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Comparing deliantra/server/server/player.C (file contents):
Revision 1.32 by root, Tue Dec 12 20:53:03 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#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 32#include <sproto.h>
28#endif
29#include <sounds.h> 33#include <sounds.h>
30#include <living.h> 34#include <living.h>
31#include <object.h> 35#include <object.h>
32#include <spells.h> 36#include <spells.h>
33#include <skills.h> 37#include <skills.h>
34#include <newclient.h>
35 38
36#ifdef COZY_SERVER 39playervec players;
37extern int same_party (partylist *a, partylist *b);
38#endif
39
40player *
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78
79void
80display_motd (const object *op)
81{
82 char buf[MAX_BUF];
83 char motd[HUGE_BUF];
84 FILE *fp;
85 int comp;
86 int size;
87
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return;
92 }
93 motd[0] = '\0';
94 size = 0;
95 while (fgets (buf, MAX_BUF, fp) != NULL)
96 {
97 if (*buf == '#')
98 continue;
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp);
104}
105
106void
107send_rules (const object *op)
108{
109 char buf[MAX_BUF];
110 char rules[HUGE_BUF];
111 FILE *fp;
112 int comp;
113 int size;
114
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return;
119 }
120 rules[0] = '\0';
121 size = 0;
122 while (fgets (buf, MAX_BUF, fp) != NULL)
123 {
124 if (*buf == '#')
125 continue;
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf);
133 }
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp);
136}
137
138void
139send_news (const object *op)
140{
141 char buf[MAX_BUF];
142 char news[HUGE_BUF];
143 char subject[MAX_BUF];
144 FILE *fp;
145 int comp;
146 int size;
147
148 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return;
151 news[0] = '\0';
152 subject[0] = '\0';
153 size = 0;
154 while (fgets (buf, MAX_BUF, fp) != NULL)
155 {
156 if (*buf == '#')
157 continue;
158 if (*buf == '%')
159 { /* send one news */
160 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
162 strcpy (subject, buf + 1);
163 strip_endline (subject);
164 size = 0;
165 news[0] = '\0';
166 }
167 else
168 {
169 if (size + strlen (buf) >= HUGE_BUF)
170 {
171 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
172 break;
173 }
174 strncat (news + size, buf, HUGE_BUF - size);
175 size += strlen (buf);
176 }
177 }
178
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307}
308 40
309/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
310static void 42static void
311set_first_map (object *op) 43set_first_map (object *op)
312{ 44{
313 strcpy (op->contr->maplevel, first_map_path); 45 op->contr->maplevel = first_map_path;
314 op->x = -1; 46 op->x = -1;
315 op->y = -1; 47 op->y = -1;
316 enter_exit (op, NULL);
317} 48}
318 49
319/* Tries to add player on the connection passwd in ns. 50void
320 * All we can really get in this is some settings like host and display 51player::activate ()
321 * mode.
322 */
323
324int
325add_player (NewSocket * ns)
326{ 52{
327 player *p; 53 if (active)
54 return;
328 55
329 p = get_player (NULL); 56 players.insert (this);
330 p->socket = *ns; 57 ob->remove ();
331 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}
332 63
333 if (p->socket.faces_sent == NULL) 64void
334 fatal (OUT_OF_MEMORY); 65player::deactivate ()
66{
67 if (!active)
68 return;
335 69
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 70 terminate_all_pets (ob);
337 /* Needed because the socket we just copied over needs to be cleared. 71 remove_friendly_object (ob);
338 * Note that this can result in a client reset if there is partial data 72 ob->deactivate_recursive ();
339 * 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.
340 */ 213 */
341 p->socket.inbuf.len = 0; 214 outputs_sync = 4;
342 set_first_map (p->ob); 215 outputs_count = 4;
216 unapply = unapply_nochoice;
343 217
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 218 savebed_map = first_map_path; /* Init. respawn position */
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 219
351 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);
352} 253}
353 254
354/* 255/*
355 * get_player_archetype() return next player archetype from archetype 256 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 257 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 258 * Note: there MUST be at least one player archetype!
358 */ 259 */
359archetype * 260static archetype *
360get_player_archetype (archetype *at) 261get_player_archetype (archetype *at)
361{ 262{
362 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);
363 270
364 for (;;) 271 for (;;)
365 { 272 {
366 if (at == NULL || at->next == NULL) 273 if (++i == archetypes.end ())
367 at = first_archetype; 274 i = archetypes.begin ();
368 else 275 else if (*i == at)
369 at = at->next; 276 cleanup ("not a single player archetype found");
277
370 if (at->clone.type == PLAYER) 278 if ((*i)->type == PLAYER)
371 return at; 279 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 280 }
378} 281}
379 282
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}
380 302
381object * 303object *
382get_nearest_player (object *mon) 304get_nearest_player (object *mon)
383{ 305{
384 object *op = NULL; 306 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 307 objectlink *ol;
387 unsigned lastdist; 308 unsigned lastdist;
388 rv_vector rv; 309 rv_vector rv;
389 310
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 312 {
392 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop.
396 */
397 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
398 {
399 object *tmp = ol->ob;
400
401 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared.
403 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
405 ol = ol->next;
406 remove_friendly_object (tmp);
407 if (!ol)
408 return op;
409 }
410
411 /* Remove special check for player from this. First, it looks to cause
412 * some crashes (ol->ob->contr not set properly?), but secondly, a more
413 * complicated method of state checking would be needed in any case -
414 * as it was, a clever player could type quit, and the function would
415 * skip them over while waiting for confirmation. Remove
416 * on_same_map check, as can_detect_enemy also does this
417 */
418 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
419 continue; 314 continue;
420 315
421 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
422 { 317 {
423 op = ol->ob; 318 op = ol->ob;
424 lastdist = rv.distance; 319 lastdist = rv.distance;
425 } 320 }
426 } 321 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 322
428 { 323 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 324 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 325 if (lastdist > rv.distance)
433 { 326 {
434 op = pl->ob; 327 op = pl->ob;
435 lastdist = rv.distance; 328 lastdist = rv.distance;
436 } 329 }
437 } 330
438 }
439#if 0 331#if 0
440 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)");
441#endif 333#endif
442 return op; 334 return op;
443} 335}
444 336
445/* 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
446 * 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
447 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
448 * 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
449 * the deviation is 341 * the deviation is
450 */ 342 */
451#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
461 * circling behaviour. Unfortunately, this function is also used to determined 353 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 354 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 355 * is probably not a good thing.
464 */ 356 */
465#define MAX_SPACES 50 357#define MAX_SPACES 50
466
467 358
468/* 359/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 360 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 361 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 362 * player and if path is blocked then see if blockage is close enough to player that
488 */ 379 */
489int 380int
490path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
491{ 382{
492 rv_vector rv; 383 rv_vector rv;
493 sint16 x, y;
494 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;
495 maptile *m, *lastmap;
496 385
497 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
498 387
499 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
500 return 0; 389 return 0;
501 390
502 x = mon->x; 391 mapxy pos (mon);
503 y = mon->y;
504 m = mon->map;
505 dir = rv.direction; 392 dir = rv.direction;
506 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 */
507 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
508 /* 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. */
509 if (diff > max) 397 if (diff > max)
510 return 0; 398 return 0;
399
511 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
512 { 401 {
513 lastx = x; 402 mapxy lastpos = pos;
514 lasty = y;
515 lastmap = m;
516 x = lastx + freearr_x[dir];
517 y = lasty + freearr_y[dir];
518 403
519 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
520 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
521 405
522 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
523 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
524 && (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)))
525 { 410 {
526 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
527 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
528 */ 413 */
529 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
530 if (rv.direction != dir) 415 if (rv.direction != dir)
531 { 416 {
532 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
533 * the values so it will try again. 418 * the values so it will try again.
534 */ 419 */
535 x = lastx;
536 y = lasty;
537 m = lastmap; 420 pos = lastpos;
538 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
539 } 422 }
540 else 423 else
541 { 424 {
542 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
543 * either the left or right. 426 * either the left or right.
544 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
545 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
546 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
547 * 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
548 * stepping back and forth 431 * stepping back and forth
549 */ 432 */
550 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
551 { 434 {
552 if (i == 0) 435 if (i == 0)
553 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
554 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
555 * since the direction that the creature should move in 439 * since the direction that the creature should move in
556 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
557 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
558 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
560 * 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
561 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
562 * the last direction the creature has successfully 446 * the last direction the creature has successfully
563 * moved. 447 * moved.
564 */ 448 */
565
566 x = lastx + freearr_x[absdir (lastdir + i)];
567 y = lasty + freearr_y[absdir (lastdir + i)];
568 m = lastmap; 449 pos = lastpos;
569 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
570 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
571 continue; 453 continue;
572 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
573 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
574 continue; 458 continue;
575 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
576 continue; 461 continue;
577 462
578 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
579 break; 464 break;
580 } 465 }
466
581 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
582 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
583 */ 469 */
584 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
585 return 0; 471 return 0;
472
586 diff--; 473 diff--;
587 lastdir = dir; 474 lastdir = dir;
588 max--; 475 max--;
589 if (!firstdir) 476 if (!firstdir)
590 firstdir = dir + i; 477 firstdir = dir + i;
594 { 481 {
595 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
596 diff--; 483 diff--;
597 max--; 484 max--;
598 lastdir = dir; 485 lastdir = dir;
486
599 if (!firstdir) 487 if (!firstdir)
600 firstdir = dir; 488 firstdir = dir;
601 } 489 }
490
602 if (diff <= 1) 491 if (diff <= 1)
603 { 492 {
604 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 494 * headed toward player for entire distance.
606 */ 495 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 498 }
499
610 if (diff > max) 500 if (diff > max)
611 return 0; 501 return 0;
612 } 502 }
503
613 /* 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 */
614 if (!max) 505 if (!max)
615 return 0; 506 return 0;
616 507
617 return firstdir; 508 return firstdir;
618} 509}
619 510
620void 511void
621give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
622{ 513{
623 object *op, *next = NULL;
624
625 if (pl->randomitems != NULL) 514 if (pl->randomitems)
626 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
627 516
628 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
629 { 518 {
630 next = op->below; 519 next = op->below;
631 520
632 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
633 * 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
634 */ 523 */
635 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
636 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
637 526
638 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
639 * by this player due to race restrictions 528 * by this player due to race restrictions
640 */ 529 */
641 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
642 { 531 {
643 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
644 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
645 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
646 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
647 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))
648 { 539 {
649 op->remove ();
650 op->destroy (0); 540 op->destroy ();
651 continue; 541 continue;
652 } 542 }
653 } 543 }
654 544
655 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
656 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
657 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
658 * a first level treasurelist for each skill.)
659 * remove duplicate skills also
660 */ 548 */
661 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
662 { 550 {
663 object *tmp;
664
665 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
666 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
553 {
554 op->destroy ();
667 break; 555 break;
668
669 if (tmp)
670 {
671 op->remove ();
672 op->destroy (0);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue;
675 } 556 }
557
676 if (op->nrof > 1) 558 if (op->nrof > 1)
677 op->nrof = 1; 559 op->nrof = 1;
678 } 560 }
679 561
680 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
681 { 563 op->inv->clr_flag (FLAG_STARTEQUIP);
682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
683 }
684 564
685 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
686 * 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
687 * merged properly. 567 * merged properly.
688 */ 568 */
689 if (need_identify (op)) 569 if (op->need_identify ())
690 {
691 SET_FLAG (op, FLAG_IDENTIFIED);
692 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
695 if (op->type == SPELL) 576 if (op->type == SPELL)
696 { 577 {
697 op->remove ();
698 op->destroy (0); 578 op->destroy ();
699 continue; 579 continue;
700 } 580 }
701 else if (op->type == SKILL) 581 else if (op->type == SKILL)
702 { 582 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
704 op->stats.exp = 0; 584 op->stats.exp = 0;
705 op->level = 1; 585 op->level = 1;
706 } 586 }
707 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
708 else 588 op->set_flag (FLAG_INV_LOCKED);
709 SET_FLAG (op, FLAG_INV_LOCKED);
710 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
711 590
712 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
713 link_player_skills (pl); 592 pl->contr->link_skills ();
714}
715
716void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 op->remove ();
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797} 593}
798 594
799void 595void
800get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
801{ 597{
802 if (party == NULL) 598 if (party == NULL)
803 { 599 {
804 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);
805 return; 601 return;
806 } 602 }
603
807 op->contr->write_buf[0] = '\0'; 604 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 605 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 606 op->contr->party_to_join = party;
810 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:");
811} 608}
812
813 609
814/* 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. */
815int 611static int
816roll_stat (void) 612roll_stat ()
817{ 613{
818 int a[4], i, j, k; 614 int a[4], i, j, k;
819 615
820 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 617 a[i] = rndm (1, 6);
822 618
823 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 620 if (a[i] < k)
825 k = a[i], j = i; 621 k = a[i], j = i;
826 622
827 for (i = 0, k = 0; i < 4; i++) 623 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 624 if (i != j)
830 k += a[i]; 625 k += a[i];
831 } 626
832 return k; 627 return k;
833} 628}
834 629
835void 630void
836roll_stats (object *op) 631object::roll_stats ()
837{ 632{
633 int statsort [NUM_STATS];
634
635 for (;;)
636 {
838 int sum = 0; 637 int sum = 0;
839 int i = 0, j = 0; 638 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 639 sum += statsort [i] = roll_stat ();
841 640
842 do 641 if (sum >= 82 && sum <= 116)
642 break;
843 { 643 }
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 }
853 while (sum < 82 || sum > 116);
854 644
855 /* Sort the stats so that rerolling is easier... */ 645 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 647
864 /* a quick and dirty bubblesort? */ 648 for (int i = 0; i < NUM_STATS; ++i)
865 do 649 stats.stat (i) = statsort [i];
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880 650
881 op->stats.Str = statsort[0];
882 op->stats.Dex = statsort[1];
883 op->stats.Con = statsort[2];
884 op->stats.Int = statsort[3];
885 op->stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6];
888
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 651 stats.exp = 0;
900 op->stats.ac = 0; 652 stats.ac = 0;
901 653
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 654 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 655 stats.sp = stats.maxsp;
909 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
910 op->contr->orig_stats = op->stats; 664 contr->orig_stats = stats;
665 }
911} 666}
912 667
913void 668void
914Roll_Again (object *op) 669object::swap_stats (int a, int b)
915{ 670{
916 esrv_new_player (op->contr, 0); 671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919}
920 672
921void 673 for (int i = 0; i < NUM_STATS; ++i)
922Swap_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)
923{ 700{
924 signed char tmp;
925 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
926 702
927 if (op->contr->Swap_First == -1) 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str;
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf);
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 705}
1042 706
1043/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
1047 * not the class. 711 * not the class.
1048 */ 712 */
1049 713void
1050int 714player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 715{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 op->remove ();
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D')
1062 {
1063 char buf[MAX_BUF];
1064
1065 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 717 esrv_new_player (ob->contr);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 718
719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
720 if (tl)
721 create_treasure (tl, ob, 0, 0, 0);
722
1069 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr);
1071 724
1072 op->contr->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
1073 726
1074 if (op->msg) 727 if (ob->msg)
1075 op->msg = NULL; 728 ob->msg = 0;
1076 729
1077 /* We create this now because some of the unique maps will need it
1078 * to save here.
1079 */
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1081 make_path_to_file (buf);
1082
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 730 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 732 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op);
1090 esrv_send_inventory (op, op); 733 esrv_send_inventory (ob, ob);
1091 fix_player (op); 734 ob->update_stats ();
1092 735
1093 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
1094 * is one for this race 737 * is one for this race
1095 */ 738 */
1096 if (*first_map_ext_path) 739 if (*first_map_ext_path)
1097 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1098 object *tmp;
1099 char mapname[MAX_BUF];
1100
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1102 tmp = get_object ();
1103 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x;
1105 EXIT_Y (tmp) = op->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the
1108 * default initial map */
1109 tmp->destroy (0);
1110 }
1111 else 741 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 743}
1115 return 0;
1116 }
1117 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{
1118 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
1120 */ 769 */
1121 770
1122 tmp_loop = 0; 771 do
1123 while (!tmp_loop)
1124 { 772 {
1125 shstr name = op->name; 773 shstr name = ob->name;
1126 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
1127 775
1128 remove_statbonus (op); 776 ob->remove_statbonus ();
1129 op->remove (); 777 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 778 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 779 ob->arch->copy_to (ob);
1132 op->instantiate (); 780 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 782 ob->name = ob->name_pl = name;
1135 op->x = x; 783 ob->x = x;
1136 op->y = y; 784 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
1139 assign (op->contr->title, op->arch->clone.name); 787 assign (ob->contr->title, ob->arch->object::name);
1140 add_statbonus (op); 788 ob->add_statbonus ();
1141 tmp_loop = allowed_class (op);
1142 } 789 }
790 while (!allowed_class (ob));
1143 791
1144 update_object (op, UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 793 esrv_update_item (UPD_FACE, ob, ob);
1146 fix_player (op); 794 ob->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
1149 op->stats.grace = 0; 797 ob->stats.grace = 0;
1150
1151 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0;
1156} 798}
1157 799
1158int 800static void
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205}
1206
1207void
1208flee_player (object *op) 801flee_player (object *op)
1209{ 802{
1210 int dir, diff; 803 int dir, diff;
1211 rv_vector rv; 804 rv_vector rv;
1212 805
1213 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
1214 { 807 {
1215 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1216 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
1217 return; 810 return;
1218 } 811 }
1219 812
1220 if (op->enemy == NULL) 813 if (!op->enemy)
1221 { 814 {
1222 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
1223 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1224 return; 817 return;
1225 } 818 }
1226 819
1227 /* 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))
1228 * op->enemy_count, it is possible that something destroys the
1229 * actual enemy, and the object is recycled.
1230 */
1231 if (op->enemy->map == NULL)
1232 { 821 {
1233 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 822 op->enemy = NULL;
823 op->clr_flag (FLAG_SCARED);
1235 return; 824 return;
1236 } 825 }
1237 826
1238 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1239 {
1240 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED);
1242 return;
1243 }
1244 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1245 828
1246 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
1248 { 831 {
1249 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
1250 833
1251 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))))
1252 {
1253 return; 835 return;
1254 }
1255 } 836 }
837
1256 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1258 op->enemy = NULL; 840 op->enemy = NULL;
1259} 841}
1260 842
1261
1262/* 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.
1263 * 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
1264 * stop. 845 * stop.
1265 */ 846 */
1266int 847int
1267check_pick (object *op) 848check_pick (object *op)
1268{ 849{
1269 object *tmp, *next; 850 object *tmp, *next;
1270 int stop = 0; 851 int stop = 0;
1271 int j, k, wvratio; 852 int wvratio;
1272 char putstring[128], tmpstr[16];
1273 853
1274 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1276 return 1; 856 return 1;
1277 857
1278 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)
1279 862
1280 /* 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
1281 * destroyed */ 864 * destroyed */
1282 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1283 { 866 {
1284 tmp = next; 867 tmp = next;
1285 next = tmp->below; 868 next = tmp->below;
1286 869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
1287 if (op->destroyed ()) 876 if (op->destroyed ())
1288 return 0; 877 return 0;
1289 878
1290 if (!can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1291 continue; 880 continue;
1292 881
1293 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1294 { 883 {
1295 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1296 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1297 continue; 887 continue;
1298 } 888 }
1299 889
1300 /* 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? */
1301 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1302 { 952 {
1303 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)
1304 { 1016 {
1305 case 0: 1017 CHK_PICK_PICKUP;
1306 return 1; /* don't pick up */ 1018 continue;
1307 case 1:
1308 pick_up (op, tmp);
1309 return 1;
1310 case 2:
1311 pick_up (op, tmp);
1312 return 0;
1313 case 3:
1314 return 0; /* stop before pickup */
1315 case 4:
1316 pick_up (op, tmp);
1317 break;
1318 case 5:
1319 pick_up (op, tmp);
1320 stop = 1;
1321 break;
1322 case 6:
1323 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1324 pick_up (op, tmp);
1325 break;
1326
1327 case 7:
1328 if (tmp->type == MONEY || tmp->type == GEM)
1329 pick_up (op, tmp);
1330 break;
1331
1332 default:
1333 /* use value density */
1334 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1335 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1336 pick_up (op, tmp);
1337 } 1019 }
1338 } 1020 }
1339 else 1021
1340 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1341 /* NEW pickup handling */
1342 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)
1343 { 1028 {
1344 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1345 if (tmp->name != NULL)
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 }
1382 /* philosophy:
1383 * It's easy to grab an item type from a pile, as long as it's
1384 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a
1386 * grab-as-you-run type mode that's really useful for arrows for
1387 * example.
1388 * The drawback: right now it has no frontend, so you need to
1389 * stick the bits you want into a calculator in hex mode and then
1390 * convert to decimal and then 'pickup <#>
1391 */
1392
1393 /* the first two modes are exclusive: if NOTHING we return, if
1394 * STOP then we stop. All the rest are applied sequentially,
1395 * meaning if any test passes, the item gets picked up. */
1396
1397 /* if mode is set to pick nothing up, return */
1398
1399 if (op->contr->mode & PU_NOTHING)
1400 return 1;
1401
1402 /* if mode is set to stop when encountering objects, return */
1403 /* take STOP before INHIBIT since it doesn't actually pick
1404 * anything up */
1405
1406 if (op->contr->mode & PU_STOP)
1407 return 0;
1408
1409 /* useful for going into stores and not losing your settings... */
1410 /* and for battles wher you don't want to get loaded down while
1411 * fighting */
1412 if (op->contr->mode & PU_INHIBIT)
1413 return 1;
1414
1415 /* prevent us from turning into auto-thieves :) */
1416 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1417 continue; 1030 continue;
1031 }
1418 1032
1419 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1420 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;
1421 continue; 1038 continue;
1039 }
1422 1040
1423 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1424 /* 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
1425 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1426 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"))
1427 { 1112 {
1428 pick_up (op, tmp); 1113 CHK_PICK_PICKUP;
1429 continue; 1114 continue;
1430 } 1115 }
1116 }
1431 1117
1118 /* misc stuff that's useful */
1432 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1434 { 1121 {
1435 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1436 continue; 1123 continue;
1437 } 1124 }
1438 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1439 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1440 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
1441 { 1133 */
1442 pick_up (op, tmp);
1443 continue;
1444 }
1445
1446 /* spellbooks, skillscrolls and normal books/scrolls */
1447 if (op->contr->mode & PU_SPELLBOOK)
1448 if (tmp->type == SPELLBOOK)
1449 {
1450 pick_up (op, tmp);
1451 continue;
1452 }
1453
1454 if (op->contr->mode & PU_SKILLSCROLL)
1455 if (tmp->type == SKILLSCROLL)
1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1460
1461 if (op->contr->mode & PU_READABLES)
1462 if (tmp->type == BOOK || tmp->type == SCROLL)
1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1467
1468 /* wands/staves/rods/horns */
1469 if (op->contr->mode & PU_MAGIC_DEVICE)
1470 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1471 {
1472 pick_up (op, tmp);
1473 continue;
1474 }
1475
1476 /* pick up all magical items */
1477 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1478 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)
1479 {
1480 pick_up (op, tmp);
1481 continue;
1482 }
1483
1484 if (op->contr->mode & PU_VALUABLES)
1485 { 1136 {
1486 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1487 { 1140 {
1488 pick_up (op, tmp); 1141 fprintf (stderr, "%s", tmp->name);
1489 continue;
1490 } 1142 }
1491 }
1492
1493 /* rings & amulets - talismans seems to be typed AMULET */
1494 if (op->contr->mode & PU_JEWELS)
1495 if (tmp->type == RING || tmp->type == AMULET)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 /* we don't forget dragon food */
1502 if (op->contr->mode & PU_FLESH)
1503 if (tmp->type == FLESH)
1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1509 /* bows and arrows. Bows are good for selling! */
1510 if (op->contr->mode & PU_BOW)
1511 if (tmp->type == BOW)
1512 {
1513 pick_up (op, tmp);
1514 continue;
1515 }
1516
1517 if (op->contr->mode & PU_ARROW)
1518 if (tmp->type == ARROW)
1519 {
1520 pick_up (op, tmp);
1521 continue;
1522 }
1523
1524 /* all kinds of armor etc. */
1525 if (op->contr->mode & PU_ARMOUR)
1526 if (tmp->type == ARMOUR)
1527 {
1528 pick_up (op, tmp);
1529 continue;
1530 }
1531
1532 if (op->contr->mode & PU_HELMET)
1533 if (tmp->type == HELMET)
1534 {
1535 pick_up (op, tmp);
1536 continue;
1537 }
1538
1539 if (op->contr->mode & PU_SHIELD)
1540 if (tmp->type == SHIELD)
1541 {
1542 pick_up (op, tmp);
1543 continue;
1544 }
1545
1546 if (op->contr->mode & PU_BOOTS)
1547 if (tmp->type == BOOTS)
1548 {
1549 pick_up (op, tmp);
1550 continue;
1551 }
1552
1553 if (op->contr->mode & PU_GLOVES)
1554 if (tmp->type == GLOVES)
1555 {
1556 pick_up (op, tmp);
1557 continue;
1558 }
1559
1560 if (op->contr->mode & PU_CLOAK)
1561 if (tmp->type == CLOAK)
1562 {
1563 pick_up (op, tmp);
1564 continue;
1565 }
1566
1567 /* hoping to catch throwing daggers here */
1568 if (op->contr->mode & PU_MISSILEWEAPON)
1569 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1570 {
1571 pick_up (op, tmp);
1572 continue;
1573 }
1574
1575 /* careful: chairs and tables are weapons! */
1576 if (op->contr->mode & PU_ALLWEAPON)
1577 {
1578 if (tmp->type == WEAPON && tmp->name != NULL)
1579 {
1580 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1581 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1582 {
1583 pick_up (op, tmp);
1584 continue;
1585 }
1586 }
1587
1588 if (tmp->type == WEAPON && tmp->name == NULL)
1589 {
1590 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1591 {
1592 pick_up (op, tmp);
1593 continue;
1594 }
1595 }
1596 }
1597
1598 /* misc stuff that's useful */
1599 if (op->contr->mode & PU_KEY)
1600 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1601 {
1602 pick_up (op, tmp);
1603 continue;
1604 }
1605
1606 /* any of the last 4 bits set means we use the ratio for value
1607 * pickups */
1608 if (op->contr->mode & PU_RATIO)
1609 {
1610 /* use value density to decide what else to grab */
1611 /* >=7 was >= op->contr->mode */
1612 /* >=7 is the old standard setting. Now we take the last 4 bits
1613 * and multiply them by 5, giving 0..15*5== 5..75 */
1614 wvratio = (op->contr->mode & PU_RATIO) * 5;
1615 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1616 {
1617 pick_up (op, tmp);
1618#if 0
1619 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1620 if (tmp->name != NULL)
1621 {
1622 fprintf (stderr, "%s", tmp->name);
1623 }
1624 else 1143 else
1625 fprintf (stderr, "%s", tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1626 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1627 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))));
1628#endif 1147#endif
1148 CHK_PICK_PICKUP;
1629 continue; 1149 continue;
1630 }
1631 } 1150 }
1632 } /* the new pickup model */ 1151 } /* the new pickup model */
1633 } 1152 }
1634 1153
1635 return !stop; 1154 return !stop;
1636} 1155}
1637 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;
1190}
1191
1638/* 1192/*
1639 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1640 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1641 * found object is returned. 1195 * found object is returned.
1642 */ 1196 */
1643object * 1197static object *
1644find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1645{ 1199{
1646 object *tmp = NULL;
1647
1648 for (op = op->inv; op; op = op->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1649 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1650 tmp = find_arrow (op, type);
1651 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);
1652 return op; 1209 return arrow;
1210 }
1211
1653 return tmp; 1212 return 0;
1654} 1213}
1655 1214
1656/* 1215/*
1657 * 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
1658 * 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
1659 * 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
1660 * 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.
1661 */ 1220 */
1662 1221static object *
1663object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1665{ 1223{
1666 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1668 1226
1669 if (!type) 1227 if (!type)
1670 return NULL; 1228 return NULL;
1671 1229
1672 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1673 { 1231 {
1674 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1675 { 1233 {
1676 i = 0; 1234 i = 0;
1677 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1678 if (i > betterby) 1237 if (i > betterby)
1679 { 1238 {
1680 tmp = ntmp; 1239 tmp = ntmp;
1681 betterby = i; 1240 betterby = i;
1682 } 1241 }
1683 } 1242 }
1684 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1685 { 1244 {
1686 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1687 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1688 { 1247 {
1689 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1690 { 1249 {
1691 *better = 100; 1250 *better = 100;
1692 return arrow; 1251 return arrow;
1700 else 1259 else
1701 { 1260 {
1702 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1703 { 1262 {
1704 attacktype = 1 << attacknum; 1263 attacktype = 1 << attacknum;
1705 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1706 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)
1707 { 1266 {
1708 tmp = arrow; 1267 tmp = arrow;
1709 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;
1710 } 1269 }
1711 } 1270 }
1271
1712 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1713 { 1273 {
1714 tmp = arrow; 1274 tmp = arrow;
1715 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1716 } 1276 }
1277
1717 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1718 { 1279 {
1719 tmp = arrow; 1280 tmp = arrow;
1720 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1721 } 1282 }
1722 } 1283 }
1723 } 1284 }
1724 } 1285 }
1286
1725 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1726 return find_arrow (op, type); 1288 return find_arrow (op, type);
1727 1289
1728 *better = betterby; 1290 *better = betterby;
1729 return tmp; 1291 return tmp;
1733 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1734 * op = the shooter 1296 * op = the shooter
1735 * type = bow->race 1297 * type = bow->race
1736 * dir = fire direction 1298 * dir = fire direction
1737 */ 1299 */
1738 1300static object *
1739object *
1740pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1741{ 1302{
1742 object *tmp = NULL; 1303 object *tmp = NULL;
1743 maptile *m; 1304 maptile *m;
1744 int i, mflags, found, number; 1305 int i, mflags, found, number;
1745 sint16 x, y; 1306 sint16 x, y;
1757 y = op->y; 1318 y = op->y;
1758 1319
1759 /* find the first target */ 1320 /* find the first target */
1760 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1761 { 1322 {
1762 x += freearr_x[dir]; 1323 x += DIRX (dir);
1763 y += freearr_y[dir]; 1324 y += DIRY (dir);
1764 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1765 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1766 { 1328 {
1767 tmp = NULL; 1329 tmp = 0;
1768 break; 1330 break;
1769 } 1331 }
1770 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)
1771 { 1333 {
1772 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1773 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1774 */ 1336 */
1775 tmp = NULL; 1337 tmp = 0;
1776 break; 1338 break;
1777 } 1339 }
1340
1778 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1779 {
1780 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)
1781 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1782 {
1783 found++;
1784 break;
1785 }
1786 if (found)
1787 break; 1344 break;
1788 }
1789 } 1345 }
1790 if (tmp == NULL) 1346
1347 if (!tmp)
1791 return find_arrow (op, type); 1348 return find_arrow (op, type);
1792 1349
1793 if (tmp->head) 1350 if (tmp->head)
1794 tmp = tmp->head; 1351 tmp = tmp->head;
1795 1352
1796 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1797} 1354}
1798 1355
1799/* 1356/*
1800 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1801 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1802 * op is the object firing the bow. 1359 * op is the object firing the bow.
1803 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1804 * dir is the direction of fire. 1361 * dir is the direction of fire.
1805 * 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)
1808 */ 1365 */
1809int 1366int
1810fire_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)
1811{ 1368{
1812 object *left, *bow; 1369 object *left, *bow;
1813 int bowspeed, mflags; 1370 int mflags;
1814 maptile *m; 1371 maptile *m;
1815 1372
1816 if (!dir) 1373 if (!dir)
1817 { 1374 {
1818 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!");
1819 return 0; 1376 return 0;
1820 } 1377 }
1821 if (op->type == PLAYER) 1378
1822 bow = op->contr->ranges[range_bow]; 1379 if (op->contr)
1380 bow = op->current_weapon;
1823 else 1381 else
1824 { 1382 {
1825 for (bow = op->inv; bow; bow = bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1826 /* 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
1827 * 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.
1832 if (!bow) 1390 if (!bow)
1833 { 1391 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1393 return 0;
1836 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1837 } 1398 }
1399
1838 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1839 { 1401 {
1840 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);
1841 return 0; 1403 return 0;
1842 } 1404 }
1843
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845
1846 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1849 if (bowspeed < 1)
1850 bowspeed = 1;
1851 1405
1852 if (arrow == NULL) 1406 if (arrow == NULL)
1853 { 1407 {
1854 if ((arrow = find_arrow (op, bow->race)) == NULL) 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 { 1409 {
1856 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1857 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);
1858 /* 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 */
1859 else 1413 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1861 return 0; 1416 return 0;
1862 } 1417 }
1863 } 1418 }
1419
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1421 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1422 return 0;
1868 } 1423
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1424 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1425 {
1871 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.");
1872 return 0; 1427 return 0;
1873 } 1428 }
1874 1429
1875 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1877 { 1432 {
1878 arrow->remove (); 1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1879 arrow->destroy (0); 1434 arrow->destroy ();
1880 return 0; 1435 return 0;
1881 } 1436 }
1882 1437
1883 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1885 if (arrow == NULL) 1440 if (!arrow)
1886 { 1441 {
1887 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);
1888 return 0; 1443 return 0;
1889 } 1444 }
1890 set_owner (arrow, op); 1445
1446 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1447 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1448 arrow->direction = dir;
1894 arrow->x = sx; 1449
1895 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;
1896 1481
1897 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1898 { 1483 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op);
1901 }
1902
1903 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying);
1909
1910 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper.
1912 */
1913
1914 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1915
1916 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919
1920 if (arrow->speed < 1.0)
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0;
1924
1925 if (op->type == PLAYER)
1926 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1928 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1929 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1930
1931 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;
1932 } 1491 }
1933 else 1492 else
1934 { 1493 {
1935 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1936 arrow->level = op->level; 1494 arrow->level = op->level;
1937 } 1495 arrow->stats.wc -= bow->magic;
1938 1496
1939 if (arrow->attacktype == AT_PHYSICAL) 1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1940 arrow->attacktype |= bow->attacktype; 1500 arrow->attacktype |= bow->attacktype;
1501 }
1941 1502
1942 if (bow->slaying != NULL) 1503 wc -= arrow->level;
1943 arrow->slaying = bow->slaying; 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1944 1505
1945 arrow->map = m; 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1946 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1948 1510
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1950 insert_ob_in_map (arrow, m, op, 0); 1512 m->insert (arrow, sx, sy, op);
1951 1513
1952 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1515 move_arrow (arrow);
1954
1955 if (op->type == PLAYER)
1956 {
1957 if (left->destroyed ())
1958 esrv_del_item (op->contr, left->count);
1959 else
1960 esrv_send_item (op, left);
1961 }
1962 1516
1963 return 1; 1517 return 1;
1964} 1518}
1965 1519
1966/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1968 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1969 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1970 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1971 * hence the function name. 1525 * hence the function name.
1972 */ 1526 */
1973int 1527static int
1974player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1975{ 1529{
1976 int ret = 0, wcmod = 0; 1530 int ret;
1977 1531
1978 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1979 { 1533 {
1980 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);
1981 } 1535 }
1982 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)
1983 { 1537 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1985 wcmod = -1;
1986 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);
1987 } 1540 }
1988 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1989 { 1542 {
1990 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);
1991 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)));
1992 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)));
1993 } 1546 }
1994 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1995 { 1548 {
1996 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);
1997 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);
1998 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);
1999
2000 } 1552 }
2001 else 1553 else
2002 { 1554 {
2003 /* Simple case */ 1555 /* Simple case */
2004 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);
2005 } 1557 }
1558
2006 return ret; 1559 return ret;
2007} 1560}
2008
2009 1561
2010/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
2011 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
2012 */ 1564 */
2013void 1565static void
2014fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
2015{ 1567{
2016 object *item; 1568 object *item = op->contr->ranged_ob;
2017 1569
2018 if (!op->contr->ranges[range_misc]) 1570 if (!item)
2019 { 1571 {
2020 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.");
2021 return; 1573 return;
2022 } 1574 }
2023 1575
2024 item = op->contr->ranges[range_misc];
2025 if (!item->inv) 1576 if (!item->inv)
2026 { 1577 {
2027 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2028 return; 1579 return;
2029 } 1580 }
1581
1582 if (!op->apply (item))
1583 return;
1584
2030 if (item->type == WAND) 1585 if (item->type == WAND)
2031 { 1586 {
2032 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
2033 { 1588 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1589 op->contr->play_sound (sound_find ("wand_poof"));
2035 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
2036 return; 1592 return;
2037 } 1593 }
2038 } 1594 }
2039 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
2040 { 1596 {
2041 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))
2042 { 1602 {
2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
2044 if (item->type == ROD) 1605 if (item->type == ROD)
2045 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));
2046 else 1607 else
2047 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
2048 return; 1610 return;
2049 } 1611 }
2050 } 1612 }
2051 1613
2052 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
2053 { 1615 {
2054 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
2055 if (item->type == WAND) 1618 if (item->type == WAND)
2056 { 1619 {
2057 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
2058 { 1621 {
2059 object *tmp;
2060
2061 if (item->arch) 1622 if (item->arch)
2062 { 1623 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
2065 item->speed = 0; 1626 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1627 }
2068 if ((tmp = is_player_inv (item))) 1628
1629 if (object *pl = item->visible_to ())
2069 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
2070 } 1631 }
2071 } 1632 }
2072 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1634 drain_rod_charge (item);
2075 }
2076 } 1635 }
2077} 1636}
2078 1637
2079/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
2080 */ 1639 */
2081void 1640bool
2082fire (object *op, int dir) 1641fire (object *who, int dir)
2083{ 1642{
2084 int spellcost = 0; 1643 int spellcost = 0;
2085 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
2086 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
2087 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
2088 make_visible (op); 1668 make_visible (who);
2089 1669
2090 switch (op->contr->shoottype) 1670 switch (ob->type)
2091 { 1671 {
2092 case range_none: 1672 case BOW:
2093 return;
2094
2095 case range_bow:
2096 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
2097 return; 1674 break;
2098 1675
2099 case range_magic: /* Casting spells */ 1676 case SPELL:
2100 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);
2101 return; 1678 break;
2102 1679
2103 case range_misc: 1680 case BUILDER:
2104 fire_misc_object (op, dir);
2105 return;
2106
2107 case range_golem: /* Control summoned monsters from scrolls */
2108 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 {
2110 op->contr->ranges[range_golem] = 0;
2111 op->contr->shoottype = range_none;
2112 }
2113 else
2114 control_golem (op->contr->ranges[range_golem], dir);
2115 return;
2116
2117 case range_skill:
2118 if (!op->chosen_skill)
2119 {
2120 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122 return;
2123 }
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return;
2126 case range_builder:
2127 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
2128 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
2129 default: 1692 default:
2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1693 fire_misc_object (who, dir);
2131 return; 1694 break;
2132 } 1695 }
2133}
2134 1696
1697 return true;
1698}
2135 1699
2136 1700static object *
2137/* find_key
2138 * We try to find a key for the door as passed. If we find a key
2139 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic
2141 * for both is the same - just the specific key is different.
2142 * pl is the player,
2143 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers.
2146 */
2147
2148object *
2149find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
2150{ 1702{
2151 object *tmp, *key; 1703 object *tmp, *key;
2152 1704
2153 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1706 if (!container->inv)
2155 return NULL; 1707 return 0;
2156 1708
2157 /* 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 */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1711 {
2160 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1713 break;
1714
2162 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
2164 */ 1717 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1719 break;
2167 } 1720 }
1721
2168 /* No key found - lets search inventories now */ 1722 /* No key found - lets search inventories now */
2169 /* 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.
2170 * 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
2171 * a key, return 1725 * a key, return
2172 */ 1726 */
2173 if (!tmp) 1727 if (!tmp)
2174 { 1728 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 {
2177 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
2179 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1732 if ((key = find_key_ (pl, tmp, door)))
2181 return key; 1733 return key;
2182 } 1734
2183 }
2184 if (!tmp) 1735 if (!tmp)
2185 return NULL; 1736 return 0;
2186 } 1737 }
1738
2187 /* 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,
2188 * see if we actually want to use it 1740 * see if we actually want to use it
2189 */ 1741 */
2190 if (pl != container) 1742 if (pl != container)
2191 { 1743 {
2192 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
2193 if (!pl->contr) 1745 if (!pl->contr)
2194 return NULL; 1746 return 0;
1747
2195 /* cases where this fails: 1748 /* cases where this fails:
2196 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
2197 * are not in the players inventory. 1750 * are not in the players inventory.
2198 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
2199 * containers can be used. 1752 * containers can be used.
2203 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
2204 * 1757 *
2205 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
2206 * all the others. 1759 * all the others.
2207 */ 1760 */
2208 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
2209 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
2210 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2211 { 1764 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2213 "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));
2214 return NULL; 1767 return NULL;
2215 } 1768 }
2216 } 1769 }
1770
2217 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);
2218} 1797}
2219 1798
2220/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
2222 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
2223 * 0 otherwise 1802 * 0 otherwise
2224 */ 1803 */
2225static int 1804static int
2226player_attack_door (object *op, object *door) 1805player_attack_door (object *op, object *door)
2227{ 1806{
2228
2229 /* 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,
2230 * 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 -
2231 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
2232 */ 1810 */
2233 object *key = find_key (op, op, door); 1811 object *key = find_key (op, op, door);
2234 1812
2235 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
2236 if (key) 1814 if (key)
2237 { 1815 {
2238 object *container = key->env; 1816 object *container = key->env;
2239 1817
2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2241 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
2242 make_visible (op); 1819 make_visible (op);
1820
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 1822 spring_trap (door->inv, op);
1823
2245 if (door->type == DOOR) 1824 if (door->type == DOOR)
2246 {
2247 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 */
2248 }
2249 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
2250 { 1827 {
2251 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);
2252 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
2253 } 1830 }
1831
2254 /* Do this after we print the message */ 1832 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 1834
2257 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container);
2259 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
2260 } 1836 }
2261 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
2262 { 1838 {
2263 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2264 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...");
2265 return 1; 1841 return 1;
2266 } 1842 }
1843
2267 return 0; 1844 return 0;
2268} 1845}
2269 1846
2270/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2275 */ 1852 */
2276 1853bool
2277void
2278move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2279{ 1855{
2280 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2281 sint16 nx, ny; 1857 {
2282 int on_battleground; 1858 --op->speed_left;
2283 maptile *m; 1859 return true;
1860 }
2284 1861
2285 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2286 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2287 1864
2288 on_battleground = op_on_battleground (op, NULL, NULL); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2289 1867
2290 /* 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
2291 * 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
2292 * 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
2293 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2294 * 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
2295 * 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
2296 * 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
2297 * move_ob uses. 1875 * move_ob uses.
2298 */ 1876 */
2299 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;
2300 { 1892 }
2301 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)
2302 { 1899 {
2303 m = get_map_from_coord (op->map, &nx, &ny); 1900 if (ob->move_block == MOVE_ALL)
2304 if (!m) 1901 move_into_wall (op, ob);
2305 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;
2306 } 1964 }
2307 else 1965 else
2308 m = op->map;
2309
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return; 1966 return false;
2314 } 1967 }
2315 1968
2316 mon = NULL; 1969 bool on_battleground = op_on_battleground (op, 0, 0);
2317 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space
2321 */
2322 while (tmp != NULL)
2323 {
2324 if (tmp == op)
2325 {
2326 tmp = tmp->above;
2327 continue;
2328 }
2329 1970
2330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2331 {
2332 mon = tmp;
2333 break;
2334 }
2335
2336 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2337 mon = tmp;
2338
2339 tmp = tmp->above;
2340 }
2341
2342 if (mon == NULL) /* This happens anytime the player tries to move */
2343 return; /* into a wall */
2344
2345 if (mon->head != NULL)
2346 mon = mon->head;
2347
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2349 if (player_attack_door (op, mon))
2350 return;
2351
2352 /* The following deals with possibly attacking peaceful
2353 * or frienddly creatures. Basically, all players are considered
2354 * unaggressive. If the moving player has peaceful set, then the
2355 * object should be pushed instead of attacked. It is assumed that
2356 * if you are braced, you will not attack friends accidently,
2357 * and thus will not push them.
2358 */
2359
2360 /* If the creature is a pet, push it even if the player is not
2361 * peaceful. Our assumption is the creature is a pet if the
2362 * player owns it and it is either friendly or unagressive.
2363 */
2364 if ((op->type == PLAYER)
2365#if COZY_SERVER
2366 &&
2367 ((get_owner (mon) && get_owner (mon)->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2369#else
2370 && get_owner (mon) == op
2371#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 {
2374 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced)
2376 return;
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378 (void) push_ob (mon, dir, op);
2379 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op);
2381 return;
2382 }
2383
2384 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2386 * 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
2387 * attack them either. 1974 * attack them either.
2388 */ 1975 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2390 (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])
2391#ifdef PROHIBIT_PLAYERKILL 1978 && ((op->contr->peaceful
2392 (op->contr->peaceful 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2393 || (mon->type == PLAYER 1980 && !on_battleground))
2394 && mon->contr-> 1981 {
2395 peaceful)) && 1982 if (op->speed_left > 0.f)
2396#else
2397 op->contr->peaceful &&
2398#endif
2399 !on_battleground))
2400 { 1983 {
1984 --op->speed_left;
1985
2401 if (!op->contr->braced) 1986 if (!op->contr->braced)
2402 { 1987 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1988 op->play_sound (sound_find ("push_player"));
2404 (void) push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2405 } 1990 }
2406 else 1991 else
2407 { 1992 op->statusmsg ("You withhold your attack");
2408 new_draw_info (0, 0, op, "You withhold your attack"); 1993
2409 }
2410 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2411 make_visible (op); 1995 make_visible (op);
2412 }
2413 1996
1997 return true;
1998 }
1999 }
2414 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2415 * 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.
2416 */ 2002 */
2417 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)
2418 { 2006 {
2007 --op->speed_left;
2008
2419 recursive_roll (mon, dir, op); 2009 recursive_roll (mon, dir, op);
2420 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2421 make_visible (op); 2011 make_visible (op);
2422 }
2423 2012
2013 return true;
2014 }
2015 }
2424 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2425 * 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
2426 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2427 * 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
2428 * 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.
2429 */ 2021 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2432 ((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)))
2433 { 2024 {
2434 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2435 /* If the player hasn't hit something this tick, and does
2436 * so, give them speed boost based on weapon speed. Doing
2437 * it here is better than process_players2, which basically
2438 * incurred a 1 tick offset.
2439 */
2440 if (!op->contr->has_hit)
2441 { 2026 {
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2027 --op->contr->weapon_sp_left;
2443 2028
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 }
2446
2447 skill_attack (mon, op, 0, NULL, NULL); 2029 skill_attack (mon, op, 0, 0, 0);
2448 2030
2449 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is
2452 * the wiz.
2453 */
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 {
2456 short luck = mon->stats.luck;
2457
2458 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL);
2460 mon->stats.luck = luck;
2461 }
2462 if (action_makes_visible (op)) 2031 if (action_makes_visible (op))
2463 make_visible (op); 2032 make_visible (op);
2464 }
2465 } /* if player should attack something */
2466}
2467 2033
2468int 2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2469move_player (object *op, int dir) 2042move_player (object *op, int dir)
2470{ 2043{
2471 int pick; 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2472
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2045 return 0;
2475 2046
2476 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2478 { 2049 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2051 return 0;
2481 } 2052 }
2482 2053
2483 /* peterm: added following line */ 2054 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2057
2487 op->facing = dir; 2058 op->facing = dir;
2488 2059
2489 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2490 do_hidden_move (op); 2061 do_hidden_move (op);
2491 2062
2063 bool retval;
2064 int pick = 0;
2065
2492 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2493 /*nop */ ; 2067 retval = RESULT_INT (0);
2494 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2495 fire (op, dir); 2069 retval = fire (op, dir);
2496 else 2070 else
2497 { 2071 {
2498 move_player_attack (op, dir); 2072 retval = move_player_attack (op, dir);
2499 pick = check_pick (op); 2073 pick = check_pick (op);
2500 } 2074 }
2501 2075
2502 /* 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
2503 * server can handle repeat firing. 2077 * server can handle repeat firing.
2504 */ 2078 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2079 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2080 op->direction = dir;
2508 }
2509 else 2081 else
2510 {
2511 op->direction = 0; 2082 op->direction = 0;
2512 } 2083
2513 /* Update how the player looks. Use the facing, so direction may 2084 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2085 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2086 * for players.
2516 */ 2087 */
2517 animate_object (op, op->facing); 2088 animate_object (op, op->facing);
2518 return 0; 2089
2090 return retval;
2519} 2091}
2520 2092
2521/* 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
2522 * new client/server stuff. 2094 * new client/server stuff.
2523 * 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
2524 * the new speed values for commands. 2096 * the new speed values for commands.
2525 * 2097 *
2526 * 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.
2527 */ 2101 */
2528int 2102bool
2529handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2530{ 2104{
2531 if (op->contr->hidden) 2105 if (op->flag [FLAG_SCARED])
2532 {
2533 op->invisible = 1000;
2534 /* the socket code flashes the player visible/invisible
2535 * depending on the value of invisible, so we need to
2536 * alternate it here for it to work correctly.
2537 */
2538 if (pticks & 2)
2539 op->invisible--;
2540 } 2106 {
2541 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2107 if (op->speed_left > 0.f)
2542 {
2543 op->invisible--;
2544 if (!op->invisible)
2545 {
2546 make_visible (op);
2547 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2548 } 2108 {
2549 }
2550
2551 if (QUERY_FLAG (op, FLAG_SCARED))
2552 {
2553 flee_player (op);
2554 /* If player is still scared, that is his action for this tick */
2555 if (QUERY_FLAG (op, FLAG_SCARED))
2556 {
2557 op->speed_left--; 2109 --op->speed_left;
2110 flee_player (op);
2111
2558 return 0; 2112 return true;
2559 } 2113 }
2114 else
2115 return false;
2560 } 2116 }
2561
2562 /* I've been seeing crashes where the golem has been destroyed, but
2563 * the player object still points to the defunct golem. The code that
2564 * destroys the golem looks correct, and it doesn't always happen, so
2565 * put this in a a workaround to clean up the golem pointer.
2566 */
2567 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2568 op->contr->ranges[range_golem] = 0;
2569 2117
2570 /* 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
2571 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2120 * called, so we recheck it here.
2573 */ 2121 */
2574 HandleClient (&op->contr->socket, op->contr); 2122 if (op->contr->ns->handle_command ())
2575 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])
2576 return 0; 2135 return 0;
2577 2136
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 {
2580 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--;
2582
2583 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff.
2586 */
2587 move_player (op, op->direction);
2588 if (op->speed_left > 0)
2589 return 1;
2590 else
2591 return 0;
2592 }
2593 return 0;
2594}
2595
2596int
2597save_life (object *op)
2598{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0;
2603
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2606 { 2139 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2140 op->play_sound (sound_find ("ob_evaporate"));
2608 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));
2609 if (op->contr) 2142
2610 esrv_del_item (op->contr, tmp->count);
2611 tmp->remove ();
2612 tmp->destroy (0); 2143 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2145
2614 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2148
2616 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2617 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2618 fix_player (op); 2151
2152 op->update_stats ();
2619 return 1; 2153 return 1;
2620 } 2154 }
2155
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2159 return 0;
2625} 2160}
2626 2161
2627/* 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
2628 * 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
2629 * 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
2630 * from. 2165 * from.
2631 */ 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
2632void 2183void
2633remove_unpaid_objects (object *op, object *env) 2184object::drop_unpaid_items ()
2634{ 2185{
2635 object *next; 2186 if (!flag [FLAG_REMOVED])
2636 2187 ::drop_unpaid_items (inv, this);
2637 while (op)
2638 {
2639 next = op->below; /* Make sure we have a good value, in case
2640 * we remove object 'op'
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 {
2644 op->remove ();
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0);
2650 }
2651 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env);
2653 op = next;
2654 }
2655} 2188}
2656
2657
2658/*
2659 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the
2662 * best, a misc file for object actions is probably better,
2663 * but there isn't one in the server directory.
2664 */
2665char *
2666gravestone_text (object *op)
2667{
2668 static char buf2[MAX_BUF];
2669 char buf[MAX_BUF];
2670 time_t now = time (NULL);
2671
2672 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else
2676 sprintf (buf, "%s\n", &op->name);
2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf);
2679 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2683 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf);
2685 if (op->type == PLAYER)
2686 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf);
2690 }
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf);
2694 return buf2;
2695}
2696
2697
2698 2189
2699void 2190void
2700do_some_living (object *op) 2191do_some_living (object *op)
2701{ 2192{
2702 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2703 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2704 int over_hp, over_sp, over_grace;
2705 int i;
2706 int rate_hp = 1200; 2195 int rate_hp = 1200;
2707 int rate_sp = 2500; 2196 int rate_sp = 2500;
2708 int rate_grace = 2000; 2197 int rate_grace = 2000;
2709 const int max_hp = 1; 2198 const int max_hp = 1;
2710 const int max_sp = 1; 2199 const int max_sp = 1;
2711 const int max_grace = 1; 2200 const int max_grace = 1;
2712 2201
2713 if (op->contr->outputs_sync) 2202#if 0
2714 { 2203 if (op->contr->hidden)
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]);
2718 } 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 }
2719 2223
2720 if (op->contr->state == ST_PLAYING) 2224 if (op->contr->ns->state == ST_PLAYING)
2721 { 2225 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2226 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2227 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2228 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2229 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2230 else
2728 { 2231 {
2729 gen_hp = op->stats.maxhp; 2232 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2233 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2234 }
2235
2732 if (op->contr->gen_sp >= 0) 2236 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2237 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2238 else
2735 { 2239 {
2736 gen_sp = op->stats.maxsp; 2240 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2241 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2242 }
2243
2739 if (op->contr->gen_grace >= 0) 2244 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2245 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2246 else
2742 { 2247 {
2743 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745 } 2250 }
2746 2251
2747 /* Regenerate Spell Points */
2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2749 {
2750 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2751 if (op->stats.sp < op->stats.maxsp)
2752 {
2753 op->stats.sp++;
2754 /* dms do not consume food */
2755 if (!QUERY_FLAG (op, FLAG_WIZ))
2756 {
2757 op->stats.food--;
2758 if (op->contr->digestion < 0)
2759 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food;
2762 }
2763 }
2764 if (max_sp > 1)
2765 {
2766 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0)
2768 {
2769 if (op->stats.sp < op->stats.maxsp)
2770 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--;
2774 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp;
2776 }
2777 op->last_sp = 0;
2778 }
2779 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 }
2784 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 }
2789
2790 /* Regenerate Grace */ 2252 /* Regenerate Grace */
2791 /* 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. */
2792 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2793 { 2255 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2795 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
2796 if (max_grace > 1) 2261 if (max_grace > 1)
2797 { 2262 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2799 if (over_grace > 0) 2265 if (over_grace > 0)
2800 { 2266 {
2801 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;
2802 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2803 op->last_grace = 0; 2268 op->last_grace = 0;
2804 } 2269 }
2805 else 2270 else
2806 { 2271 op->last_grace = rate_grace / temp;
2807 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2808 }
2809 } 2272 }
2810 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)
2811 { 2283 {
2812 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);
2813 }
2814 /* wearing stuff doesn't detract from grace generation. */
2815 }
2816 2285
2817 /* Regenerate Hit Points */
2818 if (--op->last_heal < 0)
2819 {
2820 if (op->stats.hp < op->stats.maxhp) 2286 if (op->stats.sp < op->stats.maxsp)
2821 {
2822 op->stats.hp++;
2823 /* dms do not consume food */
2824 if (!QUERY_FLAG (op, FLAG_WIZ))
2825 { 2287 {
2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2292 {
2826 op->stats.food--; 2293 op->stats.food--;
2294
2827 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2828 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2829 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))
2830 op->stats.food = last_food; 2298 op->stats.food = last_food;
2299 }
2831 } 2300 }
2832 } 2301
2833 if (max_hp > 1) 2302 if (max_sp > 1)
2834 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0)
2837 { 2303 {
2838 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
2839 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);
2840 } 2322 }
2841 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)
2842 { 2331 {
2843 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 }
2844 } 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;
2845 } 2359 }
2846 else 2360 else
2847 { 2361 op->last_heal = rate_hp / temp;
2848 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2849 } 2362 }
2850 } 2363 }
2851 2364
2852 /* Digestion */ 2365 /* Digestion */
2853 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2854 { 2367 {
2855#ifdef COZY_SERVER 2368 int bonus = max (0, op->contr->digestion),
2856 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2369 penalty = max (0, -op->contr->digestion);
2857 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2858#else
2859 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2860#endif
2861 2370
2862 if (op->contr->gen_hp > 0)
2863 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);
2864 else 2372
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2866 /* dms do not consume food */ 2373 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2868 op->stats.food--; 2375 op->stats.food--;
2869 } 2376 }
2870 }
2871 2377
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2379 {
2874 object *tmp, *flesh = NULL; 2380 object *flesh = 0;
2875 2381
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2877 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2383 {
2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881 { 2388 {
2882 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.>");
2883 manual_apply (op, tmp, 0); 2391 op->apply (tmp);
2392
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2394 break;
2886 } 2395 }
2887 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2888 flesh = tmp; 2397 flesh = tmp;
2889 } /* End if paid for object */ 2398 }
2890 } /* end of for loop */ 2399
2891 /* 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
2892 * eat flesh instead. 2401 * eat flesh instead.
2893 */ 2402 */
2894 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.>");
2895 { 2414 }
2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2415
2897 manual_apply (op, flesh, 0); 2416 if (op->stats.food < 0)
2898 } 2417 {
2899 } /* end if player is starving */ 2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2900 2420
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2421 if (op->stats.hp < 0)
2902 op->stats.food++, op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2903 2427
2904 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])
2905 kill_player (op); 2430 kill_player (op);
2431 }
2906} 2432}
2907
2908
2909 2433
2910/* 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.
2911 * 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
2912 * permadeath, no lifesave), this will take care of removing the player 2436 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2437 * file.
2914 */ 2438 */
2915void 2439void
2916kill_player (object *op) 2440kill_player (object *op)
2917{ 2441{
2918 char buf[MAX_BUF];
2919 int x, y; 2442 int x, y;
2920
2921 //int i;
2922 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2923
2924 /* int z;
2925 int num_stats_lose;
2926 int lost_a_stat;
2927 int lose_this_stat;
2928 int this_stat; */
2929 int will_kill_again; 2444 int will_kill_again;
2930 archetype *at; 2445 archetype *at;
2931 object *tmp; 2446 object *tmp;
2932 2447
2933 if (save_life (op)) 2448 if (save_life (op))
2934 return; 2449 return;
2935 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 }
2936 2486
2937 /* 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
2938 * 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.
2939 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2940 */ 2490 */
2941 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2942 { 2492 {
2943 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";
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945
2946 /* restore player */
2947 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op);
2949 if (tmp)
2950 {
2951 tmp->remove ();
2952 tmp->destroy (0);
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 }
2955
2956 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op);
2958 if (tmp)
2959 {
2960 tmp->remove ();
2961 tmp->destroy (0);
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 }
2964
2965 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0)
2968 op->stats.food = 999;
2969 2494
2970 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2972 if (tmp != NULL) 2497
2973 { 2498 tmp->name = format ("%s's finger" , &op->name);
2974 sprintf (buf, "%s's finger", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2975 tmp->name = buf; 2500 tmp->msg = format (
2976 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",
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2502 &op->name, op->contr->title,
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2503 (int)op->level,
2979 tmp->msg = buf; 2504 op->contr->killer_name ()
2505 );
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2507 tmp->material = name_to_material (shstr_organic);
2982 tmp->x = op->x, tmp->y = op->y; 2508 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 }
2985 2509
2986 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2989 return; 2515 return;
2990 } 2516 }
2991 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2992 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2993 2522
2994 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2995 2524
2996 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)
2997 { 2543 {
2998 if (op->contr->explore) 2544 /* If stat loss is permanent, lose one stat only. */
2999 { 2545 /* Lower level chars don't lose as many stats because they suffer
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2546 more if they do. */
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2547 /* Higher level characters can afford things such as potions of
3002 op->stats.food = 999; 2548 restoration, or better, stat potions. So we slug them that
3003 return; 2549 little bit harder. */
3004 } 2550 /* GD */
3005 sprintf (buf, "%s starved to death.", &op->name); 2551 if (settings.stat_loss_on_death)
3006 strcpy (op->contr->killer, "starvation"); 2552 num_stats_lose = 1;
2553 else
2554 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3007 } 2555 }
3008 else 2556 else
3009 { 2557 num_stats_lose = 1;
3010 if (op->contr->explore) 2558
3011 { 2559 lost_a_stat = 0;
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2560
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2561 for (z = 0; z < num_stats_lose; z++)
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name);
3018 } 2562 {
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2563 i = rndm (NUM_STATS);
3020 2564
3021 /* save the map location for corpse, gravestone */
3022 x = op->x;
3023 y = op->y;
3024 map = op->map;
3025
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this.
3032 */
3033
3034 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect
3036 * of death.
3037 */
3038#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss)
3040 {
3041 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */
3044 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */
3047 /* GD */
3048 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2566 {
3050 else 2567 /* Pick a random stat and take a point off it. Tell the player
3051 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;
3052 } 2576 }
3053 else 2577 else
3054 { 2578 {
3055 num_stats_lose = 1; 2579 /* deplete a stat */
3056 } 2580 archetype *deparch = archetype::find (shstr_depletion);
3057 lost_a_stat = 0; 2581 object *dep;
3058 2582
3059 for (z = 0; z < num_stats_lose; z++) 2583 dep = present_arch_in_ob (deparch, op);
3060 { 2584 if (!dep)
3061 i = RANDOM () % NUM_STATS;
3062
3063 if (settings.stat_loss_on_death)
3064 { 2585 {
3065 /* Pick a random stat and take a point off it. Tell the player 2586 dep = deparch->instance ();
3066 * what he lost. 2587 insert_ob_in_ob (dep, op);
3067 */
3068 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1;
3074 } 2588 }
3075 else 2589 lose_this_stat = 1;
2590 if (settings.balanced_stat_loss)
3076 { 2591 {
3077 /* deplete a stat */ 2592 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2593 /* Get the stat that we're about to deplete. */
3079 object *dep; 2594 this_stat = get_attr_value (&(dep->stats), i);
3080 2595 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2596 {
3084 dep = arch_to_object (deparch); 2597 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2598 int keep_chance = this_stat * this_stat;
3086 } 2599
3087 lose_this_stat = 1; 2600 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 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)
3094 { 2606 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2607 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2609 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2610 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2611 else
3129 if (this_stat >= -50)
3130 { 2612 {
3131 change_attr_value (&(dep->stats), i, -1); 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 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"); */
3136 } 2618 }
3137 } 2619 }
3138 } 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 }
3139 } 2639 }
2640 }
2641 }
2642
3140 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2644 if (!lost_a_stat)
3142 { 2645 {
3143 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2647 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
3146 2649
3147 if (god && (strcmp (god, "none"))) 2650 if (god != shstr_none)
3148 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";
3149 else 2652 else
3150 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";
3151 } 2654 }
3152#else 2655#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3154#endif 2657#endif
3155 2658
3156 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2660 * exp loss on the stone.
3158 */ 2661 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
3160 sprintf (buf, "%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
3161 tmp->name = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
3162 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",
3163 tmp->name_pl = buf; 2666 &op->name, op->contr->title, op->contr->killer_name ());
3164 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);
3165 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2669
3169 /**************************************/ 2670 /**************************************/
3170 /* */ 2671 /* */
3171 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */
3174 /* */ 2673 /* */
3175 /**************************************/ 2674 /**************************************/
3176 2675
3177 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */
3179 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op);
3181 if (tmp)
3182 {
3183 tmp->remove ();
3184 tmp->destroy (0);
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 }
3187
3188 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op);
3190 if (tmp)
3191 {
3192 tmp->remove ();
3193 tmp->destroy (0);
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 }
3196
3197 cure_disease (op, 0); /* remove any disease */
3198
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100)
3202 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2678
3207 /* 2679 /*
3208 * 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
3209 * the player has any unpaid items. If so, remove them and put them back 2681 * and put them back in the map.
3210 * in the map. 2682 */
3211 */ 2683 op->drop_unpaid_items ();
3212 2684
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op);
3215
3216 /****************************************/ 2685 /****************************************/
3217 /* */ 2686 /* */
3218 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
3220 /* */ 2689 /* */
3221 /****************************************/ 2690 /****************************************/
3222 2691
3223 enter_player_savebed (op); 2692 enter_player_savebed (op);
3224 2693
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2694 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2695
3231 /* it is possible that the player has blown something up 2696 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2697 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2698 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2699 * on the space that might harm the player.
3235 */ 2700 */
3236 will_kill_again = 0; 2701 will_kill_again = 0;
3237 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)
3238 if (tmp->type == SPELL_EFFECT) 2703 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2704 will_kill_again |= tmp->attacktype;
3240 2705
3241 if (will_kill_again) 2706 if (will_kill_again)
3242 { 2707 {
3243 object *force; 2708 object *force;
3244 int at; 2709 int at;
3245 2710
3246 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1;
3249 force->speed_left = -5.0; 2713 force->speed_left = -5.f;
3250 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
3251 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2719 force->resist[at] = 100;
3254 2720
3255 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
3256 fix_player (op); 2722 op->update_stats ();
3257
3258 }
3259
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 { 2723 }
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268 2724
3269 op->contr->party = NULL; 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 op->contr->ranges[range_golem]->remove ();
3279 op->contr->ranges[range_golem]->destroy (0);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 op->remove ();
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2726}
3330 2727
3331 2728static void
3332void
3333loot_object (object *op) 2729loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
3336 2732
3337 if (op->container) 2733 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2734
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
3343 { 2736 {
3344 next = tmp->below; 2737 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2738
2739 if (tmp->invisible)
3346 continue; 2740 continue;
2741
3347 tmp->remove (); 2742 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2744
3349 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2747
3352 } 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3354 { 2749 {
3355 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
3356 { 2751 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
3358 tmp2->destroy (0);
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2754 }
3361 else 2755 else
3362 tmp->destroy (0); 2756 tmp->destroy ();
3363 } 2757 }
3364 else 2758 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2759 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2760 }
3367} 2761}
3369/* 2763/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
3371 * 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
3372 * was changed. 2766 * was changed.
3373 */ 2767 */
3374
3375void 2768void
3376fix_weight (void) 2769fix_weight ()
3377{ 2770{
3378 player *pl; 2771 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 2772 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
3383 2774
3384 if (old == sum) 2775 pl->ob->update_weight ();
3385 continue; 2776
3386 fix_player (pl->ob); 2777 if (old != pl->ob->carrying)
2778 {
2779 pl->ob->update_stats ();
3387 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 }
3388 } 2782 }
3389} 2783}
3390 2784
3391void 2785void
3392fix_luck (void) 2786fix_luck ()
3393{ 2787{
3394 player *pl; 2788 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 2789 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 2790 pl->ob->change_luck (0);
3399} 2791}
3400
3401 2792
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 2793/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 2794 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 2795 * just treat this as any other spell casting object.
3405 */ 2796 */
3406
3407void 2797void
3408cast_dust (object *op, object *throw_ob, int dir) 2798cast_dust (object *op, object *throw_ob, int dir)
3409{ 2799{
3410 object *skop, *spob; 2800 object *skop, *spob;
3411 2801
3432 if (op->type == PLAYER) 2822 if (op->type == PLAYER)
3433 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);
3434 2824
3435 cast_spell (op, throw_ob, dir, spob, NULL); 2825 cast_spell (op, throw_ob, dir, spob, NULL);
3436 2826
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3438 throw_ob->remove ();
3439 throw_ob->destroy (0); 2827 throw_ob->destroy ();
3440} 2828}
3441 2829
3442void 2830void
3443make_visible (object *op) 2831make_visible (object *op)
3444{ 2832{
3445 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3446 op->invisible = 0; 2834 op->invisible = 0;
2835
3447 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3448 { 2837 {
3449 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3450 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3451 } 2840 }
2841
3452 update_object (op, UP_OBJ_FACE); 2842 update_object (op, UP_OBJ_CHANGE);
3453} 2843}
3454 2844
3455int 2845int
3456is_true_undead (object *op) 2846is_true_undead (object *op)
3457{ 2847{
3458 object *tmp = NULL; 2848 if (op->arch->flag [FLAG_UNDEAD])
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1; 2849 return 1;
3462 2850
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 2851 return 0;
3469} 2852}
3470 2853
3471/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3473 * indicate greater hideability. 2856 * indicate greater hideability.
3474 */ 2857 */
3475
3476int 2858int
3477hideability (object *ob) 2859hideability (object *ob)
3478{ 2860{
3479 int i, level = 0, mflag; 2861 int i, level = 0, mflag;
3480 sint16 x, y; 2862 sint16 x, y;
3481 2863
3482 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3483 return 0; 2865 return 0;
3484 2866
3485 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3486 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3487 2869
3488 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3489 * 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
3490 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3491 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3492 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3493 2875
3494 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3495 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))
3496 { 2880 {
3497 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3498 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3499 {
3500 continue; 2883 continue;
3501 } 2884
3502 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3503 level += 2; 2886 level += 2;
3504 else /* open terrain! */ 2887 else /* open terrain! */
3505 level -= 1; 2888 level -= 1;
3506 } 2889 }
3514/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3515 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3516 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3517 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3518 */ 2901 */
3519
3520void 2902void
3521do_hidden_move (object *op) 2903do_hidden_move (object *op)
3522{ 2904{
3523 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3524 object *skop;
3525 2906
3526 if (!op || !op->map) 2907 if (!op || !op->map)
3527 return; 2908 return;
3528 2909
3529 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);
3530 2912
3531 /* 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! */
3532 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3535 { 2916 {
3536 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!");
3537 make_visible (op); 2918 make_visible (op);
3538 return; 2919 return;
3539 } 2920 }
3540 else 2921 else
3541 num += 20; 2922 num += 20;
3542 } 2923
3543 num += op->map->difficulty; 2924 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 2925 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 2926 num -= hide;
2927
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 2929 {
3548 make_visible (op); 2930 make_visible (op);
2931
3549 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3550 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!");
3551 } 2934 }
3552 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3553 {
3554 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);
3555 }
3556} 2937}
3557 2938
3558/* determine if who is standing near a hostile creature. */ 2939/* determine if who is standing near a hostile creature. */
3559 2940
3560int 2941int
3570 2951
3571 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3572 player = 1; 2953 player = 1;
3573 2954
3574 else 2955 else
3575 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3576 2957
3577 /* search adjacent squares */ 2958 /* search adjacent squares */
3578 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3579 { 2960 {
3580 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3581 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3582 m = who->map; 2963 m = who->map;
3583 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3584 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3585 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3586 */ 2967 */
3587 if (mflags & P_OUT_OF_MAP) 2968 if (mflags & P_OUT_OF_MAP)
3588 continue; 2969 continue;
3589 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)))
3590 continue; 2971 continue;
3591 2972
3592 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)
3593 { 2974 {
3594 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])
3595 return 1; 2976 return 1;
3596 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3597 {
3598 /*don't let a hidden DM prevent you from hiding */
3599 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3600 return 1; 2978 return 1;
3601 }
3602 } 2979 }
3603 } 2980 }
3604 return 0; 2981 return 0;
3605} 2982}
3606 2983
3607/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3608 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3609 * 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
3610 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3611 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3612 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3613 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3614 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3615 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3616 * 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.
3617 * -b.t. 2994 * -b.t.
3618 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3619 */ 2996 */
3620
3621int 2997int
3622player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3623{ 2999{
3624 rv_vector rv; 3000 rv_vector rv;
3625 int dx, dy; 3001 int dx, dy;
3627 if (pl->type != PLAYER) 3003 if (pl->type != PLAYER)
3628 { 3004 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3005 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3006 return -1;
3631 } 3007 }
3008
3632 if (!pl || !op) 3009 if (!pl || !op)
3633 return 0; 3010 return 0;
3634 3011
3635 if (op->head)
3636 {
3637 op = op->head; 3012 op = op->head_ ();
3638 } 3013
3639 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3640 3015
3641 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3017 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3018 * part that is in the los array but isn't on
3644 * a blocked los square. 3019 * a blocked los square.
3645 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3646 */ 3021 */
3647 while (op) 3022 while (op)
3648 { 3023 {
3649 dx = rv.distance_x + op->arch->clone.x; 3024 dx = rv.distance_x + op->arch->x;
3650 dy = rv.distance_y + op->arch->clone.y; 3025 dy = rv.distance_y + op->arch->y;
3651 3026
3652 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3653 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values.
3655 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3659 return 1; 3028 return 1;
3029
3660 op = op->more; 3030 op = op->more;
3661 } 3031 }
3662 return 0;
3663}
3664 3032
3665/* routine for both players and monsters. We call this when
3666 * there is a possibility for our action distrubing our hiding
3667 * place or invisiblity spell. Artefact invisiblity is not
3668 * effected by this. If we arent invisible to begin with, we
3669 * return 0.
3670 */
3671int
3672action_makes_visible (object *op)
3673{
3674
3675 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3676 {
3677 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3678 return 0;
3679
3680 if (op->contr && op->contr->tmp_invis == 0)
3681 return 0;
3682
3683 /* If monsters, they should become visible */
3684 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3685 {
3686 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3687 return 1;
3688 }
3689 }
3690 return 0; 3033 return 0;
3691} 3034}
3692 3035
3693/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3694 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3699 * 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
3700 */ 3043 */
3701int 3044int
3702op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3703{ 3046{
3704 object *tmp;
3705
3706 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3707 * 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),
3708 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3709 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3710 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3711 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3712 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3713 { 3054 {
3714 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3715 { 3056 {
3716 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (tmp->flag [FLAG_NO_PICK]
3717 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))
3718 { 3061 {
3719 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3720 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))
3721 {
3722 object *invtmp;
3723
3724 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)
3725 { 3066 {
3726 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3727 {
3728 if (x != NULL && y != NULL) 3067 if (x && y)
3729 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3730 return 1; 3070 return 1;
3731 }
3732 } 3071 }
3733 } 3072
3734 if (x != NULL && y != NULL) 3073 if (x && y)
3735 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3736 return 1; 3076 return 1;
3737 } 3077 }
3738 } 3078 }
3739 } 3079 }
3080
3740 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3741 return 0; 3082 return 0;
3742} 3083}
3743 3084
3744/* 3085/*
3760 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3761 int i = 0, j = 0; 3102 int i = 0, j = 0;
3762 3103
3763 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3764 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3765 trlist = find_treasurelist ("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3766 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3767 trlist = find_treasurelist ("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3768 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3769 trlist = find_treasurelist ("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3770 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3771 trlist = find_treasurelist ("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3772 3113
3773 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3774 return; 3115 return;
3775 3116
3776 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++);
3777 3118
3778 if (tr == NULL || tr->item == NULL) 3119 if (!tr || !tr->item)
3779 { 3120 {
3780 /* 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]); */
3781 return; 3122 return;
3782 } 3123 }
3783 3124
3784 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3785 item = &(tr->item->clone); 3126 item = tr->item;
3786 3127
3787 if (item->type == SPELL) 3128 if (item->type == SPELL)
3788 { 3129 {
3789 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3790 return; 3131 return;
3849 { 3190 {
3850 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3192 object *skin;
3852 3193
3853 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3854 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
3855 if (skin == NULL) 3198 if (!skin)
3856 return; 3199 return;
3857 3200
3858 /* adding new spellpath attunements */ 3201 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3202 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3203 {
3871 else 3214 else
3872 j = 1; 3215 j = 1;
3873 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3874 } 3217 }
3875 } 3218 }
3219
3876 strcat (buf, "."); 3220 strcat (buf, ".");
3877 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3878 } 3222 }
3879 3223
3880 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3881 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3882 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3883 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3884 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3885 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3886 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3887 3231
3888 /* print message if there is one */ 3232 /* print message if there is one */
3889 if (item->msg != NULL) 3233 if (item->msg != NULL)
3890 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3891 } 3235 }
3892 else 3236 else
3893 { 3237 {
3894 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3895 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3896 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));
3897 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3898 if (who->type == PLAYER)
3899 esrv_send_item (who, tmp);
3900 } 3242 }
3901} 3243}
3902 3244
3903/** 3245//-GPL
3904 * Unready an object for a player. This function does nothing if the object was 3246
3905 * not readied. 3247sint8
3906 */ 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
3907void 3263void
3908player_unready_range_ob (player *pl, object *ob) 3264player::infobox (const char *title, const char *msg, int color)
3909{ 3265{
3910 rangetype i; 3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3911
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3913 {
3914 if (pl->ranges[i] == ob)
3915 {
3916 pl->ranges[i] = NULL;
3917 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none;
3920 }
3921 }
3922 }
3923} 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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