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Comparing deliantra/server/server/player.C (file contents):
Revision 1.50 by elmex, Wed Dec 20 10:31:00 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#include <sproto.h> 32#include <sproto.h>
27#include <sounds.h> 33#include <sounds.h>
28#include <living.h> 34#include <living.h>
29#include <object.h> 35#include <object.h>
30#include <spells.h> 36#include <spells.h>
31#include <skills.h> 37#include <skills.h>
32 38
33#ifdef COZY_SERVER 39playervec players;
34extern int same_party (partylist *a, partylist *b);
35#endif
36
37player *
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100
101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete (fp, comp);
103}
104
105void
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 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 */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
178 }
179 strncat (news + size, buf, HUGE_BUF - size);
180 size += strlen (buf);
181 }
182 }
183
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296 40
297/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
298static void 42static void
299set_first_map (object *op) 43set_first_map (object *op)
300{ 44{
301 strcpy (op->contr->maplevel, first_map_path); 45 op->contr->maplevel = first_map_path;
302 op->x = -1; 46 op->x = -1;
303 op->y = -1; 47 op->y = -1;
304 enter_exit (op, 0);
305} 48}
306 49
307/* Tries to add player on the connection passwd in ns. 50void
308 * All we can really get in this is some settings like host and display 51player::activate ()
309 * mode.
310 */
311
312int
313add_player (client *ns)
314{ 52{
315 player *p = new player; 53 if (active)
54 return;
316 55
317 p->socket = ns; 56 players.insert (this);
318 ns->pl = p; 57 ob->remove ();
319 58 ob->map = 0;
320 p->next = first_player; 59 ob->activate_recursive ();
321 first_player = p; 60 ob->clr_flag (FLAG_FRIENDLY);
322
323 p = get_player (p);
324
325 set_first_map (p->ob);
326
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob); 61 add_friendly_object (ob);
329 send_rules (p->ob); 62}
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333 63
64void
65player::deactivate ()
66{
67 if (!active)
334 return 0; 68 return;
69
70 terminate_all_pets (ob);
71 remove_friendly_object (ob);
72 ob->deactivate_recursive ();
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.
213 */
214 outputs_sync = 4;
215 outputs_count = 4;
216 unapply = unapply_nochoice;
217
218 savebed_map = first_map_path; /* Init. respawn position */
219
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);
335} 253}
336 254
337/* 255/*
338 * get_player_archetype() return next player archetype from archetype 256 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 257 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 258 * Note: there MUST be at least one player archetype!
341 */ 259 */
342archetype * 260static archetype *
343get_player_archetype (archetype *at) 261get_player_archetype (archetype *at)
344{ 262{
345 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);
346 270
347 for (;;) 271 for (;;)
348 { 272 {
349 if (at == NULL || at->next == NULL) 273 if (++i == archetypes.end ())
350 at = first_archetype; 274 i = archetypes.begin ();
351 else 275 else if (*i == at)
352 at = at->next; 276 cleanup ("not a single player archetype found");
353 277
354 if (at->clone.type == PLAYER) 278 if ((*i)->type == PLAYER)
355 return at; 279 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 280 }
281}
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;
363} 301}
364 302
365object * 303object *
366get_nearest_player (object *mon) 304get_nearest_player (object *mon)
367{ 305{
368 object *op = NULL; 306 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 307 objectlink *ol;
371 unsigned lastdist; 308 unsigned lastdist;
372 rv_vector rv; 309 rv_vector rv;
373 310
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 312 {
376 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop.
380 */
381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
383 object *tmp = ol->ob;
384
385 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared.
387 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389 ol = ol->next;
390 remove_friendly_object (tmp);
391 if (!ol)
392 return op;
393 }
394
395 /* Remove special check for player from this. First, it looks to cause
396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
397 * complicated method of state checking would be needed in any case -
398 * as it was, a clever player could type quit, and the function would
399 * skip them over while waiting for confirmation. Remove
400 * on_same_map check, as can_detect_enemy also does this
401 */
402 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue; 314 continue;
404 315
405 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
406 { 317 {
407 op = ol->ob; 318 op = ol->ob;
408 lastdist = rv.distance; 319 lastdist = rv.distance;
409 } 320 }
410 } 321 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 322
412 { 323 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 324 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 325 if (lastdist > rv.distance)
417 { 326 {
418 op = pl->ob; 327 op = pl->ob;
419 lastdist = rv.distance; 328 lastdist = rv.distance;
420 } 329 }
421 } 330
422 }
423#if 0 331#if 0
424 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)");
425#endif 333#endif
426 return op; 334 return op;
427} 335}
428 336
429/* 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
430 * 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
431 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
432 * 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
433 * the deviation is 341 * the deviation is
434 */ 342 */
435#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
445 * circling behaviour. Unfortunately, this function is also used to determined 353 * circling behaviour. Unfortunately, this function is also used to determined
446 * 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
447 * is probably not a good thing. 355 * is probably not a good thing.
448 */ 356 */
449#define MAX_SPACES 50 357#define MAX_SPACES 50
450
451 358
452/* 359/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 360 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * 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
455 * 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
472 */ 379 */
473int 380int
474path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
475{ 382{
476 rv_vector rv; 383 rv_vector rv;
477 sint16 x, y;
478 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;
479 maptile *m, *lastmap;
480 385
481 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
482 387
483 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
484 return 0; 389 return 0;
485 390
486 x = mon->x; 391 mapxy pos (mon);
487 y = mon->y;
488 m = mon->map;
489 dir = rv.direction; 392 dir = rv.direction;
490 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 */
491 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
492 /* 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. */
493 if (diff > max) 397 if (diff > max)
494 return 0; 398 return 0;
399
495 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
496 { 401 {
497 lastx = x; 402 mapxy lastpos = pos;
498 lasty = y;
499 lastmap = m;
500 x = lastx + freearr_x[dir];
501 y = lasty + freearr_y[dir];
502 403
503 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
504 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
505 405
506 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
507 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
508 && (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)))
509 { 410 {
510 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
511 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
512 */ 413 */
513 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
514 if (rv.direction != dir) 415 if (rv.direction != dir)
515 { 416 {
516 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
517 * the values so it will try again. 418 * the values so it will try again.
518 */ 419 */
519 x = lastx;
520 y = lasty;
521 m = lastmap; 420 pos = lastpos;
522 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
523 } 422 }
524 else 423 else
525 { 424 {
526 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
527 * either the left or right. 426 * either the left or right.
528 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
529 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
530 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
531 * 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
532 * stepping back and forth 431 * stepping back and forth
533 */ 432 */
534 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535 { 434 {
536 if (i == 0) 435 if (i == 0)
537 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
538 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
539 * since the direction that the creature should move in 439 * since the direction that the creature should move in
540 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
541 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
542 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
544 * 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
545 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
546 * the last direction the creature has successfully 446 * the last direction the creature has successfully
547 * moved. 447 * moved.
548 */ 448 */
549
550 x = lastx + freearr_x[absdir (lastdir + i)];
551 y = lasty + freearr_y[absdir (lastdir + i)];
552 m = lastmap; 449 pos = lastpos;
553 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
554 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
555 continue; 453 continue;
556 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
557 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
558 continue; 458 continue;
559 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
560 continue; 461 continue;
561 462
562 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
563 break; 464 break;
564 } 465 }
466
565 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
566 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
567 */ 469 */
568 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
569 return 0; 471 return 0;
472
570 diff--; 473 diff--;
571 lastdir = dir; 474 lastdir = dir;
572 max--; 475 max--;
573 if (!firstdir) 476 if (!firstdir)
574 firstdir = dir + i; 477 firstdir = dir + i;
578 { 481 {
579 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
580 diff--; 483 diff--;
581 max--; 484 max--;
582 lastdir = dir; 485 lastdir = dir;
486
583 if (!firstdir) 487 if (!firstdir)
584 firstdir = dir; 488 firstdir = dir;
585 } 489 }
490
586 if (diff <= 1) 491 if (diff <= 1)
587 { 492 {
588 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 494 * headed toward player for entire distance.
590 */ 495 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
592 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));
593 } 498 }
499
594 if (diff > max) 500 if (diff > max)
595 return 0; 501 return 0;
596 } 502 }
503
597 /* 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 */
598 if (!max) 505 if (!max)
599 return 0; 506 return 0;
600 507
601 return firstdir; 508 return firstdir;
602} 509}
603 510
604void 511void
605give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
606{ 513{
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL) 514 if (pl->randomitems)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611 516
612 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
613 { 518 {
614 next = op->below; 519 next = op->below;
615 520
616 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
617 * 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
618 */ 523 */
619 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
620 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
621 526
622 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
623 * by this player due to race restrictions 528 * by this player due to race restrictions
624 */ 529 */
625 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
626 { 531 {
627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
628 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
629 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
630 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
631 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))
632 { 539 {
633 op->destroy (); 540 op->destroy ();
634 continue; 541 continue;
635 } 542 }
636 } 543 }
637 544
638 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
639 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
640 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */ 548 */
644 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
645 { 550 {
646 object *tmp;
647
648 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 { 553 {
654 op->destroy (); 554 op->destroy ();
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
656 continue;
657 } 556 }
658 557
659 if (op->nrof > 1) 558 if (op->nrof > 1)
660 op->nrof = 1; 559 op->nrof = 1;
661 } 560 }
662 561
663 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
664 { 563 op->inv->clr_flag (FLAG_STARTEQUIP);
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667 564
668 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
669 * 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
670 * merged properly. 567 * merged properly.
671 */ 568 */
672 if (need_identify (op)) 569 if (op->need_identify ())
673 {
674 SET_FLAG (op, FLAG_IDENTIFIED);
675 CLEAR_FLAG (op, FLAG_CURSED);
676 CLEAR_FLAG (op, FLAG_DAMNED);
677 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
678 if (op->type == SPELL) 576 if (op->type == SPELL)
679 { 577 {
680 op->destroy (); 578 op->destroy ();
681 continue; 579 continue;
682 } 580 }
683 else if (op->type == SKILL) 581 else if (op->type == SKILL)
684 { 582 {
685 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
686 op->stats.exp = 0; 584 op->stats.exp = 0;
687 op->level = 1; 585 op->level = 1;
688 } 586 }
689 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
690 else 588 op->set_flag (FLAG_INV_LOCKED);
691 SET_FLAG (op, FLAG_INV_LOCKED);
692 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
693 590
694 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
695 link_player_skills (pl); 592 pl->contr->link_skills ();
696}
697
698void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779} 593}
780 594
781void 595void
782get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
783{ 597{
784 if (party == NULL) 598 if (party == NULL)
785 { 599 {
786 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);
787 return; 601 return;
788 } 602 }
603
789 op->contr->write_buf[0] = '\0'; 604 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 605 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 606 op->contr->party_to_join = party;
792 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:");
793} 608}
794
795 609
796/* 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. */
797int 611static int
798roll_stat (void) 612roll_stat ()
799{ 613{
800 int a[4], i, j, k; 614 int a[4], i, j, k;
801 615
802 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 617 a[i] = rndm (1, 6);
804 618
805 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 620 if (a[i] < k)
807 k = a[i], j = i; 621 k = a[i], j = i;
808 622
809 for (i = 0, k = 0; i < 4; i++) 623 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 624 if (i != j)
812 k += a[i]; 625 k += a[i];
813 } 626
814 return k; 627 return k;
815} 628}
816 629
817void 630void
818roll_stats (object *op) 631object::roll_stats ()
819{ 632{
633 int statsort [NUM_STATS];
634
635 for (;;)
636 {
820 int sum = 0; 637 int sum = 0;
821 int i = 0, j = 0; 638 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 639 sum += statsort [i] = roll_stat ();
823 640
824 do 641 if (sum >= 82 && sum <= 116)
642 break;
825 { 643 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 644
837 /* Sort the stats so that rerolling is easier... */ 645 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 647
846 /* a quick and dirty bubblesort? */ 648 for (int i = 0; i < NUM_STATS; ++i)
847 do 649 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 650
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 651 stats.exp = 0;
882 op->stats.ac = 0; 652 stats.ac = 0;
883 653
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 654 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 655 stats.sp = stats.maxsp;
891 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
892 op->contr->orig_stats = op->stats; 664 contr->orig_stats = stats;
665 }
893} 666}
894 667
895void 668void
896Roll_Again (object *op) 669object::swap_stats (int a, int b)
897{ 670{
898 esrv_new_player (op->contr, 0); 671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 672
903void 673 for (int i = 0; i < NUM_STATS; ++i)
904Swap_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)
905{ 700{
906 signed char tmp;
907 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
908 702
909 if (op->contr->Swap_First == -1) 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf);
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 705}
1024 706
1025/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
1029 * not the class. 711 * not the class.
1030 */ 712 */
1031 713void
1032int 714player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 715{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 717 esrv_new_player (ob->contr);
1049 718
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1051 if (tl) 720 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
1053 722
1054 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr);
1056 724
1057 op->contr->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
1058 726
1059 if (op->msg) 727 if (ob->msg)
1060 op->msg = NULL; 728 ob->msg = 0;
1061 729
1062 /* We create this now because some of the unique maps will need it
1063 * to save here.
1064 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf);
1067
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 730 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 732 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op);
1075 esrv_send_inventory (op, op); 733 esrv_send_inventory (ob, ob);
1076 fix_player (op); 734 ob->update_stats ();
1077 735
1078 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
1079 * is one for this race 737 * is one for this race
1080 */ 738 */
1081 if (*first_map_ext_path) 739 if (*first_map_ext_path)
1082 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1083 object *tmp;
1084 char mapname[MAX_BUF];
1085
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1087 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the
1093 * default initial map */
1094 tmp->destroy ();
1095 }
1096 else 741 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
1098 744
1099 return 0; 745/*
1100 } 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}
1101 763
764void
765player::chargen_race_next ()
766{
1102 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
1104 */ 769 */
1105 770
1106 tmp_loop = 0; 771 do
1107 while (!tmp_loop)
1108 { 772 {
1109 shstr name = op->name; 773 shstr name = ob->name;
1110 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
1111 775
1112 remove_statbonus (op); 776 ob->remove_statbonus ();
1113 op->remove (); 777 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 778 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 779 ob->arch->copy_to (ob);
1116 op->instantiate (); 780 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 782 ob->name = ob->name_pl = name;
1119 op->x = x; 783 ob->x = x;
1120 op->y = y; 784 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 787 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 788 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 789 }
790 while (!allowed_class (ob));
1127 791
1128 update_object (op, UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 793 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 794 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 797 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140} 798}
1141 799
1142int 800static void
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189}
1190
1191void
1192flee_player (object *op) 801flee_player (object *op)
1193{ 802{
1194 int dir, diff; 803 int dir, diff;
1195 rv_vector rv; 804 rv_vector rv;
1196 805
1197 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
1198 { 807 {
1199 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
1201 return; 810 return;
1202 } 811 }
1203 812
1204 if (op->enemy == NULL) 813 if (!op->enemy)
1205 { 814 {
1206 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
1207 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1208 return; 817 return;
1209 } 818 }
1210 819
1211 /* 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))
1212 * op->enemy_count, it is possible that something destroys the
1213 * actual enemy, and the object is recycled.
1214 */
1215 if (op->enemy->map == NULL)
1216 { 821 {
1217 CLEAR_FLAG (op, FLAG_SCARED);
1218 op->enemy = NULL; 822 op->enemy = NULL;
1219 return; 823 op->clr_flag (FLAG_SCARED);
1220 }
1221
1222 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 {
1224 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 824 return;
1227 } 825 }
1228 826
1229 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1230 828
1231 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
1233 { 831 {
1234 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
1235 833
1236 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))))
1237 return; 835 return;
1238 } 836 }
1239 837
1240 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1242 op->enemy = NULL; 840 op->enemy = NULL;
1243} 841}
1244 842
1245
1246/* 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.
1247 * 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
1248 * stop. 845 * stop.
1249 */ 846 */
1250int 847int
1251check_pick (object *op) 848check_pick (object *op)
1252{ 849{
1253 object *tmp, *next; 850 object *tmp, *next;
1254 int stop = 0; 851 int stop = 0;
1255 int j, k, wvratio; 852 int wvratio;
1256 char putstring[128], tmpstr[16];
1257 853
1258 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1260 return 1; 856 return 1;
1261 857
1262 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)
1263 862
1264 /* 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
1265 * destroyed */ 864 * destroyed */
1266 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1267 { 866 {
1268 tmp = next; 867 tmp = next;
1269 next = tmp->below; 868 next = tmp->below;
1270 869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
1271 if (op->destroyed ()) 876 if (op->destroyed ())
1272 return 0; 877 return 0;
1273 878
1274 if (!can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1275 continue; 880 continue;
1276 881
1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1278 { 883 {
1279 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1280 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1281 continue; 887 continue;
1282 } 888 }
1283 889
1284 /* 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? */
1285 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1286 { 952 {
1287 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)
1288 { 1016 {
1289 case 0: 1017 CHK_PICK_PICKUP;
1290 return 1; /* don't pick up */ 1018 continue;
1291 case 1:
1292 pick_up (op, tmp);
1293 return 1;
1294 case 2:
1295 pick_up (op, tmp);
1296 return 0;
1297 case 3:
1298 return 0; /* stop before pickup */
1299 case 4:
1300 pick_up (op, tmp);
1301 break;
1302 case 5:
1303 pick_up (op, tmp);
1304 stop = 1;
1305 break;
1306 case 6:
1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1308 pick_up (op, tmp);
1309 break;
1310
1311 case 7:
1312 if (tmp->type == MONEY || tmp->type == GEM)
1313 pick_up (op, tmp);
1314 break;
1315
1316 default:
1317 /* use value density */
1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1320 pick_up (op, tmp);
1321 } 1019 }
1322 } 1020 }
1323 else 1021
1324 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1325 /* NEW pickup handling */
1326 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)
1327 { 1028 {
1328 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1329 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 }
1366 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for
1371 * example.
1372 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#>
1375 */
1376
1377 /* the first two modes are exclusive: if NOTHING we return, if
1378 * STOP then we stop. All the rest are applied sequentially,
1379 * meaning if any test passes, the item gets picked up. */
1380
1381 /* if mode is set to pick nothing up, return */
1382
1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1385
1386 /* if mode is set to stop when encountering objects, return */
1387 /* take STOP before INHIBIT since it doesn't actually pick
1388 * anything up */
1389
1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1392
1393 /* useful for going into stores and not losing your settings... */
1394 /* and for battles wher you don't want to get loaded down while
1395 * fighting */
1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1398
1399 /* prevent us from turning into auto-thieves :) */
1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue; 1030 continue;
1031 }
1402 1032
1403 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1404 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;
1405 continue; 1038 continue;
1039 }
1406 1040
1407 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1408 /* 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
1409 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1410 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"))
1411 { 1112 {
1412 pick_up (op, tmp); 1113 CHK_PICK_PICKUP;
1413 continue; 1114 continue;
1414 } 1115 }
1116 }
1415 1117
1118 /* misc stuff that's useful */
1416 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1418 { 1121 {
1419 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1420 continue; 1123 continue;
1421 } 1124 }
1422 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1423 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1424 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
1425 { 1133 */
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1430 /* spellbooks, skillscrolls and normal books/scrolls */
1431 if (op->contr->mode & PU_SPELLBOOK)
1432 if (tmp->type == SPELLBOOK)
1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1438 if (op->contr->mode & PU_SKILLSCROLL)
1439 if (tmp->type == SKILLSCROLL)
1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1445 if (op->contr->mode & PU_READABLES)
1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 /* wands/staves/rods/horns */
1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1460 /* pick up all magical items */
1461 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1462 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)
1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1467
1468 if (op->contr->mode & PU_VALUABLES)
1469 { 1136 {
1470 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1471 { 1140 {
1472 pick_up (op, tmp); 1141 fprintf (stderr, "%s", tmp->name);
1473 continue;
1474 } 1142 }
1475 }
1476
1477 /* rings & amulets - talismans seems to be typed AMULET */
1478 if (op->contr->mode & PU_JEWELS)
1479 if (tmp->type == RING || tmp->type == AMULET)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1493 /* bows and arrows. Bows are good for selling! */
1494 if (op->contr->mode & PU_BOW)
1495 if (tmp->type == BOW)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 if (op->contr->mode & PU_ARROW)
1502 if (tmp->type == ARROW)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1508 /* all kinds of armor etc. */
1509 if (op->contr->mode & PU_ARMOUR)
1510 if (tmp->type == ARMOUR)
1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1516 if (op->contr->mode & PU_HELMET)
1517 if (tmp->type == HELMET)
1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1523 if (op->contr->mode & PU_SHIELD)
1524 if (tmp->type == SHIELD)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_BOOTS)
1531 if (tmp->type == BOOTS)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_GLOVES)
1538 if (tmp->type == GLOVES)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 if (op->contr->mode & PU_CLOAK)
1545 if (tmp->type == CLOAK)
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 /* hoping to catch throwing daggers here */
1552 if (op->contr->mode & PU_MISSILEWEAPON)
1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1558
1559 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON)
1561 {
1562 if (tmp->type == WEAPON && tmp->name != NULL)
1563 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1566 {
1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1572 if (tmp->type == WEAPON && tmp->name == NULL)
1573 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1575 {
1576 pick_up (op, tmp);
1577 continue;
1578 }
1579 }
1580 }
1581
1582 /* misc stuff that's useful */
1583 if (op->contr->mode & PU_KEY)
1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1589
1590 /* any of the last 4 bits set means we use the ratio for value
1591 * pickups */
1592 if (op->contr->mode & PU_RATIO)
1593 {
1594 /* use value density to decide what else to grab */
1595 /* >=7 was >= op->contr->mode */
1596 /* >=7 is the old standard setting. Now we take the last 4 bits
1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1600 {
1601 pick_up (op, tmp);
1602#if 0
1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1604 if (tmp->name != NULL)
1605 {
1606 fprintf (stderr, "%s", tmp->name);
1607 }
1608 else 1143 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1611 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))));
1612#endif 1147#endif
1148 CHK_PICK_PICKUP;
1613 continue; 1149 continue;
1614 }
1615 } 1150 }
1616 } /* the new pickup model */ 1151 } /* the new pickup model */
1617 } 1152 }
1618 1153
1619 return !stop; 1154 return !stop;
1620} 1155}
1621 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
1622/* 1192/*
1623 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1624 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1625 * found object is returned. 1195 * found object is returned.
1626 */ 1196 */
1627object * 1197static object *
1628find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1629{ 1199{
1630 object *tmp = NULL;
1631
1632 for (op = op->inv; op; op = op->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type);
1635 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);
1636 return op; 1209 return arrow;
1210 }
1211
1637 return tmp; 1212 return 0;
1638} 1213}
1639 1214
1640/* 1215/*
1641 * 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
1642 * 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
1643 * 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
1644 * 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.
1645 */ 1220 */
1646 1221static object *
1647object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1649{ 1223{
1650 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1652 1226
1653 if (!type) 1227 if (!type)
1654 return NULL; 1228 return NULL;
1655 1229
1656 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1657 { 1231 {
1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1659 { 1233 {
1660 i = 0; 1234 i = 0;
1661 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1662 if (i > betterby) 1237 if (i > betterby)
1663 { 1238 {
1664 tmp = ntmp; 1239 tmp = ntmp;
1665 betterby = i; 1240 betterby = i;
1666 } 1241 }
1667 } 1242 }
1668 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1669 { 1244 {
1670 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1672 { 1247 {
1673 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1674 { 1249 {
1675 *better = 100; 1250 *better = 100;
1676 return arrow; 1251 return arrow;
1684 else 1259 else
1685 { 1260 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1262 {
1688 attacktype = 1 << attacknum; 1263 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 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)
1691 { 1266 {
1692 tmp = arrow; 1267 tmp = arrow;
1693 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;
1694 } 1269 }
1695 } 1270 }
1271
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1273 {
1698 tmp = arrow; 1274 tmp = arrow;
1699 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1700 } 1276 }
1277
1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1702 { 1279 {
1703 tmp = arrow; 1280 tmp = arrow;
1704 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1705 } 1282 }
1706 } 1283 }
1707 } 1284 }
1708 } 1285 }
1286
1709 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1710 return find_arrow (op, type); 1288 return find_arrow (op, type);
1711 1289
1712 *better = betterby; 1290 *better = betterby;
1713 return tmp; 1291 return tmp;
1717 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1296 * op = the shooter
1719 * type = bow->race 1297 * type = bow->race
1720 * dir = fire direction 1298 * dir = fire direction
1721 */ 1299 */
1722 1300static object *
1723object *
1724pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1725{ 1302{
1726 object *tmp = NULL; 1303 object *tmp = NULL;
1727 maptile *m; 1304 maptile *m;
1728 int i, mflags, found, number; 1305 int i, mflags, found, number;
1729 sint16 x, y; 1306 sint16 x, y;
1741 y = op->y; 1318 y = op->y;
1742 1319
1743 /* find the first target */ 1320 /* find the first target */
1744 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1745 { 1322 {
1746 x += freearr_x[dir]; 1323 x += DIRX (dir);
1747 y += freearr_y[dir]; 1324 y += DIRY (dir);
1748 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 { 1328 {
1751 tmp = NULL; 1329 tmp = 0;
1752 break; 1330 break;
1753 } 1331 }
1754 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)
1755 { 1333 {
1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1757 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1758 */ 1336 */
1759 tmp = NULL; 1337 tmp = 0;
1760 break; 1338 break;
1761 } 1339 }
1340
1762 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1763 {
1764 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)
1765 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1766 {
1767 found++;
1768 break;
1769 }
1770 if (found)
1771 break; 1344 break;
1772 }
1773 } 1345 }
1774 if (tmp == NULL) 1346
1347 if (!tmp)
1775 return find_arrow (op, type); 1348 return find_arrow (op, type);
1776 1349
1777 if (tmp->head) 1350 if (tmp->head)
1778 tmp = tmp->head; 1351 tmp = tmp->head;
1779 1352
1780 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1781} 1354}
1782 1355
1783/* 1356/*
1784 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1785 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1786 * op is the object firing the bow. 1359 * op is the object firing the bow.
1787 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1788 * dir is the direction of fire. 1361 * dir is the direction of fire.
1789 * 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)
1792 */ 1365 */
1793int 1366int
1794fire_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)
1795{ 1368{
1796 object *left, *bow; 1369 object *left, *bow;
1797 int bowspeed, mflags; 1370 int mflags;
1798 maptile *m; 1371 maptile *m;
1799 1372
1800 if (!dir) 1373 if (!dir)
1801 { 1374 {
1802 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!");
1803 return 0; 1376 return 0;
1804 } 1377 }
1805 1378
1806 if (op->type == PLAYER) 1379 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1380 bow = op->current_weapon;
1808 else 1381 else
1809 { 1382 {
1810 for (bow = op->inv; bow; bow = bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1811 /* 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
1812 * 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.
1817 if (!bow) 1390 if (!bow)
1818 { 1391 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1393 return 0;
1821 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1822 } 1398 }
1823 1399
1824 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1825 { 1401 {
1826 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);
1827 return 0; 1403 return 0;
1828 } 1404 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1405
1839 if (arrow == NULL) 1406 if (arrow == NULL)
1840 { 1407 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1409 {
1843 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1844 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);
1845 /* 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 */
1846 else 1413 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1848 return 0; 1416 return 0;
1849 } 1417 }
1850 } 1418 }
1851 1419
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1860 } 1428 }
1861 1429
1862 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1863 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1864 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1865 arrow->destroy (); 1434 arrow->destroy ();
1866 return 0; 1435 return 0;
1867 } 1436 }
1868 1437
1869 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1870 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1871 if (!arrow) 1440 if (!arrow)
1872 { 1441 {
1873 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);
1874 return 0; 1443 return 0;
1875 } 1444 }
1876 1445
1877 arrow->set_owner (op); 1446 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1447 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1448 arrow->direction = dir;
1881 arrow->x = sx; 1449
1882 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;
1883 1481
1884 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1885 { 1483 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 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;
1919 } 1491 }
1920 else 1492 else
1921 { 1493 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1494 arrow->level = op->level;
1924 } 1495 arrow->stats.wc -= bow->magic;
1925 1496
1926 if (arrow->attacktype == AT_PHYSICAL) 1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1927 arrow->attacktype |= bow->attacktype; 1500 arrow->attacktype |= bow->attacktype;
1501 }
1928 1502
1929 if (bow->slaying) 1503 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1505
1932 arrow->map = m; 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1935 1510
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1937 insert_ob_in_map (arrow, m, op, 0); 1512 m->insert (arrow, sx, sy, op);
1938 1513
1939 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1515 move_arrow (arrow);
1941
1942 if (op->type == PLAYER)
1943 {
1944 if (left->destroyed ())
1945 esrv_del_item (op->contr, left->count);
1946 else
1947 esrv_send_item (op, left);
1948 }
1949 1516
1950 return 1; 1517 return 1;
1951} 1518}
1952 1519
1953/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1955 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1956 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1957 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1958 * hence the function name. 1525 * hence the function name.
1959 */ 1526 */
1960int 1527static int
1961player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1962{ 1529{
1963 int ret = 0, wcmod = 0; 1530 int ret;
1964 1531
1965 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1966 { 1533 {
1967 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);
1968 } 1535 }
1969 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)
1970 { 1537 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1972 wcmod = -1;
1973 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);
1974 } 1540 }
1975 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1976 { 1542 {
1977 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);
1978 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)));
1979 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)));
1980 } 1546 }
1981 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1548 {
1983 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);
1984 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);
1985 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);
1986
1987 } 1552 }
1988 else 1553 else
1989 { 1554 {
1990 /* Simple case */ 1555 /* Simple case */
1991 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);
1992 } 1557 }
1558
1993 return ret; 1559 return ret;
1994} 1560}
1995
1996 1561
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1999 */ 1564 */
2000void 1565static void
2001fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
2002{ 1567{
2003 object *item; 1568 object *item = op->contr->ranged_ob;
2004 1569
2005 if (!op->contr->ranges[range_misc]) 1570 if (!item)
2006 { 1571 {
2007 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.");
2008 return; 1573 return;
2009 } 1574 }
2010 1575
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1576 if (!item->inv)
2013 { 1577 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1579 return;
2016 } 1580 }
1581
1582 if (!op->apply (item))
1583 return;
1584
2017 if (item->type == WAND) 1585 if (item->type == WAND)
2018 { 1586 {
2019 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
2020 { 1588 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1589 op->contr->play_sound (sound_find ("wand_poof"));
2022 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
2023 return; 1592 return;
2024 } 1593 }
2025 } 1594 }
2026 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
2027 { 1596 {
2028 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))
2029 { 1602 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
2031 if (item->type == ROD) 1605 if (item->type == ROD)
2032 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));
2033 else 1607 else
2034 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
2035 return; 1610 return;
2036 } 1611 }
2037 } 1612 }
2038 1613
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
2040 { 1615 {
2041 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
2042 if (item->type == WAND) 1618 if (item->type == WAND)
2043 { 1619 {
2044 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
2045 { 1621 {
2046 object *tmp;
2047
2048 if (item->arch) 1622 if (item->arch)
2049 { 1623 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
2052 item->speed = 0; 1626 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1627 }
2055 if ((tmp = item->in_player ())) 1628
1629 if (object *pl = item->visible_to ())
2056 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
2057 } 1631 }
2058 } 1632 }
2059 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1634 drain_rod_charge (item);
2062 }
2063 } 1635 }
2064} 1636}
2065 1637
2066/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
2067 */ 1639 */
2068void 1640bool
2069fire (object *op, int dir) 1641fire (object *who, int dir)
2070{ 1642{
2071 int spellcost = 0; 1643 int spellcost = 0;
2072 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
2073 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
2075 make_visible (op); 1668 make_visible (who);
2076 1669
2077 switch (op->contr->shoottype) 1670 switch (ob->type)
2078 { 1671 {
2079 case range_none: 1672 case BOW:
2080 return;
2081
2082 case range_bow:
2083 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
2084 return; 1674 break;
2085 1675
2086 case range_magic: /* Casting spells */ 1676 case SPELL:
2087 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);
2088 return; 1678 break;
2089 1679
2090 case range_misc: 1680 case BUILDER:
2091 fire_misc_object (op, dir);
2092 return;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
2115 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
2116 default: 1692 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1693 fire_misc_object (who, dir);
2118 return; 1694 break;
2119 } 1695 }
2120}
2121 1696
1697 return true;
1698}
2122 1699
2123 1700static object *
2124/* find_key
2125 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic
2128 * for both is the same - just the specific key is different.
2129 * pl is the player,
2130 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers.
2133 */
2134
2135object *
2136find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
2137{ 1702{
2138 object *tmp, *key; 1703 object *tmp, *key;
2139 1704
2140 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1706 if (!container->inv)
2142 return NULL; 1707 return 0;
2143 1708
2144 /* 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 */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1711 {
2147 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1713 break;
1714
2149 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
2151 */ 1717 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1719 break;
2154 } 1720 }
1721
2155 /* No key found - lets search inventories now */ 1722 /* No key found - lets search inventories now */
2156 /* 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.
2157 * 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
2158 * a key, return 1725 * a key, return
2159 */ 1726 */
2160 if (!tmp) 1727 if (!tmp)
2161 { 1728 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 {
2164 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
2166 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1732 if ((key = find_key_ (pl, tmp, door)))
2168 return key; 1733 return key;
2169 } 1734
2170 }
2171 if (!tmp) 1735 if (!tmp)
2172 return NULL; 1736 return 0;
2173 } 1737 }
1738
2174 /* 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,
2175 * see if we actually want to use it 1740 * see if we actually want to use it
2176 */ 1741 */
2177 if (pl != container) 1742 if (pl != container)
2178 { 1743 {
2179 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
2180 if (!pl->contr) 1745 if (!pl->contr)
2181 return NULL; 1746 return 0;
1747
2182 /* cases where this fails: 1748 /* cases where this fails:
2183 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
2184 * are not in the players inventory. 1750 * are not in the players inventory.
2185 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
2186 * containers can be used. 1752 * containers can be used.
2190 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
2191 * 1757 *
2192 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
2193 * all the others. 1759 * all the others.
2194 */ 1760 */
2195 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
2196 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2198 { 1764 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "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));
2201 return NULL; 1767 return NULL;
2202 } 1768 }
2203 } 1769 }
1770
2204 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);
2205} 1797}
2206 1798
2207/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
2209 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
2210 * 0 otherwise 1802 * 0 otherwise
2211 */ 1803 */
2212static int 1804static int
2213player_attack_door (object *op, object *door) 1805player_attack_door (object *op, object *door)
2214{ 1806{
2215 /* 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,
2216 * 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 -
2217 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
2218 */ 1810 */
2219 object *key = find_key (op, op, door); 1811 object *key = find_key (op, op, door);
2220 1812
2221 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
2222 if (key) 1814 if (key)
2223 { 1815 {
2224 object *container = key->env; 1816 object *container = key->env;
2225 1817
2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2227 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
2228 make_visible (op); 1819 make_visible (op);
1820
2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op); 1822 spring_trap (door->inv, op);
1823
2231 if (door->type == DOOR) 1824 if (door->type == DOOR)
2232 {
2233 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 */
2234 }
2235 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
2236 { 1827 {
2237 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);
2238 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
2239 } 1830 }
1831
2240 /* Do this after we print the message */ 1832 /* Do this after we print the message */
2241 decrease_ob (key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2242 /* Need to update the weight the container the key was in */ 1834
2243 if (container != op)
2244 esrv_update_item (UPD_WEIGHT, op, container);
2245 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
2246 } 1836 }
2247 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
2248 { 1838 {
2249 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2250 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...");
2251 return 1; 1841 return 1;
2252 } 1842 }
1843
2253 return 0; 1844 return 0;
2254} 1845}
2255 1846
2256/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
2257 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2258 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2259 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2260 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2261 */ 1852 */
2262void 1853bool
2263move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2264{ 1855{
2265 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2266 sint16 nx, ny; 1857 {
2267 int on_battleground; 1858 --op->speed_left;
2268 maptile *m; 1859 return true;
1860 }
2269 1861
2270 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2271 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2272 1864
2273 on_battleground = op_on_battleground (op, 0, 0); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2274 1867
2275 /* 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
2276 * 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
2277 * 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
2278 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2279 * 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
2280 * 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
2281 * 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
2282 * move_ob uses. 1875 * move_ob uses.
2283 */ 1876 */
2284 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;
2285 { 1892 }
2286 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)
2287 { 1899 {
2288 m = get_map_from_coord (op->map, &nx, &ny); 1900 if (ob->move_block == MOVE_ALL)
2289 if (!m) 1901 move_into_wall (op, ob);
2290 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;
2291 } 1964 }
2292 else 1965 else
2293 m = op->map;
2294
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return; 1966 return false;
2299 } 1967 }
2300 1968
2301 mon = 0; 1969 bool on_battleground = op_on_battleground (op, 0, 0);
2302 /* Go through all the objects, and find ones of interest. Only stop if
2303 * we find a monster - that is something we know we want to attack.
2304 * if its a door or barrel (can roll) see if there may be monsters
2305 * on the space
2306 */
2307 while (tmp)
2308 {
2309 if (tmp == op)
2310 {
2311 tmp = tmp->above;
2312 continue;
2313 }
2314 1970
2315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2316 {
2317 mon = tmp;
2318 break;
2319 }
2320
2321 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2322 mon = tmp;
2323
2324 tmp = tmp->above;
2325 }
2326
2327 if (!mon) /* This happens anytime the player tries to move */
2328 return; /* into a wall */
2329
2330 if (mon->head)
2331 mon = mon->head;
2332
2333 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2334 if (player_attack_door (op, mon))
2335 return;
2336
2337 /* The following deals with possibly attacking peaceful
2338 * or frienddly creatures. Basically, all players are considered
2339 * unaggressive. If the moving player has peaceful set, then the
2340 * object should be pushed instead of attacked. It is assumed that
2341 * if you are braced, you will not attack friends accidently,
2342 * and thus will not push them.
2343 */
2344
2345 /* If the creature is a pet, push it even if the player is not
2346 * peaceful. Our assumption is the creature is a pet if the
2347 * player owns it and it is either friendly or unagressive.
2348 */
2349 if ((op->type == PLAYER)
2350#if COZY_SERVER
2351 &&
2352 ((mon->owner && mon->owner->contr
2353 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2354#else
2355 && mon->owner == op
2356#endif
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 {
2359 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced)
2361 return;
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2363 (void) push_ob (mon, dir, op);
2364 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op);
2366 return;
2367 }
2368
2369 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2371 * 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
2372 * attack them either. 1974 * attack them either.
2373 */ 1975 */
2374 if ((mon->type == PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2375 (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])
2376#ifdef PROHIBIT_PLAYERKILL
2377 (op->contr->peaceful 1978 && ((op->contr->peaceful
2378 || (mon->type == PLAYER 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2379 && mon->contr->
2380 peaceful)) &&
2381#else
2382 op->contr->peaceful &&
2383#endif
2384 !on_battleground)) 1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
2385 { 1983 {
1984 --op->speed_left;
1985
2386 if (!op->contr->braced) 1986 if (!op->contr->braced)
2387 { 1987 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1988 op->play_sound (sound_find ("push_player"));
2389 (void) push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2390 } 1990 }
2391 else 1991 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
2393 1993
2394 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2395 make_visible (op); 1995 make_visible (op);
2396 }
2397 1996
1997 return true;
1998 }
1999 }
2398 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2399 * 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.
2400 */ 2002 */
2401 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)
2402 { 2006 {
2007 --op->speed_left;
2008
2403 recursive_roll (mon, dir, op); 2009 recursive_roll (mon, dir, op);
2404 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2405 make_visible (op); 2011 make_visible (op);
2406 }
2407 2012
2013 return true;
2014 }
2015 }
2408 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2409 * 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
2410 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2411 * 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
2412 * 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.
2413 */ 2021 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2416 ((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)))
2417 { 2024 {
2418 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit)
2425 { 2026 {
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2027 --op->contr->weapon_sp_left;
2427
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 }
2430 2028
2431 skill_attack (mon, op, 0, 0, 0); 2029 skill_attack (mon, op, 0, 0, 0);
2432
2433 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is
2436 * the wiz.
2437 */
2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439 {
2440 short luck = mon->stats.luck;
2441
2442 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck;
2445 }
2446 2030
2447 if (action_makes_visible (op)) 2031 if (action_makes_visible (op))
2448 make_visible (op); 2032 make_visible (op);
2449 }
2450 } /* if player should attack something */
2451}
2452 2033
2453int 2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2454move_player (object *op, int dir) 2042move_player (object *op, int dir)
2455{ 2043{
2456 int pick; 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2457
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2045 return 0;
2460 2046
2461 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2463 { 2049 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2051 return 0;
2466 } 2052 }
2467 2053
2468 /* peterm: added following line */ 2054 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2471 2057
2472 op->facing = dir; 2058 op->facing = dir;
2473 2059
2474 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2475 do_hidden_move (op); 2061 do_hidden_move (op);
2476 2062
2063 bool retval;
2064 int pick = 0;
2065
2477 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2478 /*nop */ ; 2067 retval = RESULT_INT (0);
2479 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2480 fire (op, dir); 2069 retval = fire (op, dir);
2481 else 2070 else
2482 { 2071 {
2483 move_player_attack (op, dir); 2072 retval = move_player_attack (op, dir);
2484 pick = check_pick (op); 2073 pick = check_pick (op);
2485 } 2074 }
2486 2075
2487 /* 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
2488 * server can handle repeat firing. 2077 * server can handle repeat firing.
2495 /* Update how the player looks. Use the facing, so direction may 2084 /* Update how the player looks. Use the facing, so direction may
2496 * get reset to zero. This allows for full animation capabilities 2085 * get reset to zero. This allows for full animation capabilities
2497 * for players. 2086 * for players.
2498 */ 2087 */
2499 animate_object (op, op->facing); 2088 animate_object (op, op->facing);
2500 return 0; 2089
2090 return retval;
2501} 2091}
2502 2092
2503/* 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
2504 * new client/server stuff. 2094 * new client/server stuff.
2505 * 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
2506 * the new speed values for commands. 2096 * the new speed values for commands.
2507 * 2097 *
2508 * 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.
2509 */ 2101 */
2510int 2102bool
2511handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2512{ 2104{
2513 if (op->contr->hidden) 2105 if (op->flag [FLAG_SCARED])
2514 {
2515 op->invisible = 1000;
2516 /* the socket code flashes the player visible/invisible
2517 * depending on the value of invisible, so we need to
2518 * alternate it here for it to work correctly.
2519 */
2520 if (pticks & 2)
2521 op->invisible--;
2522 } 2106 {
2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2107 if (op->speed_left > 0.f)
2524 {
2525 op->invisible--;
2526 if (!op->invisible)
2527 {
2528 make_visible (op);
2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2530 } 2108 {
2531 }
2532
2533 if (QUERY_FLAG (op, FLAG_SCARED))
2534 {
2535 flee_player (op);
2536 /* If player is still scared, that is his action for this tick */
2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 {
2539 op->speed_left--; 2109 --op->speed_left;
2110 flee_player (op);
2111
2540 return 0; 2112 return true;
2541 } 2113 }
2114 else
2115 return false;
2542 } 2116 }
2543
2544 /* I've been seeing crashes where the golem has been destroyed, but
2545 * the player object still points to the defunct golem. The code that
2546 * destroys the golem looks correct, and it doesn't always happen, so
2547 * put this in a a workaround to clean up the golem pointer.
2548 */
2549 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2550 op->contr->ranges[range_golem] = 0;
2551 2117
2552 /* 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
2553 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2120 * called, so we recheck it here.
2555 */ 2121 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2122 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2123 return true;
2558 ;
2559 2124
2560 if (op->speed_left < 0) 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])
2561 return 0; 2135 return 0;
2562 2136
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 {
2565 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--;
2567
2568 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff.
2571 */
2572 move_player (op, op->direction);
2573 if (op->speed_left > 0)
2574 return 1;
2575 else
2576 return 0;
2577 }
2578
2579 return 0;
2580}
2581
2582int
2583save_life (object *op)
2584{
2585 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2586 return 0;
2587
2588 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2589 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2590 { 2139 {
2591 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2140 op->play_sound (sound_find ("ob_evaporate"));
2592 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));
2593 2142
2594 if (op->contr)
2595 esrv_del_item (op->contr, tmp->count);
2596
2597 tmp->destroy (); 2143 tmp->destroy ();
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2599 2145
2600 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2601 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2602 2148
2603 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2604 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2605 2151
2606 fix_player (op); 2152 op->update_stats ();
2607 return 1; 2153 return 1;
2608 } 2154 }
2609 2155
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2612 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2613 return 0; 2159 return 0;
2614} 2160}
2615 2161
2616/* 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
2617 * 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
2618 * 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
2619 * from. 2165 * from.
2620 */ 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
2621void 2183void
2622remove_unpaid_objects (object *op, object *env) 2184object::drop_unpaid_items ()
2623{ 2185{
2624 object *next; 2186 if (!flag [FLAG_REMOVED])
2625 2187 ::drop_unpaid_items (inv, this);
2626 while (op)
2627 {
2628 next = op->below; /* Make sure we have a good value, in case
2629 * we remove object 'op'
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0);
2639 }
2640 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env);
2642
2643 op = next;
2644 }
2645} 2188}
2646
2647
2648/*
2649 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the
2652 * best, a misc file for object actions is probably better,
2653 * but there isn't one in the server directory.
2654 */
2655char *
2656gravestone_text (object *op)
2657{
2658 static char buf2[MAX_BUF];
2659 char buf[MAX_BUF];
2660 time_t now = time (NULL);
2661
2662 strcpy (buf2, " R.I.P.\n\n");
2663 if (op->type == PLAYER)
2664 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2665 else
2666 sprintf (buf, "%s\n", &op->name);
2667
2668 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf);
2670 if (op->type == PLAYER)
2671 sprintf (buf, "who was in level %d when killed\n", op->level);
2672 else
2673 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2674
2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf);
2677 if (op->type == PLAYER)
2678 {
2679 sprintf (buf, "by %s.\n\n", op->contr->killer);
2680 strncat (buf2, " ", 21 - strlen (buf) / 2);
2681 strcat (buf2, buf);
2682 }
2683
2684 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf);
2687
2688 return buf2;
2689}
2690
2691
2692 2189
2693void 2190void
2694do_some_living (object *op) 2191do_some_living (object *op)
2695{ 2192{
2696 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2697 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2698 int over_hp, over_sp, over_grace;
2699 int i;
2700 int rate_hp = 1200; 2195 int rate_hp = 1200;
2701 int rate_sp = 2500; 2196 int rate_sp = 2500;
2702 int rate_grace = 2000; 2197 int rate_grace = 2000;
2703 const int max_hp = 1; 2198 const int max_hp = 1;
2704 const int max_sp = 1; 2199 const int max_sp = 1;
2705 const int max_grace = 1; 2200 const int max_grace = 1;
2706 2201
2707 if (op->contr->outputs_sync) 2202#if 0
2708 { 2203 if (op->contr->hidden)
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]);
2712 } 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 }
2713 2223
2714 if (op->contr->state == ST_PLAYING) 2224 if (op->contr->ns->state == ST_PLAYING)
2715 { 2225 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2226 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2227 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2228 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2229 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2230 else
2722 { 2231 {
2723 gen_hp = op->stats.maxhp; 2232 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2233 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2234 }
2235
2726 if (op->contr->gen_sp >= 0) 2236 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2237 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2238 else
2729 { 2239 {
2730 gen_sp = op->stats.maxsp; 2240 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2241 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2242 }
2243
2733 if (op->contr->gen_grace >= 0) 2244 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2245 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2246 else
2736 { 2247 {
2737 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2739 } 2250 }
2740 2251
2741 /* Regenerate Spell Points */
2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2743 {
2744 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2745 if (op->stats.sp < op->stats.maxsp)
2746 {
2747 op->stats.sp++;
2748 /* dms do not consume food */
2749 if (!QUERY_FLAG (op, FLAG_WIZ))
2750 {
2751 op->stats.food--;
2752 if (op->contr->digestion < 0)
2753 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food;
2756 }
2757 }
2758 if (max_sp > 1)
2759 {
2760 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0)
2762 {
2763 if (op->stats.sp < op->stats.maxsp)
2764 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--;
2768 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp;
2770 }
2771 op->last_sp = 0;
2772 }
2773 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 }
2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 }
2783
2784 /* Regenerate Grace */ 2252 /* Regenerate Grace */
2785 /* 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. */
2786 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2787 { 2255 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2789 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
2790 if (max_grace > 1) 2261 if (max_grace > 1)
2791 { 2262 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2793 if (over_grace > 0) 2265 if (over_grace > 0)
2794 { 2266 {
2795 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;
2796 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2797 op->last_grace = 0; 2268 op->last_grace = 0;
2798 } 2269 }
2799 else 2270 else
2800 { 2271 op->last_grace = rate_grace / temp;
2801 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2802 }
2803 } 2272 }
2804 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)
2805 { 2283 {
2806 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);
2807 }
2808 /* wearing stuff doesn't detract from grace generation. */
2809 }
2810 2285
2811 /* Regenerate Hit Points */
2812 if (--op->last_heal < 0)
2813 {
2814 if (op->stats.hp < op->stats.maxhp) 2286 if (op->stats.sp < op->stats.maxsp)
2815 {
2816 op->stats.hp++;
2817 /* dms do not consume food */
2818 if (!QUERY_FLAG (op, FLAG_WIZ))
2819 { 2287 {
2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2292 {
2820 op->stats.food--; 2293 op->stats.food--;
2294
2821 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2822 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2823 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))
2824 op->stats.food = last_food; 2298 op->stats.food = last_food;
2299 }
2825 } 2300 }
2826 } 2301
2827 if (max_hp > 1) 2302 if (max_sp > 1)
2828 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0)
2831 { 2303 {
2832 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
2833 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);
2834 } 2322 }
2835 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)
2836 { 2331 {
2837 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 }
2838 } 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;
2839 } 2359 }
2840 else 2360 else
2841 { 2361 op->last_heal = rate_hp / temp;
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2843 } 2362 }
2844 } 2363 }
2845 2364
2846 /* Digestion */ 2365 /* Digestion */
2847 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2848 { 2367 {
2849#ifdef COZY_SERVER 2368 int bonus = max (0, op->contr->digestion),
2850 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2369 penalty = max (0, -op->contr->digestion);
2851 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2852#else
2853 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2854#endif
2855 2370
2856 if (op->contr->gen_hp > 0)
2857 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);
2858 else 2372
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2860 /* dms do not consume food */ 2373 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2862 op->stats.food--; 2375 op->stats.food--;
2863 } 2376 }
2864 }
2865 2377
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2379 {
2868 object *tmp, *flesh = NULL; 2380 object *flesh = 0;
2869 2381
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2871 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 { 2383 {
2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 { 2388 {
2876 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.>");
2877 manual_apply (op, tmp, 0); 2391 op->apply (tmp);
2392
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2394 break;
2880 } 2395 }
2881 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2882 flesh = tmp; 2397 flesh = tmp;
2883 } /* End if paid for object */ 2398 }
2884 } /* end of for loop */ 2399
2885 /* 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
2886 * eat flesh instead. 2401 * eat flesh instead.
2887 */ 2402 */
2888 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.>");
2889 { 2414 }
2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2415
2891 manual_apply (op, flesh, 0); 2416 if (op->stats.food < 0)
2892 } 2417 {
2893 } /* end if player is starving */ 2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2894 2420
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2421 if (op->stats.hp < 0)
2896 op->stats.food++, op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2897 2427
2898 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])
2899 kill_player (op); 2430 kill_player (op);
2431 }
2900} 2432}
2901
2902
2903 2433
2904/* 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.
2905 * 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
2906 * permadeath, no lifesave), this will take care of removing the player 2436 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2437 * file.
2908 */ 2438 */
2909void 2439void
2910kill_player (object *op) 2440kill_player (object *op)
2911{ 2441{
2912 char buf[MAX_BUF];
2913 int x, y; 2442 int x, y;
2914
2915 //int i;
2916 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2917
2918 /* int z;
2919 int num_stats_lose;
2920 int lost_a_stat;
2921 int lose_this_stat;
2922 int this_stat; */
2923 int will_kill_again; 2444 int will_kill_again;
2924 archetype *at; 2445 archetype *at;
2925 object *tmp; 2446 object *tmp;
2926 2447
2927 if (save_life (op)) 2448 if (save_life (op))
2928 return; 2449 return;
2929 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 }
2930 2486
2931 /* 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
2932 * 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.
2933 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2934 */ 2490 */
2935 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2936 { 2492 {
2937 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";
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939
2940 /* restore player */
2941 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op);
2943 if (tmp)
2944 {
2945 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 }
2948
2949 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op);
2951 if (tmp)
2952 {
2953 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 }
2956
2957 cure_disease (op, 0); /* remove any disease */
2958 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0)
2960 op->stats.food = 999;
2961 2494
2962 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2964 if (tmp != NULL) 2497
2965 { 2498 tmp->name = format ("%s's finger" , &op->name);
2966 sprintf (buf, "%s's finger", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2967 tmp->name = buf; 2500 tmp->msg = format (
2968 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",
2969 " the %s, when he was defeated at\n level %d by %s.\n", 2502 &op->name, op->contr->title,
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2503 (int)op->level,
2971 tmp->msg = buf; 2504 op->contr->killer_name ()
2505 );
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2507 tmp->material = name_to_material (shstr_organic);
2974 tmp->x = op->x, tmp->y = op->y; 2508 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 }
2977 2509
2978 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2981 return; 2515 return;
2982 } 2516 }
2983 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2984 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2985 2522
2986 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2987 2524
2988 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)
2989 { 2543 {
2990 if (op->contr->explore) 2544 /* If stat loss is permanent, lose one stat only. */
2991 { 2545 /* Lower level chars don't lose as many stats because they suffer
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2546 more if they do. */
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2547 /* Higher level characters can afford things such as potions of
2994 op->stats.food = 999; 2548 restoration, or better, stat potions. So we slug them that
2995 return; 2549 little bit harder. */
2996 } 2550 /* GD */
2997 sprintf (buf, "%s starved to death.", &op->name); 2551 if (settings.stat_loss_on_death)
2998 strcpy (op->contr->killer, "starvation"); 2552 num_stats_lose = 1;
2553 else
2554 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2999 } 2555 }
3000 else 2556 else
3001 { 2557 num_stats_lose = 1;
3002 if (op->contr->explore) 2558
3003 { 2559 lost_a_stat = 0;
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2560
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2561 for (z = 0; z < num_stats_lose; z++)
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name);
3010 } 2562 {
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2563 i = rndm (NUM_STATS);
3012 2564
3013 /* save the map location for corpse, gravestone */
3014 x = op->x;
3015 y = op->y;
3016 map = op->map;
3017
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat.
3023 * See the config.h file for a little more in depth detail about this.
3024 */
3025
3026 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect
3028 * of death.
3029 */
3030#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss)
3032 {
3033 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */
3036 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */
3039 /* GD */
3040 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2566 {
3042 else 2567 /* Pick a random stat and take a point off it. Tell the player
3043 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;
3044 } 2576 }
3045 else 2577 else
3046 { 2578 {
3047 num_stats_lose = 1; 2579 /* deplete a stat */
3048 } 2580 archetype *deparch = archetype::find (shstr_depletion);
3049 lost_a_stat = 0; 2581 object *dep;
3050 2582
3051 for (z = 0; z < num_stats_lose; z++) 2583 dep = present_arch_in_ob (deparch, op);
3052 { 2584 if (!dep)
3053 i = RANDOM () % NUM_STATS;
3054
3055 if (settings.stat_loss_on_death)
3056 { 2585 {
3057 /* Pick a random stat and take a point off it. Tell the player 2586 dep = deparch->instance ();
3058 * what he lost. 2587 insert_ob_in_ob (dep, op);
3059 */
3060 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1;
3066 } 2588 }
3067 else 2589 lose_this_stat = 1;
2590 if (settings.balanced_stat_loss)
3068 { 2591 {
3069 /* deplete a stat */ 2592 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2593 /* Get the stat that we're about to deplete. */
3071 object *dep; 2594 this_stat = get_attr_value (&(dep->stats), i);
3072 2595 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2596 {
3076 dep = arch_to_object (deparch); 2597 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2598 int keep_chance = this_stat * this_stat;
3078 } 2599
3079 lose_this_stat = 1; 2600 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 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)
3086 { 2606 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2607 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2609 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2610 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2611 else
3121 if (this_stat >= -50)
3122 { 2612 {
3123 change_attr_value (&(dep->stats), i, -1); 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 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"); */
3128 } 2618 }
3129 } 2619 }
3130 } 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 }
3131 } 2639 }
2640 }
2641 }
2642
3132 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2644 if (!lost_a_stat)
3134 { 2645 {
3135 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2647 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
3138 2649
3139 if (god && (strcmp (god, "none"))) 2650 if (god != shstr_none)
3140 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";
3141 else 2652 else
3142 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";
3143 } 2654 }
3144#else 2655#else
3145 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.";
3146#endif 2657#endif
3147 2658
3148 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2660 * exp loss on the stone.
3150 */ 2661 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
3152 sprintf (buf, "%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
3153 tmp->name = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
3154 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",
3155 tmp->name_pl = buf; 2666 &op->name, op->contr->title, op->contr->killer_name ());
3156 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);
3157 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2669
3161 /**************************************/ 2670 /**************************************/
3162 /* */ 2671 /* */
3163 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */
3166 /* */ 2673 /* */
3167 /**************************************/ 2674 /**************************************/
3168 2675
3169 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */
3171 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op);
3173
3174 if (tmp)
3175 {
3176 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 }
3179
3180 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op);
3182 if (tmp)
3183 {
3184 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 }
3187
3188 cure_disease (op, 0); /* remove any disease */
3189
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100)
3193 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2678
3198 /* 2679 /*
3199 * 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
3200 * the player has any unpaid items. If so, remove them and put them back 2681 * and put them back in the map.
3201 * in the map. 2682 */
3202 */ 2683 op->drop_unpaid_items ();
3203 2684
3204 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op);
3206
3207 /****************************************/ 2685 /****************************************/
3208 /* */ 2686 /* */
3209 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
3211 /* */ 2689 /* */
3212 /****************************************/ 2690 /****************************************/
3213 2691
3214 enter_player_savebed (op); 2692 enter_player_savebed (op);
3215 2693
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2694 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2695
3222 /* it is possible that the player has blown something up 2696 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2697 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2698 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2699 * on the space that might harm the player.
3226 */ 2700 */
3227 will_kill_again = 0; 2701 will_kill_again = 0;
3228 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)
3229 if (tmp->type == SPELL_EFFECT) 2703 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2704 will_kill_again |= tmp->attacktype;
3231 2705
3232 if (will_kill_again) 2706 if (will_kill_again)
3233 { 2707 {
3234 object *force; 2708 object *force;
3235 int at; 2709 int at;
3236 2710
3237 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1;
3240 force->speed_left = -5.0; 2713 force->speed_left = -5.f;
3241 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
3242 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2719 force->resist[at] = 100;
3245 2720
3246 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
3247 fix_player (op); 2722 op->update_stats ();
3248
3249 }
3250
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 { 2723 }
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259 2724
3260 op->contr->party = NULL; 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2726}
3320 2727
3321 2728static void
3322void
3323loot_object (object *op) 2729loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
3326 2732
3327 if (op->container) 2733 op->close_container (); /* close open sack first */
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container);
3330 }
3331 2734
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
3333 { 2736 {
3334 next = tmp->below; 2737 next = tmp->below;
2738
3335 if (tmp->invisible) 2739 if (tmp->invisible)
3336 continue; 2740 continue;
2741
3337 tmp->remove (); 2742 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2744
3339 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
3341 loot_object (tmp); 2747
3342 } 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3343 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3344 { 2749 {
3345 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
3346 { 2751 {
3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
3348 tmp2->destroy ();
3349 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
3350 } 2754 }
3351 else 2755 else
3352 tmp->destroy (); 2756 tmp->destroy ();
3353 } 2757 }
3359/* 2763/*
3360 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
3361 * 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
3362 * was changed. 2766 * was changed.
3363 */ 2767 */
3364
3365void 2768void
3366fix_weight (void) 2769fix_weight ()
3367{ 2770{
3368 player *pl; 2771 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 2772 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
3373 2774
3374 if (old == sum) 2775 pl->ob->update_weight ();
3375 continue; 2776
3376 fix_player (pl->ob); 2777 if (old != pl->ob->carrying)
2778 {
2779 pl->ob->update_stats ();
3377 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 }
3378 } 2782 }
3379} 2783}
3380 2784
3381void 2785void
3382fix_luck (void) 2786fix_luck ()
3383{ 2787{
3384 player *pl; 2788 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 2789 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 2790 pl->ob->change_luck (0);
3389} 2791}
3390
3391 2792
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 2793/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 2794 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 2795 * just treat this as any other spell casting object.
3395 */ 2796 */
3396
3397void 2797void
3398cast_dust (object *op, object *throw_ob, int dir) 2798cast_dust (object *op, object *throw_ob, int dir)
3399{ 2799{
3400 object *skop, *spob; 2800 object *skop, *spob;
3401 2801
3428} 2828}
3429 2829
3430void 2830void
3431make_visible (object *op) 2831make_visible (object *op)
3432{ 2832{
3433 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3434 op->invisible = 0; 2834 op->invisible = 0;
2835
3435 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3436 { 2837 {
3437 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3438 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3439 } 2840 }
2841
3440 update_object (op, UP_OBJ_FACE); 2842 update_object (op, UP_OBJ_CHANGE);
3441} 2843}
3442 2844
3443int 2845int
3444is_true_undead (object *op) 2846is_true_undead (object *op)
3445{ 2847{
3446 object *tmp = NULL; 2848 if (op->arch->flag [FLAG_UNDEAD])
3447
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1; 2849 return 1;
3450 2850
3451 return 0; 2851 return 0;
3452} 2852}
3453 2853
3454/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3455 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3456 * indicate greater hideability. 2856 * indicate greater hideability.
3457 */ 2857 */
3458
3459int 2858int
3460hideability (object *ob) 2859hideability (object *ob)
3461{ 2860{
3462 int i, level = 0, mflag; 2861 int i, level = 0, mflag;
3463 sint16 x, y; 2862 sint16 x, y;
3464 2863
3465 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3466 return 0; 2865 return 0;
3467 2866
3468 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3469 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3470 2869
3471 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3472 * 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
3473 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3474 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3475 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3476 2875
3477 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3478 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))
3479 { 2880 {
3480 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3481 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3482 {
3483 continue; 2883 continue;
3484 } 2884
3485 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3486 level += 2; 2886 level += 2;
3487 else /* open terrain! */ 2887 else /* open terrain! */
3488 level -= 1; 2888 level -= 1;
3489 } 2889 }
3497/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3498 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3499 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3500 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3501 */ 2901 */
3502
3503void 2902void
3504do_hidden_move (object *op) 2903do_hidden_move (object *op)
3505{ 2904{
3506 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3507 object *skop;
3508 2906
3509 if (!op || !op->map) 2907 if (!op || !op->map)
3510 return; 2908 return;
3511 2909
3512 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);
3513 2912
3514 /* 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! */
3515 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3516 {
3517 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3518 { 2916 {
3519 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!");
3520 make_visible (op); 2918 make_visible (op);
3521 return; 2919 return;
3522 } 2920 }
3523 else 2921 else
3524 num += 20; 2922 num += 20;
3525 } 2923
3526 num += op->map->difficulty; 2924 num += op->map->difficulty;
3527 hide = hideability (op); /* modify by terrain hidden level */ 2925 hide = hideability (op); /* modify by terrain hidden level */
3528 num -= hide; 2926 num -= hide;
2927
3529 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3530 { 2929 {
3531 make_visible (op); 2930 make_visible (op);
2931
3532 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3533 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!");
3534 } 2934 }
3535 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3536 {
3537 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);
3538 }
3539} 2937}
3540 2938
3541/* determine if who is standing near a hostile creature. */ 2939/* determine if who is standing near a hostile creature. */
3542 2940
3543int 2941int
3553 2951
3554 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3555 player = 1; 2953 player = 1;
3556 2954
3557 else 2955 else
3558 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3559 2957
3560 /* search adjacent squares */ 2958 /* search adjacent squares */
3561 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3562 { 2960 {
3563 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3564 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3565 m = who->map; 2963 m = who->map;
3566 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3567 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3568 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3569 */ 2967 */
3572 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)))
3573 continue; 2971 continue;
3574 2972
3575 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)
3576 { 2974 {
3577 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])
3578 return 1; 2976 return 1;
3579 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3580 {
3581 /*don't let a hidden DM prevent you from hiding */
3582 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3583 return 1; 2978 return 1;
3584 }
3585 } 2979 }
3586 } 2980 }
3587 return 0; 2981 return 0;
3588} 2982}
3589 2983
3590/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3591 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3592 * 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
3593 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3594 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3595 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3596 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3597 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3598 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3599 * 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.
3600 * -b.t. 2994 * -b.t.
3601 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3602 */ 2996 */
3603
3604int 2997int
3605player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3606{ 2999{
3607 rv_vector rv; 3000 rv_vector rv;
3608 int dx, dy; 3001 int dx, dy;
3610 if (pl->type != PLAYER) 3003 if (pl->type != PLAYER)
3611 { 3004 {
3612 LOG (llevError, "player_can_view() called for non-player object\n"); 3005 LOG (llevError, "player_can_view() called for non-player object\n");
3613 return -1; 3006 return -1;
3614 } 3007 }
3008
3615 if (!pl || !op) 3009 if (!pl || !op)
3616 return 0; 3010 return 0;
3617 3011
3618 if (op->head)
3619 {
3620 op = op->head; 3012 op = op->head_ ();
3621 } 3013
3622 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3623 3015
3624 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3625 * through the object and find if it has any 3017 * through the object and find if it has any
3626 * part that is in the los array but isnt on 3018 * part that is in the los array but isn't on
3627 * a blocked los square. 3019 * a blocked los square.
3628 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3629 */ 3021 */
3630 while (op) 3022 while (op)
3631 { 3023 {
3632 dx = rv.distance_x + op->arch->clone.x; 3024 dx = rv.distance_x + op->arch->x;
3633 dy = rv.distance_y + op->arch->clone.y; 3025 dy = rv.distance_y + op->arch->y;
3634 3026
3635 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3636 * code, so we need to restrict ourselves to that range of values
3637 * for any meaningful values.
3638 */
3639 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3640 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3641 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3642 return 1; 3028 return 1;
3029
3643 op = op->more; 3030 op = op->more;
3644 } 3031 }
3645 return 0;
3646}
3647 3032
3648/* routine for both players and monsters. We call this when
3649 * there is a possibility for our action distrubing our hiding
3650 * place or invisiblity spell. Artefact invisiblity is not
3651 * effected by this. If we arent invisible to begin with, we
3652 * return 0.
3653 */
3654int
3655action_makes_visible (object *op)
3656{
3657
3658 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3659 {
3660 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3661 return 0;
3662
3663 if (op->contr && op->contr->tmp_invis == 0)
3664 return 0;
3665
3666 /* If monsters, they should become visible */
3667 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3668 {
3669 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3670 return 1;
3671 }
3672 }
3673 return 0; 3033 return 0;
3674} 3034}
3675 3035
3676/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3677 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3682 * 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
3683 */ 3043 */
3684int 3044int
3685op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3686{ 3046{
3687 object *tmp;
3688
3689 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3690 * 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),
3691 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3692 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3693 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3694 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3695 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3696 { 3054 {
3697 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3698 { 3056 {
3699 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (tmp->flag [FLAG_NO_PICK]
3700 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))
3701 { 3061 {
3702 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3703 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))
3704 {
3705 object *invtmp;
3706
3707 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)
3708 { 3066 {
3709 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3710 {
3711 if (x != NULL && y != NULL) 3067 if (x && y)
3712 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3713 return 1; 3070 return 1;
3714 }
3715 } 3071 }
3716 } 3072
3717 if (x != NULL && y != NULL) 3073 if (x && y)
3718 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3719 return 1; 3076 return 1;
3720 } 3077 }
3721 } 3078 }
3722 } 3079 }
3080
3723 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3724 return 0; 3082 return 0;
3725} 3083}
3726 3084
3727/* 3085/*
3743 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3744 int i = 0, j = 0; 3102 int i = 0, j = 0;
3745 3103
3746 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3747 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3748 trlist = find_treasurelist ("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3749 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3750 trlist = find_treasurelist ("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3751 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3752 trlist = find_treasurelist ("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3753 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3754 trlist = find_treasurelist ("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3755 3113
3756 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3757 return; 3115 return;
3758 3116
3759 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++);
3760 3118
3761 if (tr == NULL || tr->item == NULL) 3119 if (!tr || !tr->item)
3762 { 3120 {
3763 /* 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]); */
3764 return; 3122 return;
3765 } 3123 }
3766 3124
3767 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3768 item = &(tr->item->clone); 3126 item = tr->item;
3769 3127
3770 if (item->type == SPELL) 3128 if (item->type == SPELL)
3771 { 3129 {
3772 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3773 return; 3131 return;
3832 { 3190 {
3833 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3834 object *skin; 3192 object *skin;
3835 3193
3836 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3837 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
3838 if (skin == NULL) 3198 if (!skin)
3839 return; 3199 return;
3840 3200
3841 /* adding new spellpath attunements */ 3201 /* adding new spellpath attunements */
3842 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3202 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3843 { 3203 {
3854 else 3214 else
3855 j = 1; 3215 j = 1;
3856 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3857 } 3217 }
3858 } 3218 }
3219
3859 strcat (buf, "."); 3220 strcat (buf, ".");
3860 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3861 } 3222 }
3862 3223
3863 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3864 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3865 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3866 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3867 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3868 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3869 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3870 3231
3871 /* print message if there is one */ 3232 /* print message if there is one */
3872 if (item->msg != NULL) 3233 if (item->msg != NULL)
3873 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3874 } 3235 }
3875 else 3236 else
3876 { 3237 {
3877 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3878 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3879 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));
3880 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3881 if (who->type == PLAYER)
3882 esrv_send_item (who, tmp);
3883 } 3242 }
3884} 3243}
3885 3244
3886/** 3245//-GPL
3887 * Unready an object for a player. This function does nothing if the object was 3246
3888 * not readied. 3247sint8
3889 */ 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
3890void 3263void
3891player_unready_range_ob (player *pl, object *ob) 3264player::infobox (const char *title, const char *msg, int color)
3892{ 3265{
3893 rangetype i; 3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3894
3895 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3896 {
3897 if (pl->ranges[i] == ob)
3898 {
3899 pl->ranges[i] = NULL;
3900 if (pl->shoottype == i)
3901 {
3902 pl->shoottype = range_none;
3903 }
3904 }
3905 }
3906} 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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