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Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 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 //TODO socket copying is EVIL, do not do this 214 outputs_sync = 4;
342 p->socket.inbuf_len = 0; 215 outputs_count = 4;
343 set_first_map (p->ob); 216 unapply = unapply_nochoice;
344 217
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 218 savebed_map = first_map_path; /* Init. respawn position */
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351 219
352 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);
353} 253}
354 254
355/* 255/*
356 * get_player_archetype() return next player archetype from archetype 256 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 257 * list. Not very efficient routine, but used only creating new players.
358 * Note: there MUST be at least one player archetype! 258 * Note: there MUST be at least one player archetype!
359 */ 259 */
360archetype * 260static archetype *
361get_player_archetype (archetype *at) 261get_player_archetype (archetype *at)
362{ 262{
363 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);
364 270
365 for (;;) 271 for (;;)
366 { 272 {
367 if (at == NULL || at->next == NULL) 273 if (++i == archetypes.end ())
368 at = first_archetype; 274 i = archetypes.begin ();
369 else 275 else if (*i == at)
370 at = at->next; 276 cleanup ("not a single player archetype found");
277
371 if (at->clone.type == PLAYER) 278 if ((*i)->type == PLAYER)
372 return at; 279 return *i;
373 if (at == start)
374 {
375 LOG (llevError, "No Player archetypes\n");
376 exit (-1);
377 }
378 } 280 }
379} 281}
380 282
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}
381 302
382object * 303object *
383get_nearest_player (object *mon) 304get_nearest_player (object *mon)
384{ 305{
385 object *op = NULL; 306 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 307 objectlink *ol;
388 unsigned lastdist; 308 unsigned lastdist;
389 rv_vector rv; 309 rv_vector rv;
390 310
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 312 {
393 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop.
397 */
398 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
399 {
400 object *tmp = ol->ob;
401
402 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared.
404 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
406 ol = ol->next;
407 remove_friendly_object (tmp);
408 if (!ol)
409 return op;
410 }
411
412 /* Remove special check for player from this. First, it looks to cause
413 * some crashes (ol->ob->contr not set properly?), but secondly, a more
414 * complicated method of state checking would be needed in any case -
415 * as it was, a clever player could type quit, and the function would
416 * skip them over while waiting for confirmation. Remove
417 * on_same_map check, as can_detect_enemy also does this
418 */
419 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
420 continue; 314 continue;
421 315
422 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
423 { 317 {
424 op = ol->ob; 318 op = ol->ob;
425 lastdist = rv.distance; 319 lastdist = rv.distance;
426 } 320 }
427 } 321 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 322
429 { 323 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 324 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 325 if (lastdist > rv.distance)
434 { 326 {
435 op = pl->ob; 327 op = pl->ob;
436 lastdist = rv.distance; 328 lastdist = rv.distance;
437 } 329 }
438 } 330
439 }
440#if 0 331#if 0
441 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)");
442#endif 333#endif
443 return op; 334 return op;
444} 335}
445 336
446/* 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
447 * 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
448 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
449 * 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
450 * the deviation is 341 * the deviation is
451 */ 342 */
452#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
462 * circling behaviour. Unfortunately, this function is also used to determined 353 * circling behaviour. Unfortunately, this function is also used to determined
463 * 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
464 * is probably not a good thing. 355 * is probably not a good thing.
465 */ 356 */
466#define MAX_SPACES 50 357#define MAX_SPACES 50
467
468 358
469/* 359/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 360 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * 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
472 * 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
489 */ 379 */
490int 380int
491path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
492{ 382{
493 rv_vector rv; 383 rv_vector rv;
494 sint16 x, y;
495 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;
496 maptile *m, *lastmap;
497 385
498 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
499 387
500 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
501 return 0; 389 return 0;
502 390
503 x = mon->x; 391 mapxy pos (mon);
504 y = mon->y;
505 m = mon->map;
506 dir = rv.direction; 392 dir = rv.direction;
507 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 */
508 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
509 /* 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. */
510 if (diff > max) 397 if (diff > max)
511 return 0; 398 return 0;
399
512 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
513 { 401 {
514 lastx = x; 402 mapxy lastpos = pos;
515 lasty = y;
516 lastmap = m;
517 x = lastx + freearr_x[dir];
518 y = lasty + freearr_y[dir];
519 403
520 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
521 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
522 405
523 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
524 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
525 && (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)))
526 { 410 {
527 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
528 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
529 */ 413 */
530 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
531 if (rv.direction != dir) 415 if (rv.direction != dir)
532 { 416 {
533 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
534 * the values so it will try again. 418 * the values so it will try again.
535 */ 419 */
536 x = lastx;
537 y = lasty;
538 m = lastmap; 420 pos = lastpos;
539 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
540 } 422 }
541 else 423 else
542 { 424 {
543 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
544 * either the left or right. 426 * either the left or right.
545 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
546 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
547 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
548 * 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
549 * stepping back and forth 431 * stepping back and forth
550 */ 432 */
551 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
552 { 434 {
553 if (i == 0) 435 if (i == 0)
554 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
555 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
556 * since the direction that the creature should move in 439 * since the direction that the creature should move in
557 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
558 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
559 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
561 * 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
562 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
563 * the last direction the creature has successfully 446 * the last direction the creature has successfully
564 * moved. 447 * moved.
565 */ 448 */
566
567 x = lastx + freearr_x[absdir (lastdir + i)];
568 y = lasty + freearr_y[absdir (lastdir + i)];
569 m = lastmap; 449 pos = lastpos;
570 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
571 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
572 continue; 453 continue;
573 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
574 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
575 continue; 458 continue;
576 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
577 continue; 461 continue;
578 462
579 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
580 break; 464 break;
581 } 465 }
466
582 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
583 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
584 */ 469 */
585 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
586 return 0; 471 return 0;
472
587 diff--; 473 diff--;
588 lastdir = dir; 474 lastdir = dir;
589 max--; 475 max--;
590 if (!firstdir) 476 if (!firstdir)
591 firstdir = dir + i; 477 firstdir = dir + i;
595 { 481 {
596 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
597 diff--; 483 diff--;
598 max--; 484 max--;
599 lastdir = dir; 485 lastdir = dir;
486
600 if (!firstdir) 487 if (!firstdir)
601 firstdir = dir; 488 firstdir = dir;
602 } 489 }
490
603 if (diff <= 1) 491 if (diff <= 1)
604 { 492 {
605 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 494 * headed toward player for entire distance.
607 */ 495 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
609 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));
610 } 498 }
499
611 if (diff > max) 500 if (diff > max)
612 return 0; 501 return 0;
613 } 502 }
503
614 /* 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 */
615 if (!max) 505 if (!max)
616 return 0; 506 return 0;
617 507
618 return firstdir; 508 return firstdir;
619} 509}
620 510
621void 511void
622give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
623{ 513{
624 object *op, *next = NULL;
625
626 if (pl->randomitems != NULL) 514 if (pl->randomitems)
627 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
628 516
629 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
630 { 518 {
631 next = op->below; 519 next = op->below;
632 520
633 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
634 * 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
635 */ 523 */
636 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
637 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
638 526
639 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
640 * by this player due to race restrictions 528 * by this player due to race restrictions
641 */ 529 */
642 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
643 { 531 {
644 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
645 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
646 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
647 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
648 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))
649 { 539 {
650 op->destroy (); 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)
667 break;
668
669 if (tmp)
670 { 553 {
671 op->destroy (); 554 op->destroy ();
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
673 continue;
674 } 556 }
675 557
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->destroy (); 578 op->destroy ();
698 continue; 579 continue;
699 } 580 }
700 else if (op->type == SKILL) 581 else if (op->type == SKILL)
701 { 582 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0; 584 op->stats.exp = 0;
704 op->level = 1; 585 op->level = 1;
705 } 586 }
706 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
707 else 588 op->set_flag (FLAG_INV_LOCKED);
708 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
710 590
711 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
712 link_player_skills (pl); 592 pl->contr->link_skills ();
713}
714
715void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796} 593}
797 594
798void 595void
799get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
800{ 597{
801 if (party == NULL) 598 if (party == NULL)
802 { 599 {
803 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);
804 return; 601 return;
805 } 602 }
603
806 op->contr->write_buf[0] = '\0'; 604 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 605 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 606 op->contr->party_to_join = party;
809 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:");
810} 608}
811
812 609
813/* 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. */
814int 611static int
815roll_stat (void) 612roll_stat ()
816{ 613{
817 int a[4], i, j, k; 614 int a[4], i, j, k;
818 615
819 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 617 a[i] = rndm (1, 6);
821 618
822 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 620 if (a[i] < k)
824 k = a[i], j = i; 621 k = a[i], j = i;
825 622
826 for (i = 0, k = 0; i < 4; i++) 623 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 624 if (i != j)
829 k += a[i]; 625 k += a[i];
830 } 626
831 return k; 627 return k;
832} 628}
833 629
834void 630void
835roll_stats (object *op) 631object::roll_stats ()
836{ 632{
633 int statsort [NUM_STATS];
634
635 for (;;)
636 {
837 int sum = 0; 637 int sum = 0;
838 int i = 0, j = 0; 638 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 639 sum += statsort [i] = roll_stat ();
840 640
841 do 641 if (sum >= 82 && sum <= 116)
642 break;
842 { 643 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 644
854 /* Sort the stats so that rerolling is easier... */ 645 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 647
863 /* a quick and dirty bubblesort? */ 648 for (int i = 0; i < NUM_STATS; ++i)
864 do 649 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 650
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 651 stats.exp = 0;
899 op->stats.ac = 0; 652 stats.ac = 0;
900 653
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 654 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 655 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 664 contr->orig_stats = stats;
665 }
910} 666}
911 667
912void 668void
913Roll_Again (object *op) 669object::swap_stats (int a, int b)
914{ 670{
915 esrv_new_player (op->contr, 0); 671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 672
920void 673 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 700{
923 signed char tmp;
924 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
925 702
926 if (op->contr->Swap_First == -1) 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 705}
1041 706
1042/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
1046 * not the class. 711 * not the class.
1047 */ 712 */
1048 713void
1049int 714player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 715{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 717 esrv_new_player (ob->contr);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 718
719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
720 if (tl)
721 create_treasure (tl, ob, 0, 0, 0);
722
1068 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr);
1070 724
1071 op->contr->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
1072 726
1073 if (op->msg) 727 if (ob->msg)
1074 op->msg = NULL; 728 ob->msg = 0;
1075 729
1076 /* We create this now because some of the unique maps will need it
1077 * to save here.
1078 */
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080 make_path_to_file (buf);
1081
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 730 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 732 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op);
1089 esrv_send_inventory (op, op); 733 esrv_send_inventory (ob, ob);
1090 fix_player (op); 734 ob->update_stats ();
1091 735
1092 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
1093 * is one for this race 737 * is one for this race
1094 */ 738 */
1095 if (*first_map_ext_path) 739 if (*first_map_ext_path)
1096 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1097 object *tmp;
1098 char mapname[MAX_BUF];
1099
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the
1107 * default initial map */
1108 tmp->destroy ();
1109 }
1110 else 741 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 743}
1114 return 0;
1115 }
1116 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{
1117 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
1119 */ 769 */
1120 770
1121 tmp_loop = 0; 771 do
1122 while (!tmp_loop)
1123 { 772 {
1124 shstr name = op->name; 773 shstr name = ob->name;
1125 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
1126 775
1127 remove_statbonus (op); 776 ob->remove_statbonus ();
1128 op->remove (); 777 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 778 ob->arch = get_player_archetype (ob->arch);
1130 op->arch->clone.copy_to (op); 779 ob->arch->copy_to (ob);
1131 op->instantiate (); 780 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 782 ob->name = ob->name_pl = name;
1134 op->x = x; 783 ob->x = x;
1135 op->y = y; 784 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 787 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 788 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 789 }
790 while (!allowed_class (ob));
1142 791
1143 update_object (op, UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 793 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 794 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 797 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155} 798}
1156 799
1157int 800static void
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204}
1205
1206void
1207flee_player (object *op) 801flee_player (object *op)
1208{ 802{
1209 int dir, diff; 803 int dir, diff;
1210 rv_vector rv; 804 rv_vector rv;
1211 805
1212 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
1213 { 807 {
1214 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1215 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
1216 return; 810 return;
1217 } 811 }
1218 812
1219 if (op->enemy == NULL) 813 if (!op->enemy)
1220 { 814 {
1221 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
1222 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1223 return; 817 return;
1224 } 818 }
1225 819
1226 /* 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))
1227 * op->enemy_count, it is possible that something destroys the
1228 * actual enemy, and the object is recycled.
1229 */
1230 if (op->enemy->map == NULL)
1231 { 821 {
1232 CLEAR_FLAG (op, FLAG_SCARED);
1233 op->enemy = NULL; 822 op->enemy = NULL;
823 op->clr_flag (FLAG_SCARED);
1234 return; 824 return;
1235 } 825 }
1236 826
1237 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238 {
1239 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED);
1241 return;
1242 }
1243 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1244 828
1245 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
1247 { 831 {
1248 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
1249 833
1250 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))))
1251 {
1252 return; 835 return;
1253 }
1254 } 836 }
837
1255 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1257 op->enemy = NULL; 840 op->enemy = NULL;
1258} 841}
1259 842
1260
1261/* 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.
1262 * 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
1263 * stop. 845 * stop.
1264 */ 846 */
1265int 847int
1266check_pick (object *op) 848check_pick (object *op)
1267{ 849{
1268 object *tmp, *next; 850 object *tmp, *next;
1269 int stop = 0; 851 int stop = 0;
1270 int j, k, wvratio; 852 int wvratio;
1271 char putstring[128], tmpstr[16];
1272 853
1273 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1275 return 1; 856 return 1;
1276 857
1277 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)
1278 862
1279 /* 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
1280 * destroyed */ 864 * destroyed */
1281 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1282 { 866 {
1283 tmp = next; 867 tmp = next;
1284 next = tmp->below; 868 next = tmp->below;
1285 869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
1286 if (op->destroyed ()) 876 if (op->destroyed ())
1287 return 0; 877 return 0;
1288 878
1289 if (!can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1290 continue; 880 continue;
1291 881
1292 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1293 { 883 {
1294 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1295 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1296 continue; 887 continue;
1297 } 888 }
1298 889
1299 /* 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? */
1300 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1301 { 952 {
1302 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)
1303 { 1016 {
1304 case 0: 1017 CHK_PICK_PICKUP;
1305 return 1; /* don't pick up */ 1018 continue;
1306 case 1:
1307 pick_up (op, tmp);
1308 return 1;
1309 case 2:
1310 pick_up (op, tmp);
1311 return 0;
1312 case 3:
1313 return 0; /* stop before pickup */
1314 case 4:
1315 pick_up (op, tmp);
1316 break;
1317 case 5:
1318 pick_up (op, tmp);
1319 stop = 1;
1320 break;
1321 case 6:
1322 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1323 pick_up (op, tmp);
1324 break;
1325
1326 case 7:
1327 if (tmp->type == MONEY || tmp->type == GEM)
1328 pick_up (op, tmp);
1329 break;
1330
1331 default:
1332 /* use value density */
1333 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1334 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1335 pick_up (op, tmp);
1336 } 1019 }
1337 } 1020 }
1338 else 1021
1339 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1340 /* NEW pickup handling */
1341 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)
1342 { 1028 {
1343 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1344 if (tmp->name != NULL)
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 }
1381 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for
1386 * example.
1387 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#>
1390 */
1391
1392 /* the first two modes are exclusive: if NOTHING we return, if
1393 * STOP then we stop. All the rest are applied sequentially,
1394 * meaning if any test passes, the item gets picked up. */
1395
1396 /* if mode is set to pick nothing up, return */
1397
1398 if (op->contr->mode & PU_NOTHING)
1399 return 1;
1400
1401 /* if mode is set to stop when encountering objects, return */
1402 /* take STOP before INHIBIT since it doesn't actually pick
1403 * anything up */
1404
1405 if (op->contr->mode & PU_STOP)
1406 return 0;
1407
1408 /* useful for going into stores and not losing your settings... */
1409 /* and for battles wher you don't want to get loaded down while
1410 * fighting */
1411 if (op->contr->mode & PU_INHIBIT)
1412 return 1;
1413
1414 /* prevent us from turning into auto-thieves :) */
1415 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1416 continue; 1030 continue;
1031 }
1417 1032
1418 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1419 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;
1420 continue; 1038 continue;
1039 }
1421 1040
1422 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1423 /* 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
1424 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1425 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"))
1426 { 1112 {
1427 pick_up (op, tmp); 1113 CHK_PICK_PICKUP;
1428 continue; 1114 continue;
1429 } 1115 }
1116 }
1430 1117
1118 /* misc stuff that's useful */
1431 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1432 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1433 { 1121 {
1434 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1435 continue; 1123 continue;
1436 } 1124 }
1437 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1438 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1439 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
1440 { 1133 */
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1445 /* spellbooks, skillscrolls and normal books/scrolls */
1446 if (op->contr->mode & PU_SPELLBOOK)
1447 if (tmp->type == SPELLBOOK)
1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1452
1453 if (op->contr->mode & PU_SKILLSCROLL)
1454 if (tmp->type == SKILLSCROLL)
1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1460 if (op->contr->mode & PU_READABLES)
1461 if (tmp->type == BOOK || tmp->type == SCROLL)
1462 {
1463 pick_up (op, tmp);
1464 continue;
1465 }
1466
1467 /* wands/staves/rods/horns */
1468 if (op->contr->mode & PU_MAGIC_DEVICE)
1469 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1470 {
1471 pick_up (op, tmp);
1472 continue;
1473 }
1474
1475 /* pick up all magical items */
1476 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1477 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)
1478 {
1479 pick_up (op, tmp);
1480 continue;
1481 }
1482
1483 if (op->contr->mode & PU_VALUABLES)
1484 { 1136 {
1485 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1486 { 1140 {
1487 pick_up (op, tmp); 1141 fprintf (stderr, "%s", tmp->name);
1488 continue;
1489 } 1142 }
1490 }
1491
1492 /* rings & amulets - talismans seems to be typed AMULET */
1493 if (op->contr->mode & PU_JEWELS)
1494 if (tmp->type == RING || tmp->type == AMULET)
1495 {
1496 pick_up (op, tmp);
1497 continue;
1498 }
1499
1500 /* we don't forget dragon food */
1501 if (op->contr->mode & PU_FLESH)
1502 if (tmp->type == FLESH)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1508 /* bows and arrows. Bows are good for selling! */
1509 if (op->contr->mode & PU_BOW)
1510 if (tmp->type == BOW)
1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1516 if (op->contr->mode & PU_ARROW)
1517 if (tmp->type == ARROW)
1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1523 /* all kinds of armor etc. */
1524 if (op->contr->mode & PU_ARMOUR)
1525 if (tmp->type == ARMOUR)
1526 {
1527 pick_up (op, tmp);
1528 continue;
1529 }
1530
1531 if (op->contr->mode & PU_HELMET)
1532 if (tmp->type == HELMET)
1533 {
1534 pick_up (op, tmp);
1535 continue;
1536 }
1537
1538 if (op->contr->mode & PU_SHIELD)
1539 if (tmp->type == SHIELD)
1540 {
1541 pick_up (op, tmp);
1542 continue;
1543 }
1544
1545 if (op->contr->mode & PU_BOOTS)
1546 if (tmp->type == BOOTS)
1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1551
1552 if (op->contr->mode & PU_GLOVES)
1553 if (tmp->type == GLOVES)
1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1558
1559 if (op->contr->mode & PU_CLOAK)
1560 if (tmp->type == CLOAK)
1561 {
1562 pick_up (op, tmp);
1563 continue;
1564 }
1565
1566 /* hoping to catch throwing daggers here */
1567 if (op->contr->mode & PU_MISSILEWEAPON)
1568 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1569 {
1570 pick_up (op, tmp);
1571 continue;
1572 }
1573
1574 /* careful: chairs and tables are weapons! */
1575 if (op->contr->mode & PU_ALLWEAPON)
1576 {
1577 if (tmp->type == WEAPON && tmp->name != NULL)
1578 {
1579 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1580 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1581 {
1582 pick_up (op, tmp);
1583 continue;
1584 }
1585 }
1586
1587 if (tmp->type == WEAPON && tmp->name == NULL)
1588 {
1589 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1590 {
1591 pick_up (op, tmp);
1592 continue;
1593 }
1594 }
1595 }
1596
1597 /* misc stuff that's useful */
1598 if (op->contr->mode & PU_KEY)
1599 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1600 {
1601 pick_up (op, tmp);
1602 continue;
1603 }
1604
1605 /* any of the last 4 bits set means we use the ratio for value
1606 * pickups */
1607 if (op->contr->mode & PU_RATIO)
1608 {
1609 /* use value density to decide what else to grab */
1610 /* >=7 was >= op->contr->mode */
1611 /* >=7 is the old standard setting. Now we take the last 4 bits
1612 * and multiply them by 5, giving 0..15*5== 5..75 */
1613 wvratio = (op->contr->mode & PU_RATIO) * 5;
1614 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1615 {
1616 pick_up (op, tmp);
1617#if 0
1618 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1619 if (tmp->name != NULL)
1620 {
1621 fprintf (stderr, "%s", tmp->name);
1622 }
1623 else 1143 else
1624 fprintf (stderr, "%s", tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1625 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1626 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))));
1627#endif 1147#endif
1148 CHK_PICK_PICKUP;
1628 continue; 1149 continue;
1629 }
1630 } 1150 }
1631 } /* the new pickup model */ 1151 } /* the new pickup model */
1632 } 1152 }
1633 1153
1634 return !stop; 1154 return !stop;
1635} 1155}
1636 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
1637/* 1192/*
1638 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1639 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1640 * found object is returned. 1195 * found object is returned.
1641 */ 1196 */
1642object * 1197static object *
1643find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1644{ 1199{
1645 object *tmp = NULL;
1646
1647 for (op = op->inv; op; op = op->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1648 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1649 tmp = find_arrow (op, type);
1650 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);
1651 return op; 1209 return arrow;
1210 }
1211
1652 return tmp; 1212 return 0;
1653} 1213}
1654 1214
1655/* 1215/*
1656 * 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
1657 * 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
1658 * 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
1659 * 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.
1660 */ 1220 */
1661 1221static object *
1662object *
1663find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1664{ 1223{
1665 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1666 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1667 1226
1668 if (!type) 1227 if (!type)
1669 return NULL; 1228 return NULL;
1670 1229
1671 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1672 { 1231 {
1673 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1674 { 1233 {
1675 i = 0; 1234 i = 0;
1676 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1677 if (i > betterby) 1237 if (i > betterby)
1678 { 1238 {
1679 tmp = ntmp; 1239 tmp = ntmp;
1680 betterby = i; 1240 betterby = i;
1681 } 1241 }
1682 } 1242 }
1683 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1684 { 1244 {
1685 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1686 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1687 { 1247 {
1688 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1689 { 1249 {
1690 *better = 100; 1250 *better = 100;
1691 return arrow; 1251 return arrow;
1699 else 1259 else
1700 { 1260 {
1701 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1702 { 1262 {
1703 attacktype = 1 << attacknum; 1263 attacktype = 1 << attacknum;
1704 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1705 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)
1706 { 1266 {
1707 tmp = arrow; 1267 tmp = arrow;
1708 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;
1709 } 1269 }
1710 } 1270 }
1271
1711 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1712 { 1273 {
1713 tmp = arrow; 1274 tmp = arrow;
1714 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1715 } 1276 }
1277
1716 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1717 { 1279 {
1718 tmp = arrow; 1280 tmp = arrow;
1719 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1720 } 1282 }
1721 } 1283 }
1722 } 1284 }
1723 } 1285 }
1286
1724 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1725 return find_arrow (op, type); 1288 return find_arrow (op, type);
1726 1289
1727 *better = betterby; 1290 *better = betterby;
1728 return tmp; 1291 return tmp;
1732 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1733 * op = the shooter 1296 * op = the shooter
1734 * type = bow->race 1297 * type = bow->race
1735 * dir = fire direction 1298 * dir = fire direction
1736 */ 1299 */
1737 1300static object *
1738object *
1739pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1740{ 1302{
1741 object *tmp = NULL; 1303 object *tmp = NULL;
1742 maptile *m; 1304 maptile *m;
1743 int i, mflags, found, number; 1305 int i, mflags, found, number;
1744 sint16 x, y; 1306 sint16 x, y;
1756 y = op->y; 1318 y = op->y;
1757 1319
1758 /* find the first target */ 1320 /* find the first target */
1759 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1760 { 1322 {
1761 x += freearr_x[dir]; 1323 x += DIRX (dir);
1762 y += freearr_y[dir]; 1324 y += DIRY (dir);
1763 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1764 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1765 { 1328 {
1766 tmp = NULL; 1329 tmp = 0;
1767 break; 1330 break;
1768 } 1331 }
1769 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)
1770 { 1333 {
1771 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1772 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1773 */ 1336 */
1774 tmp = NULL; 1337 tmp = 0;
1775 break; 1338 break;
1776 } 1339 }
1340
1777 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1778 {
1779 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)
1780 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1781 {
1782 found++;
1783 break;
1784 }
1785 if (found)
1786 break; 1344 break;
1787 }
1788 } 1345 }
1789 if (tmp == NULL) 1346
1347 if (!tmp)
1790 return find_arrow (op, type); 1348 return find_arrow (op, type);
1791 1349
1792 if (tmp->head) 1350 if (tmp->head)
1793 tmp = tmp->head; 1351 tmp = tmp->head;
1794 1352
1795 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1796} 1354}
1797 1355
1798/* 1356/*
1799 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1800 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1801 * op is the object firing the bow. 1359 * op is the object firing the bow.
1802 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1803 * dir is the direction of fire. 1361 * dir is the direction of fire.
1804 * 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)
1807 */ 1365 */
1808int 1366int
1809fire_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)
1810{ 1368{
1811 object *left, *bow; 1369 object *left, *bow;
1812 int bowspeed, mflags; 1370 int mflags;
1813 maptile *m; 1371 maptile *m;
1814 1372
1815 if (!dir) 1373 if (!dir)
1816 { 1374 {
1817 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!");
1818 return 0; 1376 return 0;
1819 } 1377 }
1820 if (op->type == PLAYER) 1378
1821 bow = op->contr->ranges[range_bow]; 1379 if (op->contr)
1380 bow = op->current_weapon;
1822 else 1381 else
1823 { 1382 {
1824 for (bow = op->inv; bow; bow = bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1825 /* 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
1826 * 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.
1831 if (!bow) 1390 if (!bow)
1832 { 1391 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1393 return 0;
1835 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1836 } 1398 }
1399
1837 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1838 { 1401 {
1839 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);
1840 return 0; 1403 return 0;
1841 } 1404 }
1842
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844
1845 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1848 if (bowspeed < 1)
1849 bowspeed = 1;
1850 1405
1851 if (arrow == NULL) 1406 if (arrow == NULL)
1852 { 1407 {
1853 if ((arrow = find_arrow (op, bow->race)) == NULL) 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1854 { 1409 {
1855 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1856 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);
1857 /* 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 */
1858 else 1413 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1860 return 0; 1416 return 0;
1861 } 1417 }
1862 } 1418 }
1419
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1421 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1422 return 0;
1867 } 1423
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1424 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1425 {
1870 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.");
1871 return 0; 1427 return 0;
1872 } 1428 }
1873 1429
1874 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1875 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1876 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1877 arrow->destroy (); 1434 arrow->destroy ();
1878 return 0; 1435 return 0;
1879 } 1436 }
1880 1437
1881 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1883 if (arrow == NULL) 1440 if (!arrow)
1884 { 1441 {
1885 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);
1886 return 0; 1443 return 0;
1887 } 1444 }
1445
1888 arrow->set_owner (op); 1446 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1447 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1448 arrow->direction = dir;
1892 arrow->x = sx; 1449
1893 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;
1894 1481
1895 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1896 { 1483 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op);
1899 }
1900
1901 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying);
1907
1908 /* Note that this was different for monsters - they got their level
1909 * added to the damage. I think the strength bonus is more proper.
1910 */
1911
1912 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1913
1914 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1917
1918 if (arrow->speed < 1.0)
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0;
1922
1923 if (op->type == PLAYER)
1924 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1926 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1927 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1928
1929 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;
1930 } 1491 }
1931 else 1492 else
1932 { 1493 {
1933 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1934 arrow->level = op->level; 1494 arrow->level = op->level;
1935 } 1495 arrow->stats.wc -= bow->magic;
1936 1496
1937 if (arrow->attacktype == AT_PHYSICAL) 1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1938 arrow->attacktype |= bow->attacktype; 1500 arrow->attacktype |= bow->attacktype;
1501 }
1939 1502
1940 if (bow->slaying != NULL) 1503 wc -= arrow->level;
1941 arrow->slaying = bow->slaying; 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1942 1505
1943 arrow->map = m; 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1944 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1946 1510
1947 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1948 insert_ob_in_map (arrow, m, op, 0); 1512 m->insert (arrow, sx, sy, op);
1949 1513
1950 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1515 move_arrow (arrow);
1952
1953 if (op->type == PLAYER)
1954 {
1955 if (left->destroyed ())
1956 esrv_del_item (op->contr, left->count);
1957 else
1958 esrv_send_item (op, left);
1959 }
1960 1516
1961 return 1; 1517 return 1;
1962} 1518}
1963 1519
1964/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1966 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1967 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1968 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1969 * hence the function name. 1525 * hence the function name.
1970 */ 1526 */
1971int 1527static int
1972player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1973{ 1529{
1974 int ret = 0, wcmod = 0; 1530 int ret;
1975 1531
1976 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1977 { 1533 {
1978 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);
1979 } 1535 }
1980 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)
1981 { 1537 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1983 wcmod = -1;
1984 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);
1985 } 1540 }
1986 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1987 { 1542 {
1988 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);
1989 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)));
1990 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)));
1991 } 1546 }
1992 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1993 { 1548 {
1994 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);
1995 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);
1996 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);
1997
1998 } 1552 }
1999 else 1553 else
2000 { 1554 {
2001 /* Simple case */ 1555 /* Simple case */
2002 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);
2003 } 1557 }
1558
2004 return ret; 1559 return ret;
2005} 1560}
2006
2007 1561
2008/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
2009 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
2010 */ 1564 */
2011void 1565static void
2012fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
2013{ 1567{
2014 object *item; 1568 object *item = op->contr->ranged_ob;
2015 1569
2016 if (!op->contr->ranges[range_misc]) 1570 if (!item)
2017 { 1571 {
2018 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.");
2019 return; 1573 return;
2020 } 1574 }
2021 1575
2022 item = op->contr->ranges[range_misc];
2023 if (!item->inv) 1576 if (!item->inv)
2024 { 1577 {
2025 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2026 return; 1579 return;
2027 } 1580 }
1581
1582 if (!op->apply (item))
1583 return;
1584
2028 if (item->type == WAND) 1585 if (item->type == WAND)
2029 { 1586 {
2030 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
2031 { 1588 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1589 op->contr->play_sound (sound_find ("wand_poof"));
2033 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
2034 return; 1592 return;
2035 } 1593 }
2036 } 1594 }
2037 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
2038 { 1596 {
2039 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))
2040 { 1602 {
2041 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
2042 if (item->type == ROD) 1605 if (item->type == ROD)
2043 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));
2044 else 1607 else
2045 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
2046 return; 1610 return;
2047 } 1611 }
2048 } 1612 }
2049 1613
2050 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
2051 { 1615 {
2052 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
2053 if (item->type == WAND) 1618 if (item->type == WAND)
2054 { 1619 {
2055 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
2056 { 1621 {
2057 object *tmp;
2058
2059 if (item->arch) 1622 if (item->arch)
2060 { 1623 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
2063 item->speed = 0; 1626 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1627 }
2066 if ((tmp = is_player_inv (item))) 1628
1629 if (object *pl = item->visible_to ())
2067 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
2068 } 1631 }
2069 } 1632 }
2070 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1634 drain_rod_charge (item);
2073 }
2074 } 1635 }
2075} 1636}
2076 1637
2077/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
2078 */ 1639 */
2079void 1640bool
2080fire (object *op, int dir) 1641fire (object *who, int dir)
2081{ 1642{
2082 int spellcost = 0; 1643 int spellcost = 0;
2083 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
2084 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
2085 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
2086 make_visible (op); 1668 make_visible (who);
2087 1669
2088 switch (op->contr->shoottype) 1670 switch (ob->type)
2089 { 1671 {
2090 case range_none: 1672 case BOW:
2091 return;
2092
2093 case range_bow:
2094 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
2095 return; 1674 break;
2096 1675
2097 case range_magic: /* Casting spells */ 1676 case SPELL:
2098 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);
2099 return; 1678 break;
2100 1679
2101 case range_misc: 1680 case BUILDER:
2102 fire_misc_object (op, dir);
2103 return;
2104
2105 case range_golem: /* Control summoned monsters from scrolls */
2106 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2107 {
2108 op->contr->ranges[range_golem] = 0;
2109 op->contr->shoottype = range_none;
2110 }
2111 else
2112 control_golem (op->contr->ranges[range_golem], dir);
2113 return;
2114
2115 case range_skill:
2116 if (!op->chosen_skill)
2117 {
2118 if (op->type == PLAYER)
2119 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2120 return;
2121 }
2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2123 return;
2124 case range_builder:
2125 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
2126 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
2127 default: 1692 default:
2128 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1693 fire_misc_object (who, dir);
2129 return; 1694 break;
2130 } 1695 }
2131}
2132 1696
1697 return true;
1698}
2133 1699
2134 1700static object *
2135/* find_key
2136 * We try to find a key for the door as passed. If we find a key
2137 * and successfully use it, we return the key, otherwise NULL
2138 * This function merges both normal and locked door, since the logic
2139 * for both is the same - just the specific key is different.
2140 * pl is the player,
2141 * inv is the objects inventory to searched
2142 * door is the door we are trying to match against.
2143 * This function can be called recursively to search containers.
2144 */
2145
2146object *
2147find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
2148{ 1702{
2149 object *tmp, *key; 1703 object *tmp, *key;
2150 1704
2151 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
2152 if (container->inv == NULL) 1706 if (!container->inv)
2153 return NULL; 1707 return 0;
2154 1708
2155 /* 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 */
2156 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
2157 { 1711 {
2158 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
2159 break; 1713 break;
1714
2160 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
2161 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
2162 */ 1717 */
2163 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2164 break; 1719 break;
2165 } 1720 }
1721
2166 /* No key found - lets search inventories now */ 1722 /* No key found - lets search inventories now */
2167 /* 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.
2168 * 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
2169 * a key, return 1725 * a key, return
2170 */ 1726 */
2171 if (!tmp) 1727 if (!tmp)
2172 { 1728 {
2173 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
2174 {
2175 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
2176 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
2177 {
2178 if ((key = find_key (pl, tmp, door)) != NULL) 1732 if ((key = find_key_ (pl, tmp, door)))
2179 return key; 1733 return key;
2180 } 1734
2181 }
2182 if (!tmp) 1735 if (!tmp)
2183 return NULL; 1736 return 0;
2184 } 1737 }
1738
2185 /* 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,
2186 * see if we actually want to use it 1740 * see if we actually want to use it
2187 */ 1741 */
2188 if (pl != container) 1742 if (pl != container)
2189 { 1743 {
2190 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
2191 if (!pl->contr) 1745 if (!pl->contr)
2192 return NULL; 1746 return 0;
1747
2193 /* cases where this fails: 1748 /* cases where this fails:
2194 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
2195 * are not in the players inventory. 1750 * are not in the players inventory.
2196 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
2197 * containers can be used. 1752 * containers can be used.
2201 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
2202 * 1757 *
2203 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
2204 * all the others. 1759 * all the others.
2205 */ 1760 */
2206 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
2207 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
2208 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2209 { 1764 {
2210 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2211 "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));
2212 return NULL; 1767 return NULL;
2213 } 1768 }
2214 } 1769 }
1770
2215 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);
2216} 1797}
2217 1798
2218/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
2219 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
2220 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
2221 * 0 otherwise 1802 * 0 otherwise
2222 */ 1803 */
2223static int 1804static int
2224player_attack_door (object *op, object *door) 1805player_attack_door (object *op, object *door)
2225{ 1806{
2226
2227 /* 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,
2228 * 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 -
2229 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
2230 */ 1810 */
2231 object *key = find_key (op, op, door); 1811 object *key = find_key (op, op, door);
2232 1812
2233 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
2234 if (key) 1814 if (key)
2235 { 1815 {
2236 object *container = key->env; 1816 object *container = key->env;
2237 1817
2238 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2239 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
2240 make_visible (op); 1819 make_visible (op);
1820
2241 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2242 spring_trap (door->inv, op); 1822 spring_trap (door->inv, op);
1823
2243 if (door->type == DOOR) 1824 if (door->type == DOOR)
2244 {
2245 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 */
2246 }
2247 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
2248 { 1827 {
2249 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);
2250 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
2251 } 1830 }
1831
2252 /* Do this after we print the message */ 1832 /* Do this after we print the message */
2253 decrease_ob (key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2254 /* Need to update the weight the container the key was in */ 1834
2255 if (container != op)
2256 esrv_update_item (UPD_WEIGHT, op, container);
2257 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
2258 } 1836 }
2259 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
2260 { 1838 {
2261 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2262 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...");
2263 return 1; 1841 return 1;
2264 } 1842 }
1843
2265 return 0; 1844 return 0;
2266} 1845}
2267 1846
2268/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
2269 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2273 */ 1852 */
2274 1853bool
2275void
2276move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2277{ 1855{
2278 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2279 sint16 nx, ny; 1857 {
2280 int on_battleground; 1858 --op->speed_left;
2281 maptile *m; 1859 return true;
1860 }
2282 1861
2283 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2284 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2285 1864
2286 on_battleground = op_on_battleground (op, NULL, NULL); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2287 1867
2288 /* 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
2289 * 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
2290 * 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
2291 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2292 * 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
2293 * 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
2294 * 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
2295 * move_ob uses. 1875 * move_ob uses.
2296 */ 1876 */
2297 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;
2298 { 1892 }
2299 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)
2300 { 1899 {
2301 m = get_map_from_coord (op->map, &nx, &ny); 1900 if (ob->move_block == MOVE_ALL)
2302 if (!m) 1901 move_into_wall (op, ob);
2303 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;
2304 } 1964 }
2305 else 1965 else
2306 m = op->map;
2307
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2309 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return; 1966 return false;
2312 } 1967 }
2313 1968
2314 mon = NULL; 1969 bool on_battleground = op_on_battleground (op, 0, 0);
2315 /* Go through all the objects, and find ones of interest. Only stop if
2316 * we find a monster - that is something we know we want to attack.
2317 * if its a door or barrel (can roll) see if there may be monsters
2318 * on the space
2319 */
2320 while (tmp != NULL)
2321 {
2322 if (tmp == op)
2323 {
2324 tmp = tmp->above;
2325 continue;
2326 }
2327 1970
2328 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2329 {
2330 mon = tmp;
2331 break;
2332 }
2333
2334 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2335 mon = tmp;
2336
2337 tmp = tmp->above;
2338 }
2339
2340 if (mon == NULL) /* This happens anytime the player tries to move */
2341 return; /* into a wall */
2342
2343 if (mon->head != NULL)
2344 mon = mon->head;
2345
2346 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2347 if (player_attack_door (op, mon))
2348 return;
2349
2350 /* The following deals with possibly attacking peaceful
2351 * or frienddly creatures. Basically, all players are considered
2352 * unaggressive. If the moving player has peaceful set, then the
2353 * object should be pushed instead of attacked. It is assumed that
2354 * if you are braced, you will not attack friends accidently,
2355 * and thus will not push them.
2356 */
2357
2358 /* If the creature is a pet, push it even if the player is not
2359 * peaceful. Our assumption is the creature is a pet if the
2360 * player owns it and it is either friendly or unagressive.
2361 */
2362 if ((op->type == PLAYER)
2363#if COZY_SERVER
2364 &&
2365 ((mon->owner && mon->owner->contr
2366 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2367#else
2368 && mon->owner == op
2369#endif
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 {
2372 /* If we're braced, we don't want to switch places with it */
2373 if (op->contr->braced)
2374 return;
2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2376 (void) push_ob (mon, dir, op);
2377 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op);
2379 return;
2380 }
2381
2382 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2383 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2384 * 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
2385 * attack them either. 1974 * attack them either.
2386 */ 1975 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2388 (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])
2389#ifdef PROHIBIT_PLAYERKILL 1978 && ((op->contr->peaceful
2390 (op->contr->peaceful 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2391 || (mon->type == PLAYER 1980 && !on_battleground))
2392 && mon->contr-> 1981 {
2393 peaceful)) && 1982 if (op->speed_left > 0.f)
2394#else
2395 op->contr->peaceful &&
2396#endif
2397 !on_battleground))
2398 { 1983 {
1984 --op->speed_left;
1985
2399 if (!op->contr->braced) 1986 if (!op->contr->braced)
2400 { 1987 {
2401 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1988 op->play_sound (sound_find ("push_player"));
2402 (void) push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2403 } 1990 }
2404 else 1991 else
2405 { 1992 op->statusmsg ("You withhold your attack");
2406 new_draw_info (0, 0, op, "You withhold your attack"); 1993
2407 }
2408 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2409 make_visible (op); 1995 make_visible (op);
2410 }
2411 1996
1997 return true;
1998 }
1999 }
2412 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2413 * 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.
2414 */ 2002 */
2415 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)
2416 { 2006 {
2007 --op->speed_left;
2008
2417 recursive_roll (mon, dir, op); 2009 recursive_roll (mon, dir, op);
2418 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2419 make_visible (op); 2011 make_visible (op);
2420 }
2421 2012
2013 return true;
2014 }
2015 }
2422 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2423 * 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
2424 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2425 * 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
2426 * 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.
2427 */ 2021 */
2428
2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2430 ((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)))
2431 { 2024 {
2432 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2433 /* If the player hasn't hit something this tick, and does
2434 * so, give them speed boost based on weapon speed. Doing
2435 * it here is better than process_players2, which basically
2436 * incurred a 1 tick offset.
2437 */
2438 if (!op->contr->has_hit)
2439 { 2026 {
2440 op->speed_left += op->speed / op->contr->weapon_sp; 2027 --op->contr->weapon_sp_left;
2441 2028
2442 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2443 }
2444
2445 skill_attack (mon, op, 0, NULL, NULL); 2029 skill_attack (mon, op, 0, 0, 0);
2446 2030
2447 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is
2450 * the wiz.
2451 */
2452 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2453 {
2454 short luck = mon->stats.luck;
2455
2456 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL);
2458 mon->stats.luck = luck;
2459 }
2460 if (action_makes_visible (op)) 2031 if (action_makes_visible (op))
2461 make_visible (op); 2032 make_visible (op);
2462 }
2463 } /* if player should attack something */
2464}
2465 2033
2466int 2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2467move_player (object *op, int dir) 2042move_player (object *op, int dir)
2468{ 2043{
2469 int pick; 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2470
2471 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2472 return 0; 2045 return 0;
2473 2046
2474 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2476 { 2049 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0; 2051 return 0;
2479 } 2052 }
2480 2053
2481 /* peterm: added following line */ 2054 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2484 2057
2485 op->facing = dir; 2058 op->facing = dir;
2486 2059
2487 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2488 do_hidden_move (op); 2061 do_hidden_move (op);
2489 2062
2063 bool retval;
2064 int pick = 0;
2065
2490 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2491 /*nop */ ; 2067 retval = RESULT_INT (0);
2492 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2493 fire (op, dir); 2069 retval = fire (op, dir);
2494 else 2070 else
2495 { 2071 {
2496 move_player_attack (op, dir); 2072 retval = move_player_attack (op, dir);
2497 pick = check_pick (op); 2073 pick = check_pick (op);
2498 } 2074 }
2499 2075
2500 /* 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
2501 * server can handle repeat firing. 2077 * server can handle repeat firing.
2502 */ 2078 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2079 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2080 op->direction = dir;
2506 }
2507 else 2081 else
2508 {
2509 op->direction = 0; 2082 op->direction = 0;
2510 } 2083
2511 /* Update how the player looks. Use the facing, so direction may 2084 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2085 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2086 * for players.
2514 */ 2087 */
2515 animate_object (op, op->facing); 2088 animate_object (op, op->facing);
2516 return 0; 2089
2090 return retval;
2517} 2091}
2518 2092
2519/* 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
2520 * new client/server stuff. 2094 * new client/server stuff.
2521 * 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
2522 * the new speed values for commands. 2096 * the new speed values for commands.
2523 * 2097 *
2524 * 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.
2525 */ 2101 */
2526int 2102bool
2527handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2528{ 2104{
2529 if (op->contr->hidden) 2105 if (op->flag [FLAG_SCARED])
2530 {
2531 op->invisible = 1000;
2532 /* the socket code flashes the player visible/invisible
2533 * depending on the value of invisible, so we need to
2534 * alternate it here for it to work correctly.
2535 */
2536 if (pticks & 2)
2537 op->invisible--;
2538 } 2106 {
2539 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2107 if (op->speed_left > 0.f)
2540 {
2541 op->invisible--;
2542 if (!op->invisible)
2543 {
2544 make_visible (op);
2545 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2546 } 2108 {
2547 }
2548
2549 if (QUERY_FLAG (op, FLAG_SCARED))
2550 {
2551 flee_player (op);
2552 /* If player is still scared, that is his action for this tick */
2553 if (QUERY_FLAG (op, FLAG_SCARED))
2554 {
2555 op->speed_left--; 2109 --op->speed_left;
2110 flee_player (op);
2111
2556 return 0; 2112 return true;
2557 } 2113 }
2114 else
2115 return false;
2558 } 2116 }
2559
2560 /* I've been seeing crashes where the golem has been destroyed, but
2561 * the player object still points to the defunct golem. The code that
2562 * destroys the golem looks correct, and it doesn't always happen, so
2563 * put this in a a workaround to clean up the golem pointer.
2564 */
2565 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2566 op->contr->ranges[range_golem] = 0;
2567 2117
2568 /* 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
2569 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2120 * called, so we recheck it here.
2571 */ 2121 */
2572 HandleClient (&op->contr->socket, op->contr); 2122 if (op->contr->ns->handle_command ())
2573 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])
2574 return 0; 2135 return 0;
2575 2136
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 {
2578 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--;
2580
2581 /* Instead of all the stuff below, let move_player take care
2582 * of it. Also, some of the skill stuff is only put in
2583 * there, as well as the confusion stuff.
2584 */
2585 move_player (op, op->direction);
2586 if (op->speed_left > 0)
2587 return 1;
2588 else
2589 return 0;
2590 }
2591 return 0;
2592}
2593
2594int
2595save_life (object *op)
2596{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0;
2601
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2604 { 2139 {
2605 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2140 op->play_sound (sound_find ("ob_evaporate"));
2606 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));
2607 2142
2608 if (op->contr)
2609 esrv_del_item (op->contr, tmp->count);
2610
2611 tmp->destroy (); 2143 tmp->destroy ();
2612 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2613 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;
2616 2148
2617 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2618 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2619 2151
2620 fix_player (op); 2152 op->update_stats ();
2621 return 1; 2153 return 1;
2622 } 2154 }
2155
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2159 return 0;
2627} 2160}
2628 2161
2629/* 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
2630 * 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
2631 * 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
2632 * from. 2165 * from.
2633 */ 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
2634void 2183void
2635remove_unpaid_objects (object *op, object *env) 2184object::drop_unpaid_items ()
2636{ 2185{
2637 object *next; 2186 if (!flag [FLAG_REMOVED])
2638 2187 ::drop_unpaid_items (inv, this);
2639 while (op)
2640 {
2641 next = op->below; /* Make sure we have a good value, in case
2642 * we remove object 'op'
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 {
2646 op->remove ();
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0);
2652 }
2653 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env);
2655 op = next;
2656 }
2657} 2188}
2658
2659
2660/*
2661 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the
2664 * best, a misc file for object actions is probably better,
2665 * but there isn't one in the server directory.
2666 */
2667char *
2668gravestone_text (object *op)
2669{
2670 static char buf2[MAX_BUF];
2671 char buf[MAX_BUF];
2672 time_t now = time (NULL);
2673
2674 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else
2678 sprintf (buf, "%s\n", &op->name);
2679 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf);
2681 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf);
2687 if (op->type == PLAYER)
2688 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf);
2692 }
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf);
2696 return buf2;
2697}
2698
2699
2700 2189
2701void 2190void
2702do_some_living (object *op) 2191do_some_living (object *op)
2703{ 2192{
2704 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2705 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2706 int over_hp, over_sp, over_grace;
2707 int i;
2708 int rate_hp = 1200; 2195 int rate_hp = 1200;
2709 int rate_sp = 2500; 2196 int rate_sp = 2500;
2710 int rate_grace = 2000; 2197 int rate_grace = 2000;
2711 const int max_hp = 1; 2198 const int max_hp = 1;
2712 const int max_sp = 1; 2199 const int max_sp = 1;
2713 const int max_grace = 1; 2200 const int max_grace = 1;
2714 2201
2715 if (op->contr->outputs_sync) 2202#if 0
2716 { 2203 if (op->contr->hidden)
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 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 }
2721 2223
2722 if (op->contr->state == ST_PLAYING) 2224 if (op->contr->ns->state == ST_PLAYING)
2723 { 2225 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2226 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2227 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2228 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2229 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2230 else
2730 { 2231 {
2731 gen_hp = op->stats.maxhp; 2232 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2233 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2234 }
2235
2734 if (op->contr->gen_sp >= 0) 2236 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2237 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2238 else
2737 { 2239 {
2738 gen_sp = op->stats.maxsp; 2240 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2241 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2242 }
2243
2741 if (op->contr->gen_grace >= 0) 2244 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2245 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2246 else
2744 { 2247 {
2745 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2250 }
2748 2251
2749 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2751 {
2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2753 if (op->stats.sp < op->stats.maxsp)
2754 {
2755 op->stats.sp++;
2756 /* dms do not consume food */
2757 if (!QUERY_FLAG (op, FLAG_WIZ))
2758 {
2759 op->stats.food--;
2760 if (op->contr->digestion < 0)
2761 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food;
2764 }
2765 }
2766 if (max_sp > 1)
2767 {
2768 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0)
2770 {
2771 if (op->stats.sp < op->stats.maxsp)
2772 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--;
2776 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp;
2778 }
2779 op->last_sp = 0;
2780 }
2781 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 }
2786 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 }
2791
2792 /* Regenerate Grace */ 2252 /* Regenerate Grace */
2793 /* 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. */
2794 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2795 { 2255 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2797 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
2798 if (max_grace > 1) 2261 if (max_grace > 1)
2799 { 2262 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2801 if (over_grace > 0) 2265 if (over_grace > 0)
2802 { 2266 {
2803 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;
2804 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2805 op->last_grace = 0; 2268 op->last_grace = 0;
2806 } 2269 }
2807 else 2270 else
2808 { 2271 op->last_grace = rate_grace / temp;
2809 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2810 }
2811 } 2272 }
2812 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)
2813 { 2283 {
2814 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);
2815 }
2816 /* wearing stuff doesn't detract from grace generation. */
2817 }
2818 2285
2819 /* Regenerate Hit Points */
2820 if (--op->last_heal < 0)
2821 {
2822 if (op->stats.hp < op->stats.maxhp) 2286 if (op->stats.sp < op->stats.maxsp)
2823 {
2824 op->stats.hp++;
2825 /* dms do not consume food */
2826 if (!QUERY_FLAG (op, FLAG_WIZ))
2827 { 2287 {
2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2292 {
2828 op->stats.food--; 2293 op->stats.food--;
2294
2829 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2830 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2831 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))
2832 op->stats.food = last_food; 2298 op->stats.food = last_food;
2299 }
2833 } 2300 }
2834 } 2301
2835 if (max_hp > 1) 2302 if (max_sp > 1)
2836 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0)
2839 { 2303 {
2840 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
2841 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);
2842 } 2322 }
2843 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)
2844 { 2331 {
2845 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 }
2846 } 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;
2847 } 2359 }
2848 else 2360 else
2849 { 2361 op->last_heal = rate_hp / temp;
2850 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2851 } 2362 }
2852 } 2363 }
2853 2364
2854 /* Digestion */ 2365 /* Digestion */
2855 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2856 { 2367 {
2857#ifdef COZY_SERVER 2368 int bonus = max (0, op->contr->digestion),
2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2369 penalty = max (0, -op->contr->digestion);
2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2860#else
2861 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2862#endif
2863 2370
2864 if (op->contr->gen_hp > 0)
2865 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);
2866 else 2372
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2868 /* dms do not consume food */ 2373 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2870 op->stats.food--; 2375 op->stats.food--;
2871 } 2376 }
2872 }
2873 2377
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2379 {
2876 object *tmp, *flesh = NULL; 2380 object *flesh = 0;
2877 2381
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2879 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2383 {
2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2388 {
2884 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.>");
2885 manual_apply (op, tmp, 0); 2391 op->apply (tmp);
2392
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2394 break;
2888 } 2395 }
2889 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2890 flesh = tmp; 2397 flesh = tmp;
2891 } /* End if paid for object */ 2398 }
2892 } /* end of for loop */ 2399
2893 /* 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
2894 * eat flesh instead. 2401 * eat flesh instead.
2895 */ 2402 */
2896 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.>");
2897 { 2414 }
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2415
2899 manual_apply (op, flesh, 0); 2416 if (op->stats.food < 0)
2900 } 2417 {
2901 } /* end if player is starving */ 2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2902 2420
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2421 if (op->stats.hp < 0)
2904 op->stats.food++, op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2905 2427
2906 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])
2907 kill_player (op); 2430 kill_player (op);
2431 }
2908} 2432}
2909
2910
2911 2433
2912/* 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.
2913 * 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
2914 * permadeath, no lifesave), this will take care of removing the player 2436 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2437 * file.
2916 */ 2438 */
2917void 2439void
2918kill_player (object *op) 2440kill_player (object *op)
2919{ 2441{
2920 char buf[MAX_BUF];
2921 int x, y; 2442 int x, y;
2922
2923 //int i;
2924 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2925
2926 /* int z;
2927 int num_stats_lose;
2928 int lost_a_stat;
2929 int lose_this_stat;
2930 int this_stat; */
2931 int will_kill_again; 2444 int will_kill_again;
2932 archetype *at; 2445 archetype *at;
2933 object *tmp; 2446 object *tmp;
2934 2447
2935 if (save_life (op)) 2448 if (save_life (op))
2936 return; 2449 return;
2937 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 }
2938 2486
2939 /* 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
2940 * 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.
2941 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2942 */ 2490 */
2943 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2944 { 2492 {
2945 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";
2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947
2948 /* restore player */
2949 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op);
2951 if (tmp)
2952 {
2953 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 }
2956
2957 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op);
2959 if (tmp)
2960 {
2961 tmp->destroy ();
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
3182 if (tmp)
3183 {
3184 tmp->destroy ();
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->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 }
3195
3196 cure_disease (op, 0); /* remove any disease */
3197
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100)
3201 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2678
3206 /* 2679 /*
3207 * 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
3208 * the player has any unpaid items. If so, remove them and put them back 2681 * and put them back in the map.
3209 * in the map. 2682 */
3210 */ 2683 op->drop_unpaid_items ();
3211 2684
3212 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op);
3214
3215 /****************************************/ 2685 /****************************************/
3216 /* */ 2686 /* */
3217 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
3219 /* */ 2689 /* */
3220 /****************************************/ 2690 /****************************************/
3221 2691
3222 enter_player_savebed (op); 2692 enter_player_savebed (op);
3223 2693
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0; 2694 op->contr->braced = 0;
3228 save_player (op, 1);
3229 2695
3230 /* it is possible that the player has blown something up 2696 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 2697 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 2698 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 2699 * on the space that might harm the player.
3234 */ 2700 */
3235 will_kill_again = 0; 2701 will_kill_again = 0;
3236 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)
3237 if (tmp->type == SPELL_EFFECT) 2703 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 2704 will_kill_again |= tmp->attacktype;
3239 2705
3240 if (will_kill_again) 2706 if (will_kill_again)
3241 { 2707 {
3242 object *force; 2708 object *force;
3243 int at; 2709 int at;
3244 2710
3245 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1;
3248 force->speed_left = -5.0; 2713 force->speed_left = -5.f;
3249 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
3250 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 2719 force->resist[at] = 100;
3253 2720
3254 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
3255 fix_player (op); 2722 op->update_stats ();
3256
3257 }
3258
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 { 2723 }
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267 2724
3268 op->contr->party = NULL; 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 2726}
3328 2727
3329 2728static void
3330void
3331loot_object (object *op) 2729loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
3334 2732
3335 if (op->container) 2733 op->close_container (); /* close open sack first */
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container);
3338 }
3339 2734
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
3341 { 2736 {
3342 next = tmp->below; 2737 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 2738
2739 if (tmp->invisible)
3344 continue; 2740 continue;
2741
3345 tmp->remove (); 2742 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2744
3347 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
3349 loot_object (tmp); 2747
3350 } 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3351 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3352 { 2749 {
3353 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
3354 { 2751 {
3355 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
3356 tmp2->destroy ();
3357 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
3358 } 2754 }
3359 else 2755 else
3360 tmp->destroy (); 2756 tmp->destroy ();
3361 } 2757 }
3367/* 2763/*
3368 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
3369 * 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
3370 * was changed. 2766 * was changed.
3371 */ 2767 */
3372
3373void 2768void
3374fix_weight (void) 2769fix_weight ()
3375{ 2770{
3376 player *pl; 2771 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 2772 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
3381 2774
3382 if (old == sum) 2775 pl->ob->update_weight ();
3383 continue; 2776
3384 fix_player (pl->ob); 2777 if (old != pl->ob->carrying)
2778 {
2779 pl->ob->update_stats ();
3385 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 }
3386 } 2782 }
3387} 2783}
3388 2784
3389void 2785void
3390fix_luck (void) 2786fix_luck ()
3391{ 2787{
3392 player *pl; 2788 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 2789 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 2790 pl->ob->change_luck (0);
3397} 2791}
3398
3399 2792
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 2793/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 2794 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 2795 * just treat this as any other spell casting object.
3403 */ 2796 */
3404
3405void 2797void
3406cast_dust (object *op, object *throw_ob, int dir) 2798cast_dust (object *op, object *throw_ob, int dir)
3407{ 2799{
3408 object *skop, *spob; 2800 object *skop, *spob;
3409 2801
3436} 2828}
3437 2829
3438void 2830void
3439make_visible (object *op) 2831make_visible (object *op)
3440{ 2832{
3441 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3442 op->invisible = 0; 2834 op->invisible = 0;
2835
3443 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3444 { 2837 {
3445 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3446 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3447 } 2840 }
2841
3448 update_object (op, UP_OBJ_FACE); 2842 update_object (op, UP_OBJ_CHANGE);
3449} 2843}
3450 2844
3451int 2845int
3452is_true_undead (object *op) 2846is_true_undead (object *op)
3453{ 2847{
3454 object *tmp = NULL; 2848 if (op->arch->flag [FLAG_UNDEAD])
3455
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457 return 1; 2849 return 1;
3458 2850
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 2851 return 0;
3465} 2852}
3466 2853
3467/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3469 * indicate greater hideability. 2856 * indicate greater hideability.
3470 */ 2857 */
3471
3472int 2858int
3473hideability (object *ob) 2859hideability (object *ob)
3474{ 2860{
3475 int i, level = 0, mflag; 2861 int i, level = 0, mflag;
3476 sint16 x, y; 2862 sint16 x, y;
3477 2863
3478 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3479 return 0; 2865 return 0;
3480 2866
3481 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3482 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3483 2869
3484 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3485 * 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
3486 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3487 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3488 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3489 2875
3490 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3491 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))
3492 { 2880 {
3493 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3494 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3495 {
3496 continue; 2883 continue;
3497 } 2884
3498 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3499 level += 2; 2886 level += 2;
3500 else /* open terrain! */ 2887 else /* open terrain! */
3501 level -= 1; 2888 level -= 1;
3502 } 2889 }
3510/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3511 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3512 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3513 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3514 */ 2901 */
3515
3516void 2902void
3517do_hidden_move (object *op) 2903do_hidden_move (object *op)
3518{ 2904{
3519 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3520 object *skop;
3521 2906
3522 if (!op || !op->map) 2907 if (!op || !op->map)
3523 return; 2908 return;
3524 2909
3525 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);
3526 2912
3527 /* 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! */
3528 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3529 {
3530 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3531 { 2916 {
3532 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!");
3533 make_visible (op); 2918 make_visible (op);
3534 return; 2919 return;
3535 } 2920 }
3536 else 2921 else
3537 num += 20; 2922 num += 20;
3538 } 2923
3539 num += op->map->difficulty; 2924 num += op->map->difficulty;
3540 hide = hideability (op); /* modify by terrain hidden level */ 2925 hide = hideability (op); /* modify by terrain hidden level */
3541 num -= hide; 2926 num -= hide;
2927
3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 { 2929 {
3544 make_visible (op); 2930 make_visible (op);
2931
3545 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3546 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!");
3547 } 2934 }
3548 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3549 {
3550 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);
3551 }
3552} 2937}
3553 2938
3554/* determine if who is standing near a hostile creature. */ 2939/* determine if who is standing near a hostile creature. */
3555 2940
3556int 2941int
3566 2951
3567 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3568 player = 1; 2953 player = 1;
3569 2954
3570 else 2955 else
3571 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3572 2957
3573 /* search adjacent squares */ 2958 /* search adjacent squares */
3574 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3575 { 2960 {
3576 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3577 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3578 m = who->map; 2963 m = who->map;
3579 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3580 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3581 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3582 */ 2967 */
3583 if (mflags & P_OUT_OF_MAP) 2968 if (mflags & P_OUT_OF_MAP)
3584 continue; 2969 continue;
3585 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)))
3586 continue; 2971 continue;
3587 2972
3588 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)
3589 { 2974 {
3590 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])
3591 return 1; 2976 return 1;
3592 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3593 {
3594 /*don't let a hidden DM prevent you from hiding */
3595 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3596 return 1; 2978 return 1;
3597 }
3598 } 2979 }
3599 } 2980 }
3600 return 0; 2981 return 0;
3601} 2982}
3602 2983
3603/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3604 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3605 * 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
3606 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3607 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3608 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3609 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3610 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3611 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3612 * 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.
3613 * -b.t. 2994 * -b.t.
3614 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3615 */ 2996 */
3616
3617int 2997int
3618player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3619{ 2999{
3620 rv_vector rv; 3000 rv_vector rv;
3621 int dx, dy; 3001 int dx, dy;
3623 if (pl->type != PLAYER) 3003 if (pl->type != PLAYER)
3624 { 3004 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3005 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3006 return -1;
3627 } 3007 }
3008
3628 if (!pl || !op) 3009 if (!pl || !op)
3629 return 0; 3010 return 0;
3630 3011
3631 if (op->head)
3632 {
3633 op = op->head; 3012 op = op->head_ ();
3634 } 3013
3635 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3636 3015
3637 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3017 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3018 * part that is in the los array but isn't on
3640 * a blocked los square. 3019 * a blocked los square.
3641 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3642 */ 3021 */
3643 while (op) 3022 while (op)
3644 { 3023 {
3645 dx = rv.distance_x + op->arch->clone.x; 3024 dx = rv.distance_x + op->arch->x;
3646 dy = rv.distance_y + op->arch->clone.y; 3025 dy = rv.distance_y + op->arch->y;
3647 3026
3648 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3649 * code, so we need to restrict ourselves to that range of values
3650 * for any meaningful values.
3651 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3654 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3655 return 1; 3028 return 1;
3029
3656 op = op->more; 3030 op = op->more;
3657 } 3031 }
3658 return 0;
3659}
3660 3032
3661/* routine for both players and monsters. We call this when
3662 * there is a possibility for our action distrubing our hiding
3663 * place or invisiblity spell. Artefact invisiblity is not
3664 * effected by this. If we arent invisible to begin with, we
3665 * return 0.
3666 */
3667int
3668action_makes_visible (object *op)
3669{
3670
3671 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3672 {
3673 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3674 return 0;
3675
3676 if (op->contr && op->contr->tmp_invis == 0)
3677 return 0;
3678
3679 /* If monsters, they should become visible */
3680 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3681 {
3682 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3683 return 1;
3684 }
3685 }
3686 return 0; 3033 return 0;
3687} 3034}
3688 3035
3689/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3690 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3695 * 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
3696 */ 3043 */
3697int 3044int
3698op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3699{ 3046{
3700 object *tmp;
3701
3702 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3703 * 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),
3704 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3705 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3706 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3707 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3708 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3709 { 3054 {
3710 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3711 { 3056 {
3712 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (tmp->flag [FLAG_NO_PICK]
3713 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))
3714 { 3061 {
3715 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3716 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))
3717 {
3718 object *invtmp;
3719
3720 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)
3721 { 3066 {
3722 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3723 {
3724 if (x != NULL && y != NULL) 3067 if (x && y)
3725 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3726 return 1; 3070 return 1;
3727 }
3728 } 3071 }
3729 } 3072
3730 if (x != NULL && y != NULL) 3073 if (x && y)
3731 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3732 return 1; 3076 return 1;
3733 } 3077 }
3734 } 3078 }
3735 } 3079 }
3080
3736 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3737 return 0; 3082 return 0;
3738} 3083}
3739 3084
3740/* 3085/*
3756 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3757 int i = 0, j = 0; 3102 int i = 0, j = 0;
3758 3103
3759 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3760 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3761 trlist = find_treasurelist ("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3762 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3763 trlist = find_treasurelist ("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3764 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3765 trlist = find_treasurelist ("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3766 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3767 trlist = find_treasurelist ("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3768 3113
3769 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3770 return; 3115 return;
3771 3116
3772 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++);
3773 3118
3774 if (tr == NULL || tr->item == NULL) 3119 if (!tr || !tr->item)
3775 { 3120 {
3776 /* 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]); */
3777 return; 3122 return;
3778 } 3123 }
3779 3124
3780 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3781 item = &(tr->item->clone); 3126 item = tr->item;
3782 3127
3783 if (item->type == SPELL) 3128 if (item->type == SPELL)
3784 { 3129 {
3785 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3786 return; 3131 return;
3845 { 3190 {
3846 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3192 object *skin;
3848 3193
3849 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3850 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
3851 if (skin == NULL) 3198 if (!skin)
3852 return; 3199 return;
3853 3200
3854 /* adding new spellpath attunements */ 3201 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3202 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3203 {
3867 else 3214 else
3868 j = 1; 3215 j = 1;
3869 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3870 } 3217 }
3871 } 3218 }
3219
3872 strcat (buf, "."); 3220 strcat (buf, ".");
3873 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3874 } 3222 }
3875 3223
3876 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3877 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3878 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3879 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3880 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3881 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3882 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3883 3231
3884 /* print message if there is one */ 3232 /* print message if there is one */
3885 if (item->msg != NULL) 3233 if (item->msg != NULL)
3886 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3887 } 3235 }
3888 else 3236 else
3889 { 3237 {
3890 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3891 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3892 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));
3893 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3894 if (who->type == PLAYER)
3895 esrv_send_item (who, tmp);
3896 } 3242 }
3897} 3243}
3898 3244
3899/** 3245//-GPL
3900 * Unready an object for a player. This function does nothing if the object was 3246
3901 * not readied. 3247sint8
3902 */ 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
3903void 3263void
3904player_unready_range_ob (player *pl, object *ob) 3264player::infobox (const char *title, const char *msg, int color)
3905{ 3265{
3906 rangetype i; 3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3907
3908 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3909 {
3910 if (pl->ranges[i] == ob)
3911 {
3912 pl->ranges[i] = NULL;
3913 if (pl->shoottype == i)
3914 {
3915 pl->shoottype = range_none;
3916 }
3917 }
3918 }
3919} 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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