894 /* no monster == player tries to move into a wall or so */
1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
2330 { 1899 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 1900 if (ob->move_block == MOVE_ALL)
2332 if (!m) 1901 move_into_wall (op, ob);
2333 return; /* Don't think this should happen */ 1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
1920
1921 mon = mon->head_ ();
1922
1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1924 if (op->contr->weapon_sp_left > 0.f)
1925 if (player_attack_door (op, mon))
1926 {
1927 --op->contr->weapon_sp_left;
1928 return true;
1929 }
1930
1931 /* The following deals with possibly attacking peaceful
1932 * or friendly creatures. Basically, all players are considered
1933 * unaggressive. If the moving player has peaceful set, then the
1934 * object should be pushed instead of attacked. It is assumed that
1935 * if you are braced, you will not attack friends accidently,
1936 * and thus will not push them.
1937 */
1938
1939 /* If the creature is a pet, push it even if the player is not
1940 * peaceful. Our assumption is the creature is a pet if the
1941 * player owns it and it is either friendly or unagressive.
1942 */
1943 if (op->type == PLAYER
1944 && ((mon->owner && mon->owner->contr
1945 && same_party (mon->owner->contr->party, op->contr->party))
1946 || mon->owner == op)
1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1948 {
1949 /* If we're braced, we don't want to switch places with it */
1950 if (op->contr->braced)
1951 return false;
1952
1953 if (op->speed_left > 0.f)
1954 {
1955 --op->speed_left;
1956
1957 op->play_sound (sound_find ("push_player"));
1958 push_ob (mon, dir, op);
1959
1960 if (action_makes_visible (op))
1961 make_visible (op);
1962
1963 return true;
2334 } 1964 }
2335 else 1965 else
2336 m = op->map;
2337
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return; 1966 return false;
2342 } 1967 }
2343 1968
2344 mon = NULL; 1969 bool on_battleground = op_on_battleground (op, 0, 0);
2345 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space
2349 */
2350 while (tmp != NULL)
2351 {
2352 if (tmp == op)
2353 {
2354 tmp = tmp->above;
2355 continue;
2356 }
2357 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2358 {
2359 mon = tmp;
2360 break;
2361 }
2362 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2363 mon = tmp;
2364 tmp = tmp->above;
2365 }
2366 1970
2367 if (mon == NULL) /* This happens anytime the player tries to move */
2368 return; /* into a wall */
2369
2370 if (mon->head != NULL)
2371 mon = mon->head;
2372
2373 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2374 if (player_attack_door (op, mon))
2375 return;
2376
2377 /* The following deals with possibly attacking peaceful
2378 * or frienddly creatures. Basically, all players are considered
2379 * unaggressive. If the moving player has peaceful set, then the
2380 * object should be pushed instead of attacked. It is assumed that
2381 * if you are braced, you will not attack friends accidently,
2382 * and thus will not push them.
2383 */
2384
2385 /* If the creature is a pet, push it even if the player is not
2386 * peaceful. Our assumption is the creature is a pet if the
2387 * player owns it and it is either friendly or unagressive.
2388 */
2389 if ((op->type == PLAYER)
2390#if COZY_SERVER
2391 &&
2392 ((get_owner (mon) && get_owner (mon)->contr
2393 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2394#else
2395 && get_owner (mon) == op
2396#endif
2397 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2398 {
2399 /* If we're braced, we don't want to switch places with it */
2400 if (op->contr->braced)
2401 return;
2402 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2403 (void) push_ob (mon, dir, op);
2404 if (op->contr->tmp_invis || op->hide)
2405 make_visible (op);
2406 return;
2407 }
2408
2409 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2410 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2411 * someone, but put it inside this loop so that you won't 1973 * someone, but put it inside this loop so that you won't
2412 * attack them either. 1974 * attack them either.
2413 */ 1975 */
2414 if ((mon->type == PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2415 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2416#ifdef PROHIBIT_PLAYERKILL 1978 && ((op->contr->peaceful
2417 (op->contr->peaceful 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2418 || (mon->type == PLAYER 1980 && !on_battleground))
2419 && mon->contr-> 1981 {
2420 peaceful)) && 1982 if (op->speed_left > 0.f)
2421#else
2422 op->contr->peaceful &&
2423#endif
2424 !on_battleground))
2425 { 1983 {
1984 --op->speed_left;
1985
2426 if (!op->contr->braced) 1986 if (!op->contr->braced)
2427 { 1987 {
2428 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1988 op->play_sound (sound_find ("push_player"));
2429 (void) push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2430 } 1990 }
2431 else 1991 else
2432 { 1992 op->statusmsg ("You withhold your attack");
2433 new_draw_info (0, 0, op, "You withhold your attack"); 1993
2434 }
2435 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2436 make_visible (op); 1995 make_visible (op);
2437 }
2438 1996
1997 return true;
1998 }
1999 }
2439 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2440 * roll it if not braced. You can't roll it if you are braced. 2001 * roll it if not braced. You can't roll it if you are braced.
2441 */ 2002 */
2442 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2004 {
2005 if (op->speed_left > 0.f)
2443 { 2006 {
2007 --op->speed_left;
2008
2444 recursive_roll (mon, dir, op); 2009 recursive_roll (mon, dir, op);
2445 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2446 make_visible (op); 2011 make_visible (op);
2447 }
2448 2012
2013 return true;
2014 }
2015 }
2449 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2450 * Way it works is like this: First, it must have some hit points 2017 * Way it works is like this: First, it must have some hit points
2451 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2452 * 1) Not a player, 2) A player, but of a different party. Note 2019 * 1) Not a player, 2) A player, but of a different party. Note
2453 * that party_number -1 is no party, so attacks can still happen. 2020 * that party_number -1 is no party, so attacks can still happen.
2454 */ 2021 */
2455
2456 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2457 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2458 { 2024 {
2459 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2460 /* If the player hasn't hit something this tick, and does
2461 * so, give them speed boost based on weapon speed. Doing
2462 * it here is better than process_players2, which basically
2463 * incurred a 1 tick offset.
2464 */
2465 if (!op->contr->has_hit)
2466 { 2026 {
2467 op->speed_left += op->speed / op->contr->weapon_sp; 2027 --op->contr->weapon_sp_left;
2468 2028
2469 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2470 }
2471
2472 skill_attack (mon, op, 0, NULL, NULL); 2029 skill_attack (mon, op, 0, 0, 0);
2473 2030
2474 /* If attacking another player, that player gets automatic
2475 * hitback, and doesn't loose luck either.
2476 * Disable hitback on the battleground or if the target is
2477 * the wiz.
2478 */
2479 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2480 {
2481 short luck = mon->stats.luck;
2482
2483 mon->contr->has_hit = 1;
2484 skill_attack (op, mon, 0, NULL, NULL);
2485 mon->stats.luck = luck;
2486 }
2487 if (action_makes_visible (op)) 2031 if (action_makes_visible (op))
2488 make_visible (op); 2032 make_visible (op);
2489 }
2490 } /* if player should attack something */
2491}
2492 2033
2493int 2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2494move_player (object *op, int dir) 2042move_player (object *op, int dir)
2495{ 2043{
2496 int pick; 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2497
2498 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2499 return 0; 2045 return 0;
2500 2046
2501 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2502 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2503 { 2049 {
2504 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2505 return 0; 2051 return 0;
2506 } 2052 }
2507 2053
2508 /* peterm: added following line */ 2054 /* peterm: added following line */
2509 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2510 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2511 2057
2512 op->facing = dir; 2058 op->facing = dir;
2513 2059
2514 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2515 do_hidden_move (op); 2061 do_hidden_move (op);
2516 2062
2063 bool retval;
2064 int pick = 0;
2065
2517 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2518 /*nop */ ; 2067 retval = RESULT_INT (0);
2519 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2520 fire (op, dir); 2069 retval = fire (op, dir);
2521 else 2070 else
2522 { 2071 {
2523 move_player_attack (op, dir); 2072 retval = move_player_attack (op, dir);
2524 pick = check_pick (op); 2073 pick = check_pick (op);
2525 } 2074 }
2526 2075
2527 /* Add special check for newcs players and fire on - this way, the 2076 /* Add special check for newcs players and fire on - this way, the
2528 * server can handle repeat firing. 2077 * server can handle repeat firing.
2529 */ 2078 */
2530 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2079 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2531 {
2532 op->direction = dir; 2080 op->direction = dir;
2533 }
2534 else 2081 else
2535 {
2536 op->direction = 0; 2082 op->direction = 0;
2537 } 2083
2538 /* Update how the player looks. Use the facing, so direction may 2084 /* Update how the player looks. Use the facing, so direction may
2539 * get reset to zero. This allows for full animation capabilities 2085 * get reset to zero. This allows for full animation capabilities
2540 * for players. 2086 * for players.
2541 */ 2087 */
2542 animate_object (op, op->facing); 2088 animate_object (op, op->facing);
2543 return 0; 2089
2090 return retval;
2544} 2091}
2545 2092
2546/* This is similar to handle_player, below, but is only used by the 2093/* This is similar to handle_player, below, but is only used by the
2547 * new client/server stuff. 2094 * new client/server stuff.
2548 * This is sort of special, in that the new client/server actually uses 2095 * This is sort of special, in that the new client/server actually uses
2549 * the new speed values for commands. 2096 * the new speed values for commands.
2550 * 2097 *
2551 * Returns true if there are more actions we can do. 2098 * Returns true if there are more actions we can do. Should not do
2099 * many actions in a row, as that would be too unfair to other
2100 * players.
2552 */ 2101 */
2553int 2102bool
2554handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2555{ 2104{
2556 if (op->contr->hidden) 2105 if (op->flag [FLAG_SCARED])
2557 {
2558 op->invisible = 1000;
2559 /* the socket code flashes the player visible/invisible
2560 * depending on the value of invisible, so we need to
2561 * alternate it here for it to work correctly.
2562 */
2563 if (pticks & 2)
2564 op->invisible--;
2565 } 2106 {
2566 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2107 if (op->speed_left > 0.f)
2567 {
2568 op->invisible--;
2569 if (!op->invisible)
2570 {
2571 make_visible (op);
2572 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2573 } 2108 {
2574 }
2575
2576 if (QUERY_FLAG (op, FLAG_SCARED))
2577 {
2578 flee_player (op);
2579 /* If player is still scared, that is his action for this tick */
2580 if (QUERY_FLAG (op, FLAG_SCARED))
2581 {
2582 op->speed_left--; 2109 --op->speed_left;
2110 flee_player (op);
2111
2583 return 0; 2112 return true;
2584 } 2113 }
2585 } 2114 else
2586 2115 return false;
2587 /* I've been seeing crashes where the golem has been destroyed, but
2588 * the player object still points to the defunct golem. The code that
2589 * destroys the golem looks correct, and it doesn't always happen, so
2590 * put this in a a workaround to clean up the golem pointer.
2591 */
2592 if (op->contr->ranges[range_golem] &&
2593 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2594 {
2595 op->contr->ranges[range_golem] = NULL;
2596 op->contr->golem_count = 0;
2597 } 2116 }
2598 2117
2599 /* call this here - we also will call this in do_ericserver, but 2118 /* call this here - we also will call this in do_ericserver, but
2600 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2601 * called, so we recheck it here. 2120 * called, so we recheck it here.
2602 */ 2121 */
2603 HandleClient (&op->contr->socket, op->contr); 2122 if (op->contr->ns->handle_command ())
2604 if (op->speed_left < 0) 2123 return true;
2124
2125 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2126 return move_player (op, op->direction);
2127
2128 return false;
2129}
2130
2131static int
2132save_life (object *op)
2133{
2134 if (!op->flag [FLAG_LIFESAVE])
2605 return 0; 2135 return 0;
2606 2136
2607 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2608 {
2609 /* All move commands take 1 tick, at least for now */
2610 op->speed_left--;
2611
2612 /* Instead of all the stuff below, let move_player take care
2613 * of it. Also, some of the skill stuff is only put in
2614 * there, as well as the confusion stuff.
2615 */
2616 move_player (op, op->direction);
2617 if (op->speed_left > 0)
2618 return 1;
2619 else
2620 return 0;
2621 }
2622 return 0;
2623}
2624
2625int
2626save_life (object *op)
2627{
2628 object *tmp;
2629
2630 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2631 return 0;
2632
2633 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2634 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2635 { 2139 {
2636 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2140 op->play_sound (sound_find ("ob_evaporate"));
2637 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2638 if (op->contr) 2142
2639 esrv_del_item (op->contr, tmp->count); 2143 tmp->destroy ();
2640 remove_ob (tmp); 2144 op->clr_flag (FLAG_LIFESAVE);
2641 free_object (tmp); 2145
2642 CLEAR_FLAG (op, FLAG_LIFESAVE);
2643 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2644 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2148
2645 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2646 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2647 fix_player (op); 2151
2152 op->update_stats ();
2648 return 1; 2153 return 1;
2649 } 2154 }
2155
2650 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2651 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2652 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2653 return 0; 2159 return 0;
2654} 2160}
2655 2161
2656/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* This goes throws the inventory and removes unpaid objects, and puts them
2657 * back in the map (location and map determined by values of env). This 2163 * back in the map (location and map determined by values of env). This
2658 * function will descend into containers. op is the object to start the search 2164 * function will descend into containers. op is the object to start the search
2659 * from. 2165 * from.
2660 */ 2166 */
2167static void
2168drop_unpaid_items (object *op, object *env)
2169{
2170 while (op)
2171 {
2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2173
2174 if (op->flag [FLAG_UNPAID])
2175 op->insert_at (env);
2176 else if (op->inv)
2177 drop_unpaid_items (op->inv, env);
2178
2179 op = next;
2180 }
2181}
2182
2661void 2183void
2662remove_unpaid_objects (object *op, object *env) 2184object::drop_unpaid_items ()
2663{ 2185{
2664 object *next; 2186 if (!flag [FLAG_REMOVED])
2665 2187 ::drop_unpaid_items (inv, this);
2666 while (op)
2667 {
2668 next = op->below; /* Make sure we have a good value, in case
2669 * we remove object 'op'
2670 */
2671 if (QUERY_FLAG (op, FLAG_UNPAID))
2672 {
2673 remove_ob (op);
2674 op->x = env->x;
2675 op->y = env->y;
2676 if (env->type == PLAYER)
2677 esrv_del_item (env->contr, op->count);
2678 insert_ob_in_map (op, env->map, NULL, 0);
2679 }
2680 else if (op->inv)
2681 remove_unpaid_objects (op->inv, env);
2682 op = next;
2683 }
2684} 2188}
2685
2686
2687/*
2688 * Returns pointer a static string containing gravestone text
2689 * Moved from apply.c to player.c - player.c is what
2690 * actually uses this function. player.c may not be quite the
2691 * best, a misc file for object actions is probably better,
2692 * but there isn't one in the server directory.
2693 */
2694char *
2695gravestone_text (object *op)
2696{
2697 static char buf2[MAX_BUF];
2698 char buf[MAX_BUF];
2699 time_t now = time (NULL);
2700
2701 strcpy (buf2, " R.I.P.\n\n");
2702 if (op->type == PLAYER)
2703 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2704 else
2705 sprintf (buf, "%s\n", &op->name);
2706 strncat (buf2, " ", 20 - strlen (buf) / 2);
2707 strcat (buf2, buf);
2708 if (op->type == PLAYER)
2709 sprintf (buf, "who was in level %d when killed\n", op->level);
2710 else
2711 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2712 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf);
2714 if (op->type == PLAYER)
2715 {
2716 sprintf (buf, "by %s.\n\n", op->contr->killer);
2717 strncat (buf2, " ", 21 - strlen (buf) / 2);
2718 strcat (buf2, buf);
2719 }
2720 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2721 strncat (buf2, " ", 20 - strlen (buf) / 2);
2722 strcat (buf2, buf);
2723 return buf2;
2724}
2725
2726
2727 2189
2728void 2190void
2729do_some_living (object *op) 2191do_some_living (object *op)
2730{ 2192{
2731 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2732 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2733 int over_hp, over_sp, over_grace;
2734 int i;
2735 int rate_hp = 1200; 2195 int rate_hp = 1200;
2736 int rate_sp = 2500; 2196 int rate_sp = 2500;
2737 int rate_grace = 2000; 2197 int rate_grace = 2000;
2738 const int max_hp = 1; 2198 const int max_hp = 1;
2739 const int max_sp = 1; 2199 const int max_sp = 1;
2740 const int max_grace = 1; 2200 const int max_grace = 1;
2741 2201
2742 if (op->contr->outputs_sync) 2202#if 0
2743 { 2203 if (op->contr->hidden)
2744 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2745 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2746 flush_output_element (op, &op->contr->outputs[i]);
2747 } 2204 {
2205 op->invisible = 1000;
2206 /* the socket code flashes the player visible/invisible
2207 * depending on the value of invisible, so we need to
2208 * alternate it here for it to work correctly.
2209 */
2210 if (server_tick & 2)
2211 op->invisible--;
2212 }
2213 else
2214#endif
2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2216 {
2217 if (!op->invisible--)
2218 {
2219 make_visible (op);
2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2221 }
2222 }
2748 2223
2749 if (op->contr->state == ST_PLAYING) 2224 if (op->contr->ns->state == ST_PLAYING)
2750 { 2225 {
2751
2752 /* these next three if clauses make it possible to SLOW DOWN 2226 /* these next three if clauses make it possible to SLOW DOWN
2753 hp/grace/spellpoint regeneration. */ 2227 hp/grace/spellpoint regeneration. */
2754 if (op->contr->gen_hp >= 0) 2228 if (op->contr->gen_hp >= 0)
2755 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2229 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2756 else 2230 else
2757 { 2231 {
2758 gen_hp = op->stats.maxhp; 2232 gen_hp = op->stats.maxhp;
2759 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2233 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2760 } 2234 }
2235
2761 if (op->contr->gen_sp >= 0) 2236 if (op->contr->gen_sp >= 0)
2762 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2237 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2763 else 2238 else
2764 { 2239 {
2765 gen_sp = op->stats.maxsp; 2240 gen_sp = op->stats.maxsp;
2766 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2241 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2767 } 2242 }
2243
2768 if (op->contr->gen_grace >= 0) 2244 if (op->contr->gen_grace >= 0)
2769 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2245 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2770 else 2246 else
2771 { 2247 {
2772 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2773 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2774 } 2250 }
2775 2251
2776 /* Regenerate Spell Points */
2777 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2778 {
2779 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2780 if (op->stats.sp < op->stats.maxsp)
2781 {
2782 op->stats.sp++;
2783 /* dms do not consume food */
2784 if (!QUERY_FLAG (op, FLAG_WIZ))
2785 {
2786 op->stats.food--;
2787 if (op->contr->digestion < 0)
2788 op->stats.food += op->contr->digestion;
2789 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2790 op->stats.food = last_food;
2791 }
2792 }
2793 if (max_sp > 1)
2794 {
2795 over_sp = (gen_sp + 10) / rate_sp;
2796 if (over_sp > 0)
2797 {
2798 if (op->stats.sp < op->stats.maxsp)
2799 {
2800 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2801 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2802 op->stats.sp--;
2803 if (op->stats.sp > op->stats.maxsp)
2804 op->stats.sp = op->stats.maxsp;
2805 }
2806 op->last_sp = 0;
2807 }
2808 else
2809 {
2810 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2811 }
2812 }
2813 else
2814 {
2815 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2816 }
2817 }
2818
2819 /* Regenerate Grace */ 2252 /* Regenerate Grace */
2820 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2253 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2821 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2822 { 2255 {
2823 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2824 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2825 if (max_grace > 1) 2261 if (max_grace > 1)
2826 { 2262 {
2827 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2828 if (over_grace > 0) 2265 if (over_grace > 0)
2829 { 2266 {
2830 op->stats.sp += over_grace 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2831 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2832 op->last_grace = 0; 2268 op->last_grace = 0;
2833 } 2269 }
2834 else 2270 else
2835 { 2271 op->last_grace = rate_grace / temp;
2836 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2837 }
2838 } 2272 }
2839 else 2273 else
2274 op->last_grace = rate_grace / temp;
2275
2276 /* wearing stuff doesn't detract from grace generation. */
2277 }
2278
2279 if (op->stats.food > 0)
2280 {
2281 /* Regenerate Spell Points */
2282 if (!op->contr->golem && --op->last_sp < 0)
2840 { 2283 {
2841 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2284 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2842 }
2843 /* wearing stuff doesn't detract from grace generation. */
2844 }
2845 2285
2846 /* Regenerate Hit Points */
2847 if (--op->last_heal < 0)
2848 {
2849 if (op->stats.hp < op->stats.maxhp) 2286 if (op->stats.sp < op->stats.maxsp)
2850 {
2851 op->stats.hp++;
2852 /* dms do not consume food */
2853 if (!QUERY_FLAG (op, FLAG_WIZ))
2854 { 2287 {
2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2292 {
2855 op->stats.food--; 2293 op->stats.food--;
2294
2856 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2857 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2858 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2297 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2859 op->stats.food = last_food; 2298 op->stats.food = last_food;
2299 }
2860 } 2300 }
2861 } 2301
2862 if (max_hp > 1) 2302 if (max_sp > 1)
2863 {
2864 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2865 if (over_hp > 0)
2866 { 2303 {
2867 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2304 int over_sp = (gen_sp + 10) / rate_sp;
2305 if (over_sp > 0)
2306 {
2307 if (op->stats.sp < op->stats.maxsp)
2308 {
2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2310
2311 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2312 op->stats.sp--;
2313
2314 if (op->stats.sp > op->stats.maxsp)
2315 op->stats.sp = op->stats.maxsp;
2316 }
2317
2868 op->last_heal = 0; 2318 op->last_sp = 0;
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2869 } 2322 }
2870 else 2323 else
2324 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2325 }
2326
2327 /* Regenerate Hit Points */
2328 if (--op->last_heal < 0)
2329 {
2330 if (op->stats.hp < op->stats.maxhp)
2871 { 2331 {
2872 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2332 op->stats.hp++;
2333
2334 /* dms do not consume food */
2335 if (!op->flag [FLAG_WIZ])
2336 {
2337 op->stats.food--;
2338
2339 if (op->contr->digestion < 0)
2340 op->stats.food += op->contr->digestion;
2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2342 op->stats.food = last_food;
2343 }
2873 } 2344 }
2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2348 if (max_hp > 1)
2349 {
2350 int over_hp = temp / rate_hp;
2351
2352 if (over_hp > 0)
2353 {
2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2874 } 2359 }
2875 else 2360 else
2876 { 2361 op->last_heal = rate_hp / temp;
2877 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2878 } 2362 }
2879 } 2363 }
2880 2364
2881 /* Digestion */ 2365 /* Digestion */
2882 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2883 { 2367 {
2884#ifdef COZY_SERVER 2368 int bonus = max (0, op->contr->digestion),
2885 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2369 penalty = max (0, -op->contr->digestion);
2886 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2887#else
2888 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2889#endif
2890 2370
2891 if (op->contr->gen_hp > 0)
2892 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2893 else 2372
2894 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2895 /* dms do not consume food */ 2373 /* dms do not consume food */
2896 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2897 op->stats.food--; 2375 op->stats.food--;
2898 } 2376 }
2899 }
2900 2377
2901 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2902 { 2379 {
2903 object *tmp, *flesh = NULL; 2380 object *flesh = 0;
2904 2381
2905 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2906 {
2907 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2908 { 2383 {
2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2909 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2910 { 2388 {
2911 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2389 op->statusmsg ("You blindly grab for a bite of food. "
2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2912 manual_apply (op, tmp, 0); 2391 op->apply (tmp);
2392
2913 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2914 break; 2394 break;
2915 } 2395 }
2916 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2917 flesh = tmp; 2397 flesh = tmp;
2918 } /* End if paid for object */ 2398 }
2919 } /* end of for loop */ 2399
2920 /* If player is still starving, it means they don't have any food, so 2400 /* If player is still starving, it means they don't have any food, so
2921 * eat flesh instead. 2401 * eat flesh instead.
2922 */ 2402 */
2923 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2404 {
2405 op->statusmsg ("You blindly grab for a bite of food. "
2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2407 op->apply (flesh);
2408 }
2409
2410 // If player is still starving, alert him!
2411 if (op->stats.food < 0)
2412 op->failmsg ("You are starving! "
2413 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2924 { 2414 }
2925 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2415
2926 manual_apply (op, flesh, 0); 2416 if (op->stats.food < 0)
2927 } 2417 {
2928 } /* end if player is starving */ 2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2929 2420
2930 while (op->stats.food < 0 && op->stats.hp > 0) 2421 if (op->stats.hp < 0)
2931 op->stats.food++, op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2932 2427
2933 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2428 /* killer should be set here already */
2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2934 kill_player (op); 2430 kill_player (op);
2431 }
2935} 2432}
2936
2937
2938 2433
2939/* If the player should die (lack of hp, food, etc), we call this. 2434/* If the player should die (lack of hp, food, etc), we call this.
2940 * op is the player in jeopardy. If the player can not be saved (not 2435 * op is the player in jeopardy. If the player can not be saved (not
2941 * permadeath, no lifesave), this will take care of removing the player 2436 * permadeath, no lifesave), this will take care of removing the player
2942 * file. 2437 * file.
2943 */ 2438 */
2944void 2439void
2945kill_player (object *op) 2440kill_player (object *op)
2946{ 2441{
2947 char buf[MAX_BUF];
2948 int x, y; 2442 int x, y;
2949
2950 //int i;
2951 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2952
2953 /* int z;
2954 int num_stats_lose;
2955 int lost_a_stat;
2956 int lose_this_stat;
2957 int this_stat; */
2958 int will_kill_again; 2444 int will_kill_again;
2959 archetype *at; 2445 archetype *at;
2960 object *tmp; 2446 object *tmp;
2961 2447
2962 if (save_life (op)) 2448 if (save_life (op))
2963 return; 2449 return;
2964 2450
2451 dynbuf_text deathtab;
2452
2453 /* restore player */
2454 at = archetype::find (shstr_poisoning);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your body feels cleansed...\r";
2459 }
2460
2461 at = archetype::find (shstr_confusion);
2462 if (object *tmp = present_arch_in_ob (at, op))
2463 {
2464 tmp->destroy ();
2465 deathtab << "Your mind feels clearer...\r";
2466 }
2467
2468 cure_disease (op, 0, 0); /* remove any disease */
2469
2470 max_it (op->stats.hp , op->stats.maxhp);
2471 max_it (op->stats.sp , op->stats.maxsp);
2472 max_it (op->stats.grace, op->stats.maxgrace);
2473 max_it (op->stats.food , 200);
2474
2475 // remove all spell effects that are active
2476 // to avoid long-term effects such as word-of-recall
2477 for (object *item = op->inv; item; )
2478 {
2479 object *next = item->below;
2480
2481 if (item->type == SPELL_EFFECT && item->active)
2482 item->destroy ();
2483
2484 item = next;
2485 }
2965 2486
2966 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2487 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2967 * in cities ONLY!!! It is very important that this doesn't get abused. 2488 * in cities ONLY!!! It is very important that this doesn't get abused.
2968 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2969 */ 2490 */
2970 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2971 { 2492 {
2972 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2973 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2974
2975 /* restore player */
2976 at = archetype::find ("poisoning");
2977 tmp = present_arch_in_ob (at, op);
2978 if (tmp)
2979 {
2980 remove_ob (tmp);
2981 free_object (tmp);
2982 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2983 }
2984
2985 at = archetype::find ("confusion");
2986 tmp = present_arch_in_ob (at, op);
2987 if (tmp)
2988 {
2989 remove_ob (tmp);
2990 free_object (tmp);
2991 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2992 }
2993
2994 cure_disease (op, 0); /* remove any disease */
2995 op->stats.hp = op->stats.maxhp;
2996 if (op->stats.food <= 0)
2997 op->stats.food = 999;
2998 2494
2999 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
3000 tmp = arch_to_object (archetype::find ("finger")); 2496 object *tmp = archetype::find (shstr_finger)->instance ();
3001 if (tmp != NULL) 2497
3002 { 2498 tmp->name = format ("%s's finger" , &op->name);
3003 sprintf (buf, "%s's finger", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
3004 tmp->name = buf; 2500 tmp->msg = format (
3005 sprintf (buf, " This finger has been cut off %s\n" 2501 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
3006 " the %s, when he was defeated at\n level %d by %s.\n", 2502 &op->name, op->contr->title,
3007 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2503 (int)op->level,
3008 tmp->msg = buf; 2504 op->contr->killer_name ()
2505 );
3009 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
3010 tmp->materialname = NULL; 2507 tmp->material = name_to_material (shstr_organic);
3011 tmp->x = op->x, tmp->y = op->y; 2508 tmp->insert_at (op, tmp);
3012 insert_ob_in_map (tmp, op->map, op, 0);
3013 }
3014 2509
3015 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
3016 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
3017 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3018 return; 2515 return;
3019 } 2516 }
3020 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
3021 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
3022 2522
3023 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
3024 2524
3025 if (op->stats.food < 0) 2525 op->contr->play_sound (sound_find ("player_dies"));
2526
2527 /* save the map location for corpse, gravestone */
2528 x = op->x;
2529 y = op->y;
2530 map = op->map;
2531
2532 /* NOT_PERMADEATH code. This basically brings the character back to
2533 * life if they are dead - it takes some exp and a random stat.
2534 * See the config.h file for a little more in depth detail about this.
2535 */
2536
2537 /* Basically two ways to go - remove a stat permanently, or just
2538 * make it depletion. This bunch of code deals with that aspect
2539 * of death.
2540 */
2541#ifndef COZY_SERVER
2542 if (settings.balanced_stat_loss)
3026 { 2543 {
3027 if (op->contr->explore) 2544 /* If stat loss is permanent, lose one stat only. */
3028 { 2545 /* Lower level chars don't lose as many stats because they suffer
3029 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2546 more if they do. */
3030 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2547 /* Higher level characters can afford things such as potions of
3031 op->stats.food = 999; 2548 restoration, or better, stat potions. So we slug them that
3032 return; 2549 little bit harder. */
3033 } 2550 /* GD */
3034 sprintf (buf, "%s starved to death.", &op->name); 2551 if (settings.stat_loss_on_death)
3035 strcpy (op->contr->killer, "starvation"); 2552 num_stats_lose = 1;
2553 else
2554 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3036 } 2555 }
3037 else 2556 else
3038 { 2557 num_stats_lose = 1;
3039 if (op->contr->explore) 2558
3040 { 2559 lost_a_stat = 0;
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2560
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2561 for (z = 0; z < num_stats_lose; z++)
3043 op->stats.hp = op->stats.maxhp;
3044 return;
3045 }
3046 sprintf (buf, "%s died.", &op->name);
3047 } 2562 {
3048 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2563 i = rndm (NUM_STATS);
3049 2564
3050 /* save the map location for corpse, gravestone */
3051 x = op->x;
3052 y = op->y;
3053 map = op->map;
3054
3055
3056 if (settings.not_permadeth == TRUE)
3057 {
3058 /* NOT_PERMADEATH code. This basically brings the character back to
3059 * life if they are dead - it takes some exp and a random stat.
3060 * See the config.h file for a little more in depth detail about this.
3061 */
3062
3063 /* Basically two ways to go - remove a stat permanently, or just
3064 * make it depletion. This bunch of code deals with that aspect
3065 * of death.
3066 */
3067#ifndef COZY_SERVER
3068 if (settings.balanced_stat_loss)
3069 {
3070 /* If stat loss is permanent, lose one stat only. */
3071 /* Lower level chars don't lose as many stats because they suffer
3072 more if they do. */
3073 /* Higher level characters can afford things such as potions of
3074 restoration, or better, stat potions. So we slug them that
3075 little bit harder. */
3076 /* GD */
3077 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
3078 num_stats_lose = 1; 2566 {
3079 else 2567 /* Pick a random stat and take a point off it. Tell the player
3080 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2568 * what he lost.
2569 */
2570 change_attr_value (&(op->stats), i, -1);
2571 check_stat_bounds (&(op->stats));
2572 change_attr_value (&(op->contr->orig_stats), i, -1);
2573 check_stat_bounds (&(op->contr->orig_stats));
2574 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2575 lost_a_stat = 1;
3081 } 2576 }
3082 else 2577 else
3083 { 2578 {
3084 num_stats_lose = 1; 2579 /* deplete a stat */
3085 } 2580 archetype *deparch = archetype::find (shstr_depletion);
3086 lost_a_stat = 0; 2581 object *dep;
3087 2582
3088 for (z = 0; z < num_stats_lose; z++) 2583 dep = present_arch_in_ob (deparch, op);
3089 { 2584 if (!dep)
3090 i = RANDOM () % NUM_STATS;
3091
3092 if (settings.stat_loss_on_death)
3093 { 2585 {
3094 /* Pick a random stat and take a point off it. Tell the player 2586 dep = deparch->instance ();
3095 * what he lost. 2587 insert_ob_in_ob (dep, op);
3096 */
3097 change_attr_value (&(op->stats), i, -1);
3098 check_stat_bounds (&(op->stats));
3099 change_attr_value (&(op->contr->orig_stats), i, -1);
3100 check_stat_bounds (&(op->contr->orig_stats));
3101 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3102 lost_a_stat = 1;
3103 } 2588 }
3104 else 2589 lose_this_stat = 1;
2590 if (settings.balanced_stat_loss)
3105 { 2591 {
3106 /* deplete a stat */ 2592 /* GD */
3107 archetype *deparch = archetype::find ("depletion"); 2593 /* Get the stat that we're about to deplete. */
3108 object *dep; 2594 this_stat = get_attr_value (&(dep->stats), i);
3109 2595 if (this_stat < 0)
3110 dep = present_arch_in_ob (deparch, op);
3111 if (!dep)
3112 { 2596 {
3113 dep = arch_to_object (deparch); 2597 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3114 insert_ob_in_ob (dep, op); 2598 int keep_chance = this_stat * this_stat;
3115 } 2599
3116 lose_this_stat = 1; 2600 /* Yes, I am paranoid. Sue me. */
3117 if (settings.balanced_stat_loss)
3118 {
3119 /* GD */
3120 /* Get the stat that we're about to deplete. */
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 if (this_stat < 0) 2601 if (keep_chance < 1)
2602 keep_chance = 1;
2603
2604 /* There is a maximum depletion total per level. */
2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3123 { 2606 {
3124 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 int keep_chance = this_stat * this_stat;
3126
3127 /* Yes, I am paranoid. Sue me. */
3128 if (keep_chance < 1)
3129 keep_chance = 1;
3130
3131 /* There is a maximum depletion total per level. */
3132 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3133 {
3134 lose_this_stat = 0; 2607 lose_this_stat = 0;
3135 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
3136 retain the stat. */ 2609 retain the stat. */
3137 }
3138 else
3139 {
3140 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3141 lose_this_stat = 0;
3142 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3143 this_stat, keep_chance, loss_chance,
3144 lose_this_stat?"LOSE":"KEEP"); */
3145 }
3146 } 2610 }
3147 }
3148
3149 if (lose_this_stat)
3150 {
3151 this_stat = get_attr_value (&(dep->stats), i);
3152 /* We could try to do something clever like find another
3153 * stat to reduce if this fails. But chances are, if
3154 * stats have been depleted to -50, all are pretty low
3155 * and should be roughly the same, so it shouldn't make a
3156 * difference.
3157 */ 2611 else
3158 if (this_stat >= -50)
3159 { 2612 {
3160 change_attr_value (&(dep->stats), i, -1); 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3161 SET_FLAG (dep, FLAG_APPLIED);
3162 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3163 fix_player (op);
3164 lost_a_stat = 1; 2614 lose_this_stat = 0;
2615 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2616 this_stat, keep_chance, loss_chance,
2617 lose_this_stat?"LOSE":"KEEP"); */
3165 } 2618 }
3166 } 2619 }
3167 } 2620 }
2621
2622 if (lose_this_stat)
2623 {
2624 this_stat = get_attr_value (&dep->stats, i);
2625 /* We could try to do something clever like find another
2626 * stat to reduce if this fails. But chances are, if
2627 * stats have been depleted to -50, all are pretty low
2628 * and should be roughly the same, so it shouldn't make a
2629 * difference.
2630 */
2631 if (this_stat >= -50)
2632 {
2633 change_attr_value (&(dep->stats), i, -1);
2634 dep->set_flag (FLAG_APPLIED);
2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2636 op->update_stats ();
2637 lost_a_stat = 1;
2638 }
3168 } 2639 }
2640 }
2641 }
2642
3169 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
3170 if (!lost_a_stat) 2644 if (!lost_a_stat)
3171 { 2645 {
3172 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
3173 Should I be using something else? GD */ 2647 Should I be using something else? GD */
3174 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
3175 2649
3176 if (god && (strcmp (god, "none"))) 2650 if (god != shstr_none)
3177 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2651 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3178 else 2652 else
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3180 } 2654 }
2655#else
2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3181#endif 2657#endif
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3183 2658
3184 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
3185 * exp loss on the stone. 2660 * exp loss on the stone.
3186 */ 2661 */
3187 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
3188 sprintf (buf, "%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
3189 tmp->name = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
3190 sprintf (buf, "%s's gravestones", &op->name); 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3191 tmp->name_pl = buf; 2666 &op->name, op->contr->title, op->contr->killer_name ());
3192 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);
3193 tmp->msg = buf;
3194 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
3195 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
3196 2669
3197 /**************************************/ 2670 /**************************************/
3198 /* */ 2671 /* */
3199 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
3200 /* if we died cause of food, give us */
3201 /* food, and reset HP's... */
3202 /* */ 2673 /* */
3203
3204 /**************************************/ 2674 /**************************************/
3205 2675
3206 /* remove any poisoning and confusion the character may be suffering. */
3207 /* restore player */
3208 at = archetype::find ("poisoning");
3209 tmp = present_arch_in_ob (at, op);
3210 if (tmp)
3211 {
3212 remove_ob (tmp);
3213 free_object (tmp);
3214 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3215 }
3216
3217 at = archetype::find ("confusion");
3218 tmp = present_arch_in_ob (at, op);
3219 if (tmp)
3220 {
3221 remove_ob (tmp);
3222 free_object (tmp);
3223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3224 }
3225 cure_disease (op, 0); /* remove any disease */
3226
3227 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
3228 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
3229 if (op->stats.food < 100)
3230 op->stats.food = 900;
3231 op->stats.hp = op->stats.maxhp;
3232 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3233 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3234 2678
3235 /* 2679 /*
3236 * Check to see if the player is in a shop. IF so, then check to see if 2680 * Check to see if the player has any unpaid items. If so, remove them
3237 * the player has any unpaid items. If so, remove them and put them back 2681 * and put them back in the map.
3238 * in the map. 2682 */
3239 */ 2683 op->drop_unpaid_items ();
3240 2684
3241 if (is_in_shop (op))
3242 remove_unpaid_objects (op->inv, op);
3243
3244 /****************************************/ 2685 /****************************************/
3245 /* */ 2686 /* */
3246 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
3247 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
3248 /* */ 2689 /* */
3249
3250 /****************************************/ 2690 /****************************************/
3251 2691
3252 enter_player_savebed (op); 2692 enter_player_savebed (op);
3253 2693
3254 /* Save the player before inserting the force to reduce
3255 * chance of abuse.
3256 */
3257 op->contr->braced = 0; 2694 op->contr->braced = 0;
3258 save_player (op, 1);
3259 2695
3260 /* it is possible that the player has blown something up 2696 /* it is possible that the player has blown something up
3261 * at his savebed location, and that can have long lasting 2697 * at his savebed location, and that can have long lasting
3262 * spell effects. So first see if there is a spell effect 2698 * spell effects. So first see if there is a spell effect
3263 * on the space that might harm the player. 2699 * on the space that might harm the player.
3264 */ 2700 */
3265 will_kill_again = 0; 2701 will_kill_again = 0;
3266 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2702 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3267 {
3268 if (tmp->type == SPELL_EFFECT) 2703 if (tmp->type == SPELL_EFFECT)
3269 will_kill_again |= tmp->attacktype; 2704 will_kill_again |= tmp->attacktype;
3270 } 2705
3271 if (will_kill_again) 2706 if (will_kill_again)
3272 { 2707 {
3273 object *force; 2708 object *force;
3274 int at; 2709 int at;
3275 2710
3276 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
3277 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
3278 force->speed = 0.1;
3279 force->speed_left = -5.0; 2713 force->speed_left = -5.f;
3280 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
3281 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
3282 {
3283 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
3284 force->resist[at] = 100; 2719 force->resist[at] = 100;
3285 } 2720
3286 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
3287 fix_player (op); 2722 op->update_stats ();
3288
3289 }
3290
3291 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3292 return;
3293 } /* NOT_PERMADETH */
3294 else
3295 { 2723 }
3296 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3297 * should probably be embedded in an else statement.
3298 */
3299 2724
3300 op->contr->party = NULL; 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3301 if (settings.set_title == TRUE)
3302 op->contr->own_title[0] = '\0';
3303 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3304 check_score (op);
3305 if (op->contr->ranges[range_golem] != NULL)
3306 {
3307 remove_friendly_object (op->contr->ranges[range_golem]);
3308 remove_ob (op->contr->ranges[range_golem]);
3309 free_object (op->contr->ranges[range_golem]);
3310 op->contr->ranges[range_golem] = NULL;
3311 op->contr->golem_count = 0;
3312 }
3313 loot_object (op); /* Remove some of the items for good */
3314 remove_ob (op);
3315 op->direction = 0;
3316
3317 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3318 {
3319 delete_character (op->name, 0);
3320 if (settings.resurrection == TRUE)
3321 {
3322 /* save playerfile sans equipment when player dies
3323 ** then save it as player.pl.dead so that future resurrection
3324 ** type spells will work on them nicely
3325 */
3326 delete_character (op->name, 0);
3327 op->stats.hp = op->stats.maxhp;
3328 op->stats.food = 999;
3329
3330 /* set the location of where the person will reappear when */
3331 /* maybe resurrection code should fix map also */
3332 strcpy (op->contr->maplevel, settings.emergency_mapname);
3333 if (op->map != NULL)
3334 op->map = NULL;
3335 op->x = settings.emergency_x;
3336 op->y = settings.emergency_y;
3337 save_player (op, 0);
3338 op->map = map;
3339 /* please see resurrection.c: peterm */
3340 dead_player (op);
3341 }
3342 else
3343 delete_character (op->name, 1);
3344 }
3345
3346 play_again (op);
3347
3348 /* peterm: added to create a corpse at deathsite. */
3349 tmp = arch_to_object (archetype::find ("corpse_pl"));
3350 sprintf (buf, "%s", &op->name);
3351 tmp->name = tmp->name_pl = buf;
3352 tmp->level = op->level;
3353 tmp->x = x;
3354 tmp->y = y;
3355 tmp->msg = gravestone_text (op);
3356 SET_FLAG (tmp, FLAG_UNIQUE);
3357 insert_ob_in_map (tmp, map, NULL, 0);
3358 }
3359} 2726}
3360 2727
3361 2728static void
3362void
3363loot_object (object *op) 2729loot_object (object *op)
3364{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
3365 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
3366 2732
3367 if (op->container) 2733 op->close_container (); /* close open sack first */
3368 { /* close open sack first */
3369 esrv_apply_container (op, op->container);
3370 }
3371 2734
3372 for (tmp = op->inv; tmp != NULL; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
3373 { 2736 {
3374 next = tmp->below; 2737 next = tmp->below;
3375 if (tmp->type == EXPERIENCE || tmp->invisible) 2738
2739 if (tmp->invisible)
3376 continue; 2740 continue;
3377 remove_ob (tmp); 2741
2742 tmp->remove ();
3378 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2744
3379 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
3380 { /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
3381 loot_object (tmp); 2747
3382 } 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3383 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3384 { 2749 {
3385 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
3386 { 2751 {
3387 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
3388 free_object (tmp2);
3389 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
3390 } 2754 }
3391 else 2755 else
3392 free_object (tmp); 2756 tmp->destroy ();
3393 } 2757 }
3394 else 2758 else
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2759 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2760 }
3397} 2761}
3399/* 2763/*
3400 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
3401 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
3402 * was changed. 2766 * was changed.
3403 */ 2767 */
3404
3405void 2768void
3406fix_weight (void) 2769fix_weight ()
3407{ 2770{
3408 player *pl; 2771 for_all_players (pl)
3409
3410 for (pl = first_player; pl != NULL; pl = pl->next)
3411 { 2772 {
3412 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
3413 2774
3414 if (old == sum) 2775 pl->ob->update_weight ();
3415 continue; 2776
3416 fix_player (pl->ob); 2777 if (old != pl->ob->carrying)
2778 {
2779 pl->ob->update_stats ();
3417 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2780 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2781 }
3418 } 2782 }
3419} 2783}
3420 2784
3421void 2785void
3422fix_luck (void) 2786fix_luck ()
3423{ 2787{
3424 player *pl; 2788 for_all_players (pl)
3425
3426 for (pl = first_player; pl != NULL; pl = pl->next)
3427 if (!pl->ob->contr->state) 2789 if (!pl->ob->contr->ns->state)
3428 change_luck (pl->ob, 0); 2790 pl->ob->change_luck (0);
3429} 2791}
3430
3431 2792
3432/* cast_dust() - handles op throwing objects of type 'DUST'. 2793/* cast_dust() - handles op throwing objects of type 'DUST'.
3433 * This is much simpler in the new spell code - we basically 2794 * This is much simpler in the new spell code - we basically
3434 * just treat this as any other spell casting object. 2795 * just treat this as any other spell casting object.
3435 */ 2796 */
3436
3437void 2797void
3438cast_dust (object *op, object *throw_ob, int dir) 2798cast_dust (object *op, object *throw_ob, int dir)
3439{ 2799{
3440 object *skop, *spob; 2800 object *skop, *spob;
3441 2801
3462 if (op->type == PLAYER) 2822 if (op->type == PLAYER)
3463 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2823 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3464 2824
3465 cast_spell (op, throw_ob, dir, spob, NULL); 2825 cast_spell (op, throw_ob, dir, spob, NULL);
3466 2826
3467 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2827 throw_ob->destroy ();
3468 remove_ob (throw_ob);
3469 free_object (throw_ob);
3470} 2828}
3471 2829
3472void 2830void
3473make_visible (object *op) 2831make_visible (object *op)
3474{ 2832{
3475 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3476 op->invisible = 0; 2834 op->invisible = 0;
2835
3477 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3478 { 2837 {
3479 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3480 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3481 } 2840 }
2841
3482 update_object (op, UP_OBJ_FACE); 2842 update_object (op, UP_OBJ_CHANGE);
3483} 2843}
3484 2844
3485int 2845int
3486is_true_undead (object *op) 2846is_true_undead (object *op)
3487{ 2847{
3488 object *tmp = NULL; 2848 if (op->arch->flag [FLAG_UNDEAD])
3489
3490 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3491 return 1; 2849 return 1;
3492 2850
3493 if (op->type == PLAYER)
3494 for (tmp = op->inv; tmp; tmp = tmp->below)
3495 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3496 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3497 return 1;
3498 return 0; 2851 return 0;
3499} 2852}
3500 2853
3501/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3502 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3503 * indicate greater hideability. 2856 * indicate greater hideability.
3504 */ 2857 */
3505
3506int 2858int
3507hideability (object *ob) 2859hideability (object *ob)
3508{ 2860{
3509 int i, level = 0, mflag; 2861 int i, level = 0, mflag;
3510 sint16 x, y; 2862 sint16 x, y;
3511 2863
3512 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3513 return 0; 2865 return 0;
3514 2866
3515 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3516 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3517 2869
3518 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3519 * If you carry a light on a non-dark map, its not 2871 * If you carry a light on a non-dark map, its not
3520 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3521 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3522 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3523 2875
3524 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3525 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2877 for (i = 0, x = ob->x, y = ob->y;
2878 i <= SIZEOFFREE1;
2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
3526 { 2880 {
3527 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3528 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3529 {
3530 continue; 2883 continue;
3531 } 2884
3532 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3533 level += 2; 2886 level += 2;
3534 else /* open terrain! */ 2887 else /* open terrain! */
3535 level -= 1; 2888 level -= 1;
3536 } 2889 }
3544/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3545 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3546 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3547 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3548 */ 2901 */
3549
3550void 2902void
3551do_hidden_move (object *op) 2903do_hidden_move (object *op)
3552{ 2904{
3553 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3554 object *skop;
3555 2906
3556 if (!op || !op->map) 2907 if (!op || !op->map)
3557 return; 2908 return;
3558 2909
3559 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2910 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2911 int num = random_roll (0, 19, op, PREFER_LOW);
3560 2912
3561 /* its *extremely* hard to run and sneak/hide at the same time! */ 2913 /* its *extremely* hard to run and sneak/hide at the same time! */
3562 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3563 {
3564 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3565 { 2916 {
3566 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2917 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3567 make_visible (op); 2918 make_visible (op);
3568 return; 2919 return;
3569 } 2920 }
3570 else 2921 else
3571 num += 20; 2922 num += 20;
3572 } 2923
3573 num += op->map->difficulty; 2924 num += op->map->difficulty;
3574 hide = hideability (op); /* modify by terrain hidden level */ 2925 hide = hideability (op); /* modify by terrain hidden level */
3575 num -= hide; 2926 num -= hide;
2927
3576 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3577 { 2929 {
3578 make_visible (op); 2930 make_visible (op);
2931
3579 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3580 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2933 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3581 } 2934 }
3582 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3583 {
3584 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2936 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3585 }
3586} 2937}
3587 2938
3588/* determine if who is standing near a hostile creature. */ 2939/* determine if who is standing near a hostile creature. */
3589 2940
3590int 2941int
3600 2951
3601 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3602 player = 1; 2953 player = 1;
3603 2954
3604 else 2955 else
3605 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3606 2957
3607 /* search adjacent squares */ 2958 /* search adjacent squares */
3608 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3609 { 2960 {
3610 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3611 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3612 m = who->map; 2963 m = who->map;
3613 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3614 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3615 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3616 */ 2967 */
3617 if (mflags & P_OUT_OF_MAP) 2968 if (mflags & P_OUT_OF_MAP)
3618 continue; 2969 continue;
3619 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3620 continue; 2971 continue;
3621 2972
3622 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3623 { 2974 {
3624 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3625 return 1; 2976 return 1;
3626 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3627 {
3628 /*don't let a hidden DM prevent you from hiding */
3629 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3630 return 1; 2978 return 1;
3631 }
3632 } 2979 }
3633 } 2980 }
3634 return 0; 2981 return 0;
3635} 2982}
3636 2983
3637/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3638 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3639 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
3640 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3641 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3642 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3643 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3644 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3645 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3646 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3647 * -b.t. 2994 * -b.t.
3648 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3649 */ 2996 */
3650
3651int 2997int
3652player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3653{ 2999{
3654 rv_vector rv; 3000 rv_vector rv;
3655 int dx, dy; 3001 int dx, dy;
3657 if (pl->type != PLAYER) 3003 if (pl->type != PLAYER)
3658 { 3004 {
3659 LOG (llevError, "player_can_view() called for non-player object\n"); 3005 LOG (llevError, "player_can_view() called for non-player object\n");
3660 return -1; 3006 return -1;
3661 } 3007 }
3008
3662 if (!pl || !op) 3009 if (!pl || !op)
3663 return 0; 3010 return 0;
3664 3011
3665 if (op->head)
3666 {
3667 op = op->head; 3012 op = op->head_ ();
3668 } 3013
3669 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3670 3015
3671 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3672 * through the object and find if it has any 3017 * through the object and find if it has any
3673 * part that is in the los array but isnt on 3018 * part that is in the los array but isn't on
3674 * a blocked los square. 3019 * a blocked los square.
3675 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3676 */ 3021 */
3677 while (op) 3022 while (op)
3678 { 3023 {
3679 dx = rv.distance_x + op->arch->clone.x; 3024 dx = rv.distance_x + op->arch->x;
3680 dy = rv.distance_y + op->arch->clone.y; 3025 dy = rv.distance_y + op->arch->y;
3681 3026
3682 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3683 * code, so we need to restrict ourselves to that range of values
3684 * for any meaningful values.
3685 */
3686 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3687 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3688 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3689 return 1; 3028 return 1;
3029
3690 op = op->more; 3030 op = op->more;
3691 } 3031 }
3692 return 0;
3693}
3694 3032
3695/* routine for both players and monsters. We call this when
3696 * there is a possibility for our action distrubing our hiding
3697 * place or invisiblity spell. Artefact invisiblity is not
3698 * effected by this. If we arent invisible to begin with, we
3699 * return 0.
3700 */
3701int
3702action_makes_visible (object *op)
3703{
3704
3705 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3706 {
3707 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3708 return 0;
3709
3710 if (op->contr && op->contr->tmp_invis == 0)
3711 return 0;
3712
3713 /* If monsters, they should become visible */
3714 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3715 {
3716 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3717 return 1;
3718 }
3719 }
3720 return 0; 3033 return 0;
3721} 3034}
3722 3035
3723/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3724 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3729 * Default is to do the same as before, so only people wanting to have different points need worry about this 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3730 */ 3043 */
3731int 3044int
3732op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3733{ 3046{
3734 object *tmp;
3735
3736 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3737 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3738 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3739 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3740 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3741 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3742 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3743 { 3054 {
3744 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3745 { 3056 {
3746 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (tmp->flag [FLAG_NO_PICK]
3747 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3748 { 3061 {
3749 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3750 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3751 {
3752 object *invtmp;
3753
3754 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3755 { 3066 {
3756 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3757 {
3758 if (x != NULL && y != NULL) 3067 if (x && y)
3759 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3760 return 1; 3070 return 1;
3761 }
3762 } 3071 }
3763 } 3072
3764 if (x != NULL && y != NULL) 3073 if (x && y)
3765 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3766 return 1; 3076 return 1;
3767 } 3077 }
3768 } 3078 }
3769 } 3079 }
3080
3770 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3771 return 0; 3082 return 0;
3772} 3083}
3773 3084
3774/* 3085/*
3790 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3791 int i = 0, j = 0; 3102 int i = 0, j = 0;
3792 3103
3793 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3794 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3795 trlist = find_treasurelist ("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3796 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3797 trlist = find_treasurelist ("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3798 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3799 trlist = find_treasurelist ("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3800 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3801 trlist = find_treasurelist ("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3802 3113
3803 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3804 return; 3115 return;
3805 3116
3806 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3117 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3807 3118
3808 if (tr == NULL || tr->item == NULL) 3119 if (!tr || !tr->item)
3809 { 3120 {
3810 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3121 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3811 return; 3122 return;
3812 } 3123 }
3813 3124
3814 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3815 item = &(tr->item->clone); 3126 item = tr->item;
3816 3127
3817 if (item->type == SPELL) 3128 if (item->type == SPELL)
3818 { 3129 {
3819 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3820 return; 3131 return;
3879 { 3190 {
3880 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3881 object *skin; 3192 object *skin;
3882 3193
3883 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3884 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3195 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3196 ;
3197
3885 if (skin == NULL) 3198 if (!skin)
3886 return; 3199 return;
3887 3200
3888 /* adding new spellpath attunements */ 3201 /* adding new spellpath attunements */
3889 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3202 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3890 { 3203 {
3901 else 3214 else
3902 j = 1; 3215 j = 1;
3903 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3904 } 3217 }
3905 } 3218 }
3219
3906 strcat (buf, "."); 3220 strcat (buf, ".");
3907 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3908 } 3222 }
3909 3223
3910 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3911 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3912 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3913 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3914 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3915 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3916 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3917 3231
3918 /* print message if there is one */ 3232 /* print message if there is one */
3919 if (item->msg != NULL) 3233 if (item->msg != NULL)
3920 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3921 } 3235 }
3922 else 3236 else
3923 { 3237 {
3924 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3925 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3926 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3240 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3927 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3928 if (who->type == PLAYER)
3929 esrv_send_item (who, tmp);
3930 } 3242 }
3931} 3243}
3932 3244
3933/** 3245//-GPL
3934 * Unready an object for a player. This function does nothing if the object was 3246
3935 * not readied. 3247sint8
3936 */ 3248player::darkness_at (maptile *map, int x, int y) const
3249{
3250 if (!ns)
3251 return LOS_BLOCKED;
3252
3253 int dx, dy;
3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3937void 3263void
3938player_unready_range_ob (player *pl, object *ob) 3264player::infobox (const char *title, const char *msg, int color)
3939{ 3265{
3940 rangetype i; 3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3941
3942 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3943 {
3944 if (pl->ranges[i] == ob)
3945 {
3946 pl->ranges[i] = NULL;
3947 if (pl->shoottype == i)
3948 {
3949 pl->shoottype = range_none;
3950 }
3951 }
3952 }
3953} 3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3286 return;
3287
3288 va_list ap;
3289 va_start (ap, format);
3290 contr->failmsg (vformat (format, ap));
3291 va_end (ap);
3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

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