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Comparing deliantra/server/server/player.C (file contents):
Revision 1.55 by root, Sat Dec 23 03:38:43 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#include <algorithm> 39playervec players;
34#include <functional>
35
36player *
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47
48void
49display_motd (const object *op)
50{
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
65 {
66 if (*buf == '#')
67 continue;
68
69 strncat (motd + size, buf, HUGE_BUF - size);
70 size += strlen (buf);
71 }
72
73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75}
76
77void
78send_rules (const object *op)
79{
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
99 {
100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
101 break;
102 }
103
104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110}
111
112void
113send_news (const object *op)
114{
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 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 */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
150 }
151 strncat (news + size, buf, HUGE_BUF - size);
152 size += strlen (buf);
153 }
154 }
155
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
158 close_and_delete (fp, comp);
159}
160 40
161/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
162static void 42static void
163set_first_map (object *op) 43set_first_map (object *op)
164{ 44{
165 strcpy (op->contr->maplevel, first_map_path); 45 op->contr->maplevel = first_map_path;
166 op->x = -1; 46 op->x = -1;
167 op->y = -1; 47 op->y = -1;
168 enter_exit (op, 0);
169} 48}
170 49
50void
51player::activate ()
52{
53 if (active)
54 return;
55
56 players.insert (this);
57 ob->remove ();
58 ob->map = 0;
59 ob->activate_recursive ();
60 ob->clr_flag (FLAG_FRIENDLY);
61 add_friendly_object (ob);
62}
63
64void
65player::deactivate ()
66{
67 if (!active)
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
171void 87void
172player::connect (client *ns) 88player::connect (client *ns)
173{ 89{
174 this->ns = ns; 90 this->ns = ns;
175 ns->pl = this; 91 ns->pl = this;
176 92
177 next = first_player; 93 run_on = 0;
178 first_player = this; 94 fire_on = 0;
95 ob->close_container (); //TODO: client-specific
179 96
180 ns->update_look = 0; 97 ns->update_look = 0;
181 ns->look_position = 0; 98 ns->look_position = 0;
182 99
183 clear_los (ob); 100 clear_los ();
184 101
102 ns->reset_stats ();
103
104 /* make sure he's a player -- needed because of class change. */
185 ob->type = PLAYER; // we are paranoid 105 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race; 106 ob->race = ob->arch->race;
187 107
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats (); 108 ob->update_weight ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 109 link_skills ();
194 110
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name); 111 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 112
210 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
212 { 115 {
213 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217 117
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 120 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 121 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 123 skin = tmp;
224 124
225 set_dragon_name (ob, abil, skin); 125 set_dragon_name (ob, abil, skin);
226 } 126 }
227 127
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 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 ();
235 138
236 ns->floorbox_update (); 139 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
241 142
242 enter_exit (ob, 0); 143 activate ();
243 144
244// send_rules (ob);//TODO 145 INVOKE_PLAYER (CONNECT, this);
245// send_news (ob);//TODO
246// display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
248} 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
249 178
250// the need for this function can be explained 179// the need for this function can be explained
251// by load_object not returning the object 180// by load_object not returning the object
252void 181void
253player::set_object (object *op) 182player::set_object (object *op)
254{ 183{
255 ob = op; 184 ob = observe = viewpoint = op;
256 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
257 186
187 ob->speed = 1.0f; // object still inactive, keep it that way
258 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
259 ob->speed = 1.0; 189
260 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267} 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
268 208
269player::player () 209player::player ()
270{ 210{
271 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
272 * we deal with that below this point. 212 * we deal with that below this point.
273 */ 213 */
274 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
275 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
276 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
277 217
278 assign (savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
279 219
280 gen_sp_armour = 10; 220 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none;
283 bowtype = bow_normal; 221 bowtype = bow_normal;
284 petmode = pet_normal; 222 petmode = pet_normal;
285 listening = 10;
286 usekeys = containers; 223 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
289 do_los = 1; 225 do_los = 1;
290 226
291 /* we need to clear these to -1 and not zero - otherwise, 227 weapon_sp = 1.0f;
292 * if a player quits and starts a new character, we wont 228 weapon_sp_left = 0.5f;
293 * send new values to the client, as things like exp start 229}
294 * at zero.
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298 230
299 for (int i = 0; i < NROFATTACKS; i++) 231void
300 last_resist[i] = -1; 232player::do_destroy ()
233{
234 disconnect ();
301 235
302 last_stats.exp = -1; 236 attachable::do_destroy ();
303 last_weight = (uint32) - 1; 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;
304} 247}
305 248
306player::~player () 249player::~player ()
307{ 250{
308 terminate_all_pets (ob);
309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */ 251 /* Clear item stack */
343 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
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);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
344} 281}
345 282
346/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
347 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
348 * mode. 285 * mode.
350player * 287player *
351player::create () 288player::create ()
352{ 289{
353 player *pl = new player; 290 player *pl = new player;
354 291
355 pl->set_object (arch_to_object (get_player_archetype (0))); 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);
356 299
357 return pl; 300 return pl;
358}
359
360/*
361 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype!
364 */
365archetype *
366get_player_archetype (archetype *at)
367{
368 archetype *start = at;
369
370 for (;;)
371 {
372 if (at == NULL || at->next == NULL)
373 at = first_archetype;
374 else
375 at = at->next;
376
377 if (at->clone.type == PLAYER)
378 return at;
379
380 if (at == start)
381 {
382 LOG (llevError, "No Player archetypes\n");
383 exit (-1);
384 }
385 }
386} 301}
387 302
388object * 303object *
389get_nearest_player (object *mon) 304get_nearest_player (object *mon)
390{ 305{
391 object *op = NULL; 306 object *op = NULL;
392 player *pl = NULL;
393 objectlink *ol; 307 objectlink *ol;
394 unsigned lastdist; 308 unsigned lastdist;
395 rv_vector rv; 309 rv_vector rv;
396 310
397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
398 { 312 {
399 /* We should not find free objects on this friendly list, but it
400 * does periodically happen. Given that, lets deal with it.
401 * While unlikely, it is possible the next object on the friendly
402 * list is also free, so encapsulate this in a while loop.
403 */
404 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
405 {
406 object *tmp = ol->ob;
407
408 /* Can't do much more other than log the fact, because the object
409 * itself will have been cleared.
410 */
411 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
412 ol = ol->next;
413 remove_friendly_object (tmp);
414 if (!ol)
415 return op;
416 }
417
418 /* Remove special check for player from this. First, it looks to cause
419 * some crashes (ol->ob->contr not set properly?), but secondly, a more
420 * complicated method of state checking would be needed in any case -
421 * as it was, a clever player could type quit, and the function would
422 * skip them over while waiting for confirmation. Remove
423 * on_same_map check, as can_detect_enemy also does this
424 */
425 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
426 continue; 314 continue;
427 315
428 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
429 { 317 {
430 op = ol->ob; 318 op = ol->ob;
431 lastdist = rv.distance; 319 lastdist = rv.distance;
432 } 320 }
433 } 321 }
434 for (pl = first_player; pl != NULL; pl = pl->next) 322
435 { 323 for_all_players (pl)
436 if (can_detect_enemy (mon, pl->ob, &rv)) 324 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
438
439 if (lastdist > rv.distance) 325 if (lastdist > rv.distance)
440 { 326 {
441 op = pl->ob; 327 op = pl->ob;
442 lastdist = rv.distance; 328 lastdist = rv.distance;
443 } 329 }
444 } 330
445 }
446#if 0 331#if 0
447 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)");
448#endif 333#endif
449 return op; 334 return op;
450} 335}
451 336
452/* 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
453 * 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
454 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
455 * 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
456 * the deviation is 341 * the deviation is
457 */ 342 */
458#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
494 */ 379 */
495int 380int
496path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 382{
498 rv_vector rv; 383 rv_vector rv;
499 sint16 x, y;
500 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;
501 maptile *m, *lastmap;
502 385
503 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
504 387
505 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
506 return 0; 389 return 0;
507 390
508 x = mon->x; 391 mapxy pos (mon);
509 y = mon->y;
510 m = mon->map;
511 dir = rv.direction; 392 dir = rv.direction;
512 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 */
513 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
514 /* 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. */
515 if (diff > max) 397 if (diff > max)
516 return 0; 398 return 0;
399
517 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
518 { 401 {
519 lastx = x; 402 mapxy lastpos = pos;
520 lasty = y;
521 lastmap = m;
522 x = lastx + freearr_x[dir];
523 y = lasty + freearr_y[dir];
524 403
525 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
526 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
527 405
528 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
529 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
530 && (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)))
531 { 410 {
532 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
533 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
534 */ 413 */
535 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
536 if (rv.direction != dir) 415 if (rv.direction != dir)
537 { 416 {
538 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
539 * the values so it will try again. 418 * the values so it will try again.
540 */ 419 */
541 x = lastx;
542 y = lasty;
543 m = lastmap; 420 pos = lastpos;
544 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
545 } 422 }
546 else 423 else
547 { 424 {
548 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
549 * either the left or right. 426 * either the left or right.
550 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
551 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
552 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
553 * 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
554 * stepping back and forth 431 * stepping back and forth
555 */ 432 */
556 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557 { 434 {
558 if (i == 0) 435 if (i == 0)
559 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
560 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
561 * since the direction that the creature should move in 439 * since the direction that the creature should move in
562 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
563 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
564 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
566 * 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
567 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
568 * the last direction the creature has successfully 446 * the last direction the creature has successfully
569 * moved. 447 * moved.
570 */ 448 */
571
572 x = lastx + freearr_x[absdir (lastdir + i)];
573 y = lasty + freearr_y[absdir (lastdir + i)];
574 m = lastmap; 449 pos = lastpos;
575 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
576 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
577 continue; 453 continue;
578 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
579 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
580 continue; 458 continue;
581 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
582 continue; 461 continue;
583 462
584 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
585 break; 464 break;
586 } 465 }
466
587 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
588 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
589 */ 469 */
590 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
591 return 0; 471 return 0;
472
592 diff--; 473 diff--;
593 lastdir = dir; 474 lastdir = dir;
594 max--; 475 max--;
595 if (!firstdir) 476 if (!firstdir)
596 firstdir = dir + i; 477 firstdir = dir + i;
600 { 481 {
601 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
602 diff--; 483 diff--;
603 max--; 484 max--;
604 lastdir = dir; 485 lastdir = dir;
486
605 if (!firstdir) 487 if (!firstdir)
606 firstdir = dir; 488 firstdir = dir;
607 } 489 }
490
608 if (diff <= 1) 491 if (diff <= 1)
609 { 492 {
610 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 494 * headed toward player for entire distance.
612 */ 495 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 498 }
499
616 if (diff > max) 500 if (diff > max)
617 return 0; 501 return 0;
618 } 502 }
503
619 /* 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 */
620 if (!max) 505 if (!max)
621 return 0; 506 return 0;
622 507
623 return firstdir; 508 return firstdir;
624} 509}
625 510
626void 511void
627give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
628{ 513{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL) 514 if (pl->randomitems)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633 516
634 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
635 { 518 {
636 next = op->below; 519 next = op->below;
637 520
638 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
639 * 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
640 */ 523 */
641 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
642 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
643 526
644 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions 528 * by this player due to race restrictions
646 */ 529 */
647 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
648 { 531 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
650 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
651 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
652 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
653 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))
654 { 539 {
655 op->destroy (); 540 op->destroy ();
656 continue; 541 continue;
657 } 542 }
658 } 543 }
659 544
660 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
661 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
662 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
663 * a first level treasurelist for each skill.)
664 * remove duplicate skills also
665 */ 548 */
666 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
667 { 550 {
668 object *tmp;
669
670 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
671 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
672 break;
673
674 if (tmp)
675 { 553 {
676 op->destroy (); 554 op->destroy ();
677 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
678 continue;
679 } 556 }
680 557
681 if (op->nrof > 1) 558 if (op->nrof > 1)
682 op->nrof = 1; 559 op->nrof = 1;
683 } 560 }
684 561
685 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
686 { 563 op->inv->clr_flag (FLAG_STARTEQUIP);
687 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
688 }
689 564
690 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
691 * 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
692 * merged properly. 567 * merged properly.
693 */ 568 */
694 if (need_identify (op)) 569 if (op->need_identify ())
695 {
696 SET_FLAG (op, FLAG_IDENTIFIED);
697 CLEAR_FLAG (op, FLAG_CURSED);
698 CLEAR_FLAG (op, FLAG_DAMNED);
699 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
700 if (op->type == SPELL) 576 if (op->type == SPELL)
701 { 577 {
702 op->destroy (); 578 op->destroy ();
703 continue; 579 continue;
704 } 580 }
705 else if (op->type == SKILL) 581 else if (op->type == SKILL)
706 { 582 {
707 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
708 op->stats.exp = 0; 584 op->stats.exp = 0;
709 op->level = 1; 585 op->level = 1;
710 } 586 }
711 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
712 else 588 op->set_flag (FLAG_INV_LOCKED);
713 SET_FLAG (op, FLAG_INV_LOCKED);
714 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
715 590
716 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
717 link_player_skills (pl); 592 pl->contr->link_skills ();
718} 593}
719 594
720void 595void
721get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
722{ 597{
732 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
733} 608}
734 609
735/* 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. */
736static int 611static int
737roll_stat (void) 612roll_stat ()
738{ 613{
739 int a[4], i, j, k; 614 int a[4], i, j, k;
740 615
741 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
742 a[i] = (int) RANDOM () % 6 + 1; 617 a[i] = rndm (1, 6);
743 618
744 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
745 if (a[i] < k) 620 if (a[i] < k)
746 k = a[i], j = i; 621 k = a[i], j = i;
747 622
753} 628}
754 629
755void 630void
756object::roll_stats () 631object::roll_stats ()
757{ 632{
758 int statsort [7]; 633 int statsort [NUM_STATS];
759 634
760 for (;;) 635 for (;;)
761 { 636 {
762 int sum = 0; 637 int sum = 0;
763 for (int i = 7; i--; ) 638 for (int i = NUM_STATS; i--; )
764 sum += statsort [i] = roll_stat (); 639 sum += statsort [i] = roll_stat ();
765 640
766 if (sum >= 82 && sum <= 116) 641 if (sum >= 82 && sum <= 116)
767 break; 642 break;
768 } 643 }
769 644
770 // Sort the stats so that rerolling is easier... 645 // Sort the stats so that rerolling is easier...
771 std::sort (statsort, statsort + 7, std::greater<int>()); 646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
772 647
648 for (int i = 0; i < NUM_STATS; ++i)
773 stats.Str = statsort[0]; 649 stats.stat (i) = statsort [i];
774 stats.Dex = statsort[1];
775 stats.Con = statsort[2];
776 stats.Int = statsort[3];
777 stats.Wis = statsort[4];
778 stats.Pow = statsort[5];
779 stats.Cha = statsort[6];
780 650
781 stats.exp = 0; 651 stats.exp = 0;
782 stats.ac = 0; 652 stats.ac = 0;
783 653
784 stats.hp = stats.maxhp; 654 stats.hp = stats.maxhp;
796} 666}
797 667
798void 668void
799object::swap_stats (int a, int b) 669object::swap_stats (int a, int b)
800{ 670{
801 int tmp = get_attr_value (&contr->orig_stats, a); 671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
803 set_attr_value (&contr->orig_stats, b, tmp);
804 672
673 for (int i = 0; i < NUM_STATS; ++i)
805 stats.Str = contr->orig_stats.Str; 674 stats.stat (i) = contr->orig_stats.stat (i);
806 stats.Dex = contr->orig_stats.Dex;
807 stats.Con = contr->orig_stats.Con;
808 stats.Int = contr->orig_stats.Int;
809 stats.Wis = contr->orig_stats.Wis;
810 stats.Pow = contr->orig_stats.Pow;
811 stats.Cha = contr->orig_stats.Cha;
812 675
813 //TODO: the following code looks so borked and should, at the very least, 676 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats 677 // be merged with the similar code in roll_stats
815 stats.ac = 0; 678 stats.ac = 0;
816 679
828 contr->levsp[1] = 6; 691 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3; 692 contr->levgrace[1] = 3;
830 693
831 contr->orig_stats = stats; 694 contr->orig_stats = stats;
832 } 695 }
696}
697
698static void
699start_info (object *op)
700{
701 char buf[MAX_BUF];
702
703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
704 new_draw_info (NDI_UNIQUE, 0, op, buf);
833} 705}
834 706
835/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
836 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
837 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
838 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
839 * not the class. 711 * not the class.
840 */ 712 */
841int 713void
842key_change_class (object *op, char key) 714player::chargen_race_done ()
843{ 715{
844 int tmp_loop;
845
846 if (key == 'd' || key == 'D')
847 {
848 char buf[MAX_BUF];
849
850 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
851 esrv_new_player (op->contr, op->weight + op->carrying); 717 esrv_new_player (ob->contr);
852 718
853 treasurelist *tl = find_treasurelist ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
854 if (tl) 720 if (tl)
855 create_treasure (tl, op, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
856 722
857 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, op->contr);
859 724
860 op->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
861 726
862 if (op->msg) 727 if (ob->msg)
863 op->msg = NULL; 728 ob->msg = 0;
864 729
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
869 make_path_to_file (buf);
870
871#ifdef AUTOSAVE
872 op->contr->last_save_tick = pticks;
873#endif
874 start_info (op); 730 start_info (ob);
875 CLEAR_FLAG (op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
876 give_initial_items (op, op->randomitems); 732 give_initial_items (ob, ob->randomitems);
877 link_player_skills (op);
878 esrv_send_inventory (op, op); 733 esrv_send_inventory (ob, ob);
879 op->update_stats (); 734 ob->update_stats ();
880 735
881 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
882 * is one for this race 737 * is one for this race
883 */ 738 */
884 if (*first_map_ext_path) 739 if (*first_map_ext_path)
885 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = op->x;
893 EXIT_Y (tmp) = op->y;
894 enter_exit (op, tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else 741 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
901 744
902 return 0; 745/*
903 } 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}
904 763
764void
765player::chargen_race_next ()
766{
905 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
906 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
907 */ 769 */
908 770
909 tmp_loop = 0; 771 do
910 while (!tmp_loop)
911 { 772 {
912 shstr name = op->name; 773 shstr name = ob->name;
913 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
914 775
915 op->remove_statbonus (); 776 ob->remove_statbonus ();
916 op->remove (); 777 ob->remove ();
917 op->arch = get_player_archetype (op->arch); 778 ob->arch = get_player_archetype (ob->arch);
918 op->arch->clone.copy_to (op); 779 ob->arch->copy_to (ob);
919 op->instantiate (); 780 ob->instantiate ();
920 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
921 op->name = op->name_pl = name; 782 ob->name = ob->name_pl = name;
922 op->x = x; 783 ob->x = x;
923 op->y = y; 784 ob->y = y;
924 SET_ANIMATION (op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
925 insert_ob_in_map (op, op->map, op, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
926 assign (op->contr->title, op->arch->clone.name); 787 assign (ob->contr->title, ob->arch->object::name);
927 op->add_statbonus (); 788 ob->add_statbonus ();
928 tmp_loop = allowed_class (op);
929 } 789 }
790 while (!allowed_class (ob));
930 791
931 update_object (op, UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
932 esrv_update_item (UPD_FACE, op, op); 793 esrv_update_item (UPD_FACE, ob, ob);
933 op->update_stats (); 794 ob->update_stats ();
934 op->stats.hp = op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
936 op->stats.grace = 0; 797 ob->stats.grace = 0;
937
938 if (op->msg)
939 new_draw_info (NDI_BLUE, 0, op, op->msg);
940
941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
942 return 0;
943} 798}
944 799
945int 800static void
946key_confirm_quit (object *op, char key)
947{
948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949 {
950 op->contr->ns->state = ST_PLAYING;
951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
952 return 1;
953 }
954
955 INVOKE_PLAYER (LOGOUT, op->contr);
956 INVOKE_PLAYER (QUIT, op->contr);
957
958 terminate_all_pets (op);
959 leave_map (op);
960 op->direction = 0;
961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
962
963 strcpy (op->contr->killer, "quit");
964 check_score (op);
965 op->contr->party = 0;
966 op->contr->own_title[0] = '\0';
967
968 object_ptr ob = op;
969
970 delete ob->contr;
971
972 /* We need to hunt for any per player unique maps in memory and
973 * get rid of them. The trailing slash in the path is intentional,
974 * so that players named 'Ab' won't match against players 'Abe' pathname
975 */
976 char buf[MAX_BUF];
977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
981 next = mp->next;
982
983 if (!strncmp (mp->path, buf, strlen (buf)))
984 delete_map (mp);
985 }
986
987 delete_character (ob->name, 1);
988
989 return 1;
990}
991
992void
993flee_player (object *op) 801flee_player (object *op)
994{ 802{
995 int dir, diff; 803 int dir, diff;
996 rv_vector rv; 804 rv_vector rv;
997 805
998 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
999 { 807 {
1000 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1001 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
1002 return; 810 return;
1003 } 811 }
1004 812
1005 if (op->enemy == NULL) 813 if (!op->enemy)
1006 { 814 {
1007 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
1008 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1009 return; 817 return;
1010 } 818 }
1011 819
1012 /* 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))
1013 * op->enemy_count, it is possible that something destroys the
1014 * actual enemy, and the object is recycled.
1015 */
1016 if (op->enemy->map == NULL)
1017 { 821 {
1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 822 op->enemy = NULL;
1020 return; 823 op->clr_flag (FLAG_SCARED);
1021 }
1022
1023 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1024 {
1025 op->enemy = NULL;
1026 CLEAR_FLAG (op, FLAG_SCARED);
1027 return; 824 return;
1028 } 825 }
1029 826
1030 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1031 828
1032 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
1033 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
1034 { 831 {
1035 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
1036 833
1037 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))))
1038 return; 835 return;
1039 } 836 }
1040 837
1041 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1042 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1043 op->enemy = NULL; 840 op->enemy = NULL;
1044} 841}
1045 842
1046
1047/* 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.
1048 * 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
1049 * stop. 845 * stop.
1050 */ 846 */
1051int 847int
1052check_pick (object *op) 848check_pick (object *op)
1053{ 849{
1054 object *tmp, *next; 850 object *tmp, *next;
1055 int stop = 0; 851 int stop = 0;
1056 int j, k, wvratio; 852 int wvratio;
1057 char putstring[128], tmpstr[16];
1058 853
1059 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1060 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1061 return 1; 856 return 1;
1062 857
1063 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)
1064 862
1065 /* 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
1066 * destroyed */ 864 * destroyed */
1067 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1068 { 866 {
1069 tmp = next; 867 tmp = next;
1070 next = tmp->below; 868 next = tmp->below;
1071 869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
1072 if (op->destroyed ()) 876 if (op->destroyed ())
1073 return 0; 877 return 0;
1074 878
1075 if (!can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1076 continue; 880 continue;
1077 881
1078 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1079 { 883 {
1080 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1081 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1082 continue; 887 continue;
1083 } 888 }
1084 889
1085 /* 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? */
1086 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1087 { 952 {
1088 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)
1089 { 1016 {
1090 case 0: 1017 CHK_PICK_PICKUP;
1091 return 1; /* don't pick up */ 1018 continue;
1092 case 1:
1093 pick_up (op, tmp);
1094 return 1;
1095 case 2:
1096 pick_up (op, tmp);
1097 return 0;
1098 case 3:
1099 return 0; /* stop before pickup */
1100 case 4:
1101 pick_up (op, tmp);
1102 break;
1103 case 5:
1104 pick_up (op, tmp);
1105 stop = 1;
1106 break;
1107 case 6:
1108 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1109 pick_up (op, tmp);
1110 break;
1111
1112 case 7:
1113 if (tmp->type == MONEY || tmp->type == GEM)
1114 pick_up (op, tmp);
1115 break;
1116
1117 default:
1118 /* use value density */
1119 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1120 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1121 pick_up (op, tmp);
1122 } 1019 }
1123 } 1020 }
1124 else 1021
1125 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1126 /* NEW pickup handling */
1127 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)
1128 { 1028 {
1129 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1130 if (tmp->name != NULL)
1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133 else
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1137
1138 sprintf (putstring, "...flags: ");
1139 for (k = 0; k < 4; k++)
1140 {
1141 for (j = 0; j < 32; j++)
1142 {
1143 if ((tmp->flags[k] >> j) & 0x01)
1144 {
1145 sprintf (tmpstr, "%d ", k * 32 + j);
1146 strcat (putstring, tmpstr);
1147 }
1148 }
1149 }
1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151
1152#if 0
1153 /* print the flags too */
1154 for (k = 0; k < 4; k++)
1155 {
1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1157 for (j = 0; j < 32; j++)
1158 {
1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1160 if (!((j + 1) % 4))
1161 fprintf (stderr, " ");
1162 }
1163 fprintf (stderr, " [%d]\n", k * 32);
1164 }
1165#endif
1166 }
1167 /* philosophy:
1168 * It's easy to grab an item type from a pile, as long as it's
1169 * generic. This takes no game-time. For more detailed pickups
1170 * and selections, select-items shoul dbe used. This is a
1171 * grab-as-you-run type mode that's really useful for arrows for
1172 * example.
1173 * The drawback: right now it has no frontend, so you need to
1174 * stick the bits you want into a calculator in hex mode and then
1175 * convert to decimal and then 'pickup <#>
1176 */
1177
1178 /* the first two modes are exclusive: if NOTHING we return, if
1179 * STOP then we stop. All the rest are applied sequentially,
1180 * meaning if any test passes, the item gets picked up. */
1181
1182 /* if mode is set to pick nothing up, return */
1183
1184 if (op->contr->mode & PU_NOTHING)
1185 return 1;
1186
1187 /* if mode is set to stop when encountering objects, return */
1188 /* take STOP before INHIBIT since it doesn't actually pick
1189 * anything up */
1190
1191 if (op->contr->mode & PU_STOP)
1192 return 0;
1193
1194 /* useful for going into stores and not losing your settings... */
1195 /* and for battles wher you don't want to get loaded down while
1196 * fighting */
1197 if (op->contr->mode & PU_INHIBIT)
1198 return 1;
1199
1200 /* prevent us from turning into auto-thieves :) */
1201 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1202 continue; 1030 continue;
1031 }
1203 1032
1204 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1205 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;
1206 continue; 1038 continue;
1039 }
1207 1040
1208 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1209 /* 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
1210 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1211 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"))
1212 { 1112 {
1213 pick_up (op, tmp); 1113 CHK_PICK_PICKUP;
1214 continue; 1114 continue;
1215 } 1115 }
1116 }
1216 1117
1118 /* misc stuff that's useful */
1217 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1219 { 1121 {
1220 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1221 continue; 1123 continue;
1222 } 1124 }
1223 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1224 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1225 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
1226 { 1133 */
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* spellbooks, skillscrolls and normal books/scrolls */
1232 if (op->contr->mode & PU_SPELLBOOK)
1233 if (tmp->type == SPELLBOOK)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_SKILLSCROLL)
1240 if (tmp->type == SKILLSCROLL)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_READABLES)
1247 if (tmp->type == BOOK || tmp->type == SCROLL)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 /* wands/staves/rods/horns */
1254 if (op->contr->mode & PU_MAGIC_DEVICE)
1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* pick up all magical items */
1262 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1263 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)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_VALUABLES)
1270 { 1136 {
1271 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1272 { 1140 {
1273 pick_up (op, tmp); 1141 fprintf (stderr, "%s", tmp->name);
1274 continue;
1275 } 1142 }
1276 }
1277
1278 /* rings & amulets - talismans seems to be typed AMULET */
1279 if (op->contr->mode & PU_JEWELS)
1280 if (tmp->type == RING || tmp->type == AMULET)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 /* we don't forget dragon food */
1287 if (op->contr->mode & PU_FLESH)
1288 if (tmp->type == FLESH)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* bows and arrows. Bows are good for selling! */
1295 if (op->contr->mode & PU_BOW)
1296 if (tmp->type == BOW)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_ARROW)
1303 if (tmp->type == ARROW)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* all kinds of armor etc. */
1310 if (op->contr->mode & PU_ARMOUR)
1311 if (tmp->type == ARMOUR)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_HELMET)
1318 if (tmp->type == HELMET)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_SHIELD)
1325 if (tmp->type == SHIELD)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_BOOTS)
1332 if (tmp->type == BOOTS)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_GLOVES)
1339 if (tmp->type == GLOVES)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 if (op->contr->mode & PU_CLOAK)
1346 if (tmp->type == CLOAK)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351
1352 /* hoping to catch throwing daggers here */
1353 if (op->contr->mode & PU_MISSILEWEAPON)
1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1355 {
1356 pick_up (op, tmp);
1357 continue;
1358 }
1359
1360 /* careful: chairs and tables are weapons! */
1361 if (op->contr->mode & PU_ALLWEAPON)
1362 {
1363 if (tmp->type == WEAPON && tmp->name != NULL)
1364 {
1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1367 {
1368 pick_up (op, tmp);
1369 continue;
1370 }
1371 }
1372
1373 if (tmp->type == WEAPON && tmp->name == NULL)
1374 {
1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380 }
1381 }
1382
1383 /* misc stuff that's useful */
1384 if (op->contr->mode & PU_KEY)
1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1386 {
1387 pick_up (op, tmp);
1388 continue;
1389 }
1390
1391 /* any of the last 4 bits set means we use the ratio for value
1392 * pickups */
1393 if (op->contr->mode & PU_RATIO)
1394 {
1395 /* use value density to decide what else to grab */
1396 /* >=7 was >= op->contr->mode */
1397 /* >=7 is the old standard setting. Now we take the last 4 bits
1398 * and multiply them by 5, giving 0..15*5== 5..75 */
1399 wvratio = (op->contr->mode & PU_RATIO) * 5;
1400 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1401 {
1402 pick_up (op, tmp);
1403#if 0
1404 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1405 if (tmp->name != NULL)
1406 {
1407 fprintf (stderr, "%s", tmp->name);
1408 }
1409 else 1143 else
1410 fprintf (stderr, "%s", tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1411 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1412 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))));
1413#endif 1147#endif
1148 CHK_PICK_PICKUP;
1414 continue; 1149 continue;
1415 }
1416 } 1150 }
1417 } /* the new pickup model */ 1151 } /* the new pickup model */
1418 } 1152 }
1419 1153
1420 return !stop; 1154 return !stop;
1421} 1155}
1422 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
1423/* 1192/*
1424 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1425 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1426 * found object is returned. 1195 * found object is returned.
1427 */ 1196 */
1428object * 1197static object *
1429find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1430{ 1199{
1431 object *tmp = NULL;
1432
1433 for (op = op->inv; op; op = op->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1434 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1435 tmp = find_arrow (op, type);
1436 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);
1437 return op; 1209 return arrow;
1210 }
1211
1438 return tmp; 1212 return 0;
1439} 1213}
1440 1214
1441/* 1215/*
1442 * 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
1443 * 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
1444 * 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
1445 * 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.
1446 */ 1220 */
1447 1221static object *
1448object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1450{ 1223{
1451 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1453 1226
1454 if (!type) 1227 if (!type)
1455 return NULL; 1228 return NULL;
1456 1229
1457 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1458 { 1231 {
1459 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1460 { 1233 {
1461 i = 0; 1234 i = 0;
1462 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1463 if (i > betterby) 1237 if (i > betterby)
1464 { 1238 {
1465 tmp = ntmp; 1239 tmp = ntmp;
1466 betterby = i; 1240 betterby = i;
1467 } 1241 }
1468 } 1242 }
1469 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1470 { 1244 {
1471 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1472 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1473 { 1247 {
1474 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1475 { 1249 {
1476 *better = 100; 1250 *better = 100;
1477 return arrow; 1251 return arrow;
1485 else 1259 else
1486 { 1260 {
1487 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488 { 1262 {
1489 attacktype = 1 << attacknum; 1263 attacktype = 1 << attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1491 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)
1492 { 1266 {
1493 tmp = arrow; 1267 tmp = arrow;
1494 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;
1495 } 1269 }
1496 } 1270 }
1271
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1498 { 1273 {
1499 tmp = arrow; 1274 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1501 } 1276 }
1277
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1503 { 1279 {
1504 tmp = arrow; 1280 tmp = arrow;
1505 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1506 } 1282 }
1507 } 1283 }
1508 } 1284 }
1509 } 1285 }
1286
1510 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1511 return find_arrow (op, type); 1288 return find_arrow (op, type);
1512 1289
1513 *better = betterby; 1290 *better = betterby;
1514 return tmp; 1291 return tmp;
1518 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1519 * op = the shooter 1296 * op = the shooter
1520 * type = bow->race 1297 * type = bow->race
1521 * dir = fire direction 1298 * dir = fire direction
1522 */ 1299 */
1523 1300static object *
1524object *
1525pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1526{ 1302{
1527 object *tmp = NULL; 1303 object *tmp = NULL;
1528 maptile *m; 1304 maptile *m;
1529 int i, mflags, found, number; 1305 int i, mflags, found, number;
1530 sint16 x, y; 1306 sint16 x, y;
1542 y = op->y; 1318 y = op->y;
1543 1319
1544 /* find the first target */ 1320 /* find the first target */
1545 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1546 { 1322 {
1547 x += freearr_x[dir]; 1323 x += DIRX (dir);
1548 y += freearr_y[dir]; 1324 y += DIRY (dir);
1549 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1550 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1551 { 1328 {
1552 tmp = NULL; 1329 tmp = 0;
1553 break; 1330 break;
1554 } 1331 }
1555 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)
1556 { 1333 {
1557 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1558 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1559 */ 1336 */
1560 tmp = NULL; 1337 tmp = 0;
1561 break; 1338 break;
1562 } 1339 }
1340
1563 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1564 {
1565 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)
1566 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1567 {
1568 found++;
1569 break;
1570 }
1571 if (found)
1572 break; 1344 break;
1573 }
1574 } 1345 }
1575 if (tmp == NULL) 1346
1347 if (!tmp)
1576 return find_arrow (op, type); 1348 return find_arrow (op, type);
1577 1349
1578 if (tmp->head) 1350 if (tmp->head)
1579 tmp = tmp->head; 1351 tmp = tmp->head;
1580 1352
1581 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1582} 1354}
1583 1355
1584/* 1356/*
1585 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1586 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1587 * op is the object firing the bow. 1359 * op is the object firing the bow.
1588 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1589 * dir is the direction of fire. 1361 * dir is the direction of fire.
1590 * 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)
1593 */ 1365 */
1594int 1366int
1595fire_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)
1596{ 1368{
1597 object *left, *bow; 1369 object *left, *bow;
1598 int bowspeed, mflags; 1370 int mflags;
1599 maptile *m; 1371 maptile *m;
1600 1372
1601 if (!dir) 1373 if (!dir)
1602 { 1374 {
1603 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!");
1604 return 0; 1376 return 0;
1605 } 1377 }
1606 1378
1607 if (op->type == PLAYER) 1379 if (op->contr)
1608 bow = op->contr->ranges[range_bow]; 1380 bow = op->current_weapon;
1609 else 1381 else
1610 { 1382 {
1611 for (bow = op->inv; bow; bow = bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1618 if (!bow) 1390 if (!bow)
1619 { 1391 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1393 return 0;
1622 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1623 } 1398 }
1624 1399
1625 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1626 { 1401 {
1627 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);
1628 return 0; 1403 return 0;
1629 } 1404 }
1630
1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1632
1633 /* penalize ROF for bestarrow */
1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1637 if (bowspeed < 1)
1638 bowspeed = 1;
1639 1405
1640 if (arrow == NULL) 1406 if (arrow == NULL)
1641 { 1407 {
1642 if ((arrow = find_arrow (op, bow->race)) == NULL) 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 { 1409 {
1644 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1645 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);
1646 /* 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 */
1647 else 1413 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1649 return 0; 1416 return 0;
1650 } 1417 }
1651 } 1418 }
1652 1419
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1661 } 1428 }
1662 1429
1663 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1664 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1665 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1666 arrow->destroy (); 1434 arrow->destroy ();
1667 return 0; 1435 return 0;
1668 } 1436 }
1669 1437
1670 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1671 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1672 if (!arrow) 1440 if (!arrow)
1673 { 1441 {
1674 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);
1675 return 0; 1443 return 0;
1676 } 1444 }
1677 1445
1678 arrow->set_owner (op); 1446 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1447 arrow->skill = bow->skill;
1680
1681 arrow->direction = dir; 1448 arrow->direction = dir;
1682 arrow->x = sx; 1449
1683 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;
1684 1481
1685 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1686 { 1483 {
1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1688 op->update_stats ();
1689 }
1690
1691 SET_ANIMATION (arrow, arrow->direction);
1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1693 arrow->stats.hp = arrow->stats.dam;
1694 arrow->stats.grace = arrow->attacktype;
1695 if (arrow->slaying != NULL)
1696 arrow->spellarg = strdup (arrow->slaying);
1697
1698 /* Note that this was different for monsters - they got their level
1699 * added to the damage. I think the strength bonus is more proper.
1700 */
1701
1702 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1703
1704 /* update the speed */
1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1707
1708 if (arrow->speed < 1.0)
1709 arrow->speed = 1.0;
1710 update_ob_speed (arrow);
1711 arrow->speed_left = 0;
1712
1713 if (op->type == PLAYER)
1714 {
1715 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1716 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1717 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1718
1719 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;
1720 } 1491 }
1721 else 1492 else
1722 { 1493 {
1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1724 arrow->level = op->level; 1494 arrow->level = op->level;
1725 } 1495 arrow->stats.wc -= bow->magic;
1726 1496
1727 if (arrow->attacktype == AT_PHYSICAL) 1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1728 arrow->attacktype |= bow->attacktype; 1500 arrow->attacktype |= bow->attacktype;
1501 }
1729 1502
1730 if (bow->slaying) 1503 wc -= arrow->level;
1731 arrow->slaying = bow->slaying; 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1732 1505
1733 arrow->map = m; 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1734 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1736 1510
1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1738 insert_ob_in_map (arrow, m, op, 0); 1512 m->insert (arrow, sx, sy, op);
1739 1513
1740 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1741 move_arrow (arrow); 1515 move_arrow (arrow);
1742
1743 if (op->type == PLAYER)
1744 {
1745 if (left->destroyed ())
1746 esrv_del_item (op->contr, left->count);
1747 else
1748 esrv_send_item (op, left);
1749 }
1750 1516
1751 return 1; 1517 return 1;
1752} 1518}
1753 1519
1754/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1756 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1757 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1758 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1759 * hence the function name. 1525 * hence the function name.
1760 */ 1526 */
1761int 1527static int
1762player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1763{ 1529{
1764 int ret = 0, wcmod = 0; 1530 int ret;
1765 1531
1766 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1767 { 1533 {
1768 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);
1769 } 1535 }
1770 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)
1771 { 1537 {
1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1773 wcmod = -1;
1774 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);
1775 } 1540 }
1776 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1777 { 1542 {
1778 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);
1779 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)));
1780 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)));
1781 } 1546 }
1782 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1783 { 1548 {
1784 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);
1785 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);
1786 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);
1787
1788 } 1552 }
1789 else 1553 else
1790 { 1554 {
1791 /* Simple case */ 1555 /* Simple case */
1792 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);
1793 } 1557 }
1558
1794 return ret; 1559 return ret;
1795} 1560}
1796
1797 1561
1798/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1799 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1800 */ 1564 */
1801void 1565static void
1802fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1803{ 1567{
1804 object *item; 1568 object *item = op->contr->ranged_ob;
1805 1569
1806 if (!op->contr->ranges[range_misc]) 1570 if (!item)
1807 { 1571 {
1808 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.");
1809 return; 1573 return;
1810 } 1574 }
1811 1575
1812 item = op->contr->ranges[range_misc];
1813 if (!item->inv) 1576 if (!item->inv)
1814 { 1577 {
1815 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1816 return; 1579 return;
1817 } 1580 }
1581
1582 if (!op->apply (item))
1583 return;
1584
1818 if (item->type == WAND) 1585 if (item->type == WAND)
1819 { 1586 {
1820 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1821 { 1588 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1589 op->contr->play_sound (sound_find ("wand_poof"));
1823 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
1824 return; 1592 return;
1825 } 1593 }
1826 } 1594 }
1827 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1828 { 1596 {
1829 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))
1830 { 1602 {
1831 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
1832 if (item->type == ROD) 1605 if (item->type == ROD)
1833 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));
1834 else 1607 else
1835 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
1836 return; 1610 return;
1837 } 1611 }
1838 } 1612 }
1839 1613
1840 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1841 { 1615 {
1842 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
1843 if (item->type == WAND) 1618 if (item->type == WAND)
1844 { 1619 {
1845 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1846 { 1621 {
1847 object *tmp;
1848
1849 if (item->arch) 1622 if (item->arch)
1850 { 1623 {
1851 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1852 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
1853 item->speed = 0; 1626 item->set_speed (0);
1854 update_ob_speed (item);
1855 } 1627 }
1856 if ((tmp = item->in_player ())) 1628
1629 if (object *pl = item->visible_to ())
1857 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
1858 } 1631 }
1859 } 1632 }
1860 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
1861 {
1862 drain_rod_charge (item); 1634 drain_rod_charge (item);
1863 }
1864 } 1635 }
1865} 1636}
1866 1637
1867/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1868 */ 1639 */
1869void 1640bool
1870fire (object *op, int dir) 1641fire (object *who, int dir)
1871{ 1642{
1872 int spellcost = 0; 1643 int spellcost = 0;
1873 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
1874 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1876 make_visible (op); 1668 make_visible (who);
1877 1669
1878 switch (op->contr->shoottype) 1670 switch (ob->type)
1879 { 1671 {
1880 case range_none: 1672 case BOW:
1881 return;
1882
1883 case range_bow:
1884 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1885 return; 1674 break;
1886 1675
1887 case range_magic: /* Casting spells */ 1676 case SPELL:
1888 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);
1889 return; 1678 break;
1890 1679
1891 case range_misc: 1680 case BUILDER:
1892 fire_misc_object (op, dir);
1893 return;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1916 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
1917 default: 1692 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1693 fire_misc_object (who, dir);
1919 return; 1694 break;
1920 } 1695 }
1921}
1922 1696
1697 return true;
1698}
1923 1699
1924 1700static object *
1925/* find_key
1926 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic
1929 * for both is the same - just the specific key is different.
1930 * pl is the player,
1931 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers.
1934 */
1935
1936object *
1937find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
1938{ 1702{
1939 object *tmp, *key; 1703 object *tmp, *key;
1940 1704
1941 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1706 if (!container->inv)
1943 return NULL; 1707 return 0;
1944 1708
1945 /* 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 */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1711 {
1948 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1713 break;
1714
1950 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1952 */ 1717 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1719 break;
1955 } 1720 }
1721
1956 /* No key found - lets search inventories now */ 1722 /* No key found - lets search inventories now */
1957 /* 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.
1958 * 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
1959 * a key, return 1725 * a key, return
1960 */ 1726 */
1961 if (!tmp) 1727 if (!tmp)
1962 { 1728 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 {
1965 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1967 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1732 if ((key = find_key_ (pl, tmp, door)))
1969 return key; 1733 return key;
1970 } 1734
1971 }
1972 if (!tmp) 1735 if (!tmp)
1973 return NULL; 1736 return 0;
1974 } 1737 }
1738
1975 /* 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,
1976 * see if we actually want to use it 1740 * see if we actually want to use it
1977 */ 1741 */
1978 if (pl != container) 1742 if (pl != container)
1979 { 1743 {
1980 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1981 if (!pl->contr) 1745 if (!pl->contr)
1982 return NULL; 1746 return 0;
1747
1983 /* cases where this fails: 1748 /* cases where this fails:
1984 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1985 * are not in the players inventory. 1750 * are not in the players inventory.
1986 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1987 * containers can be used. 1752 * containers can be used.
1991 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1992 * 1757 *
1993 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1994 * all the others. 1759 * all the others.
1995 */ 1760 */
1996 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1997 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1999 { 1764 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "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));
2002 return NULL; 1767 return NULL;
2003 } 1768 }
2004 } 1769 }
1770
2005 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);
2006} 1797}
2007 1798
2008/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
2010 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
2011 * 0 otherwise 1802 * 0 otherwise
2012 */ 1803 */
2013static int 1804static int
2014player_attack_door (object *op, object *door) 1805player_attack_door (object *op, object *door)
2015{ 1806{
2016 /* 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,
2017 * 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 -
2018 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
2019 */ 1810 */
2020 object *key = find_key (op, op, door); 1811 object *key = find_key (op, op, door);
2021 1812
2022 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
2023 if (key) 1814 if (key)
2024 { 1815 {
2025 object *container = key->env; 1816 object *container = key->env;
2026 1817
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
2029 make_visible (op); 1819 make_visible (op);
1820
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1822 spring_trap (door->inv, op);
1823
2032 if (door->type == DOOR) 1824 if (door->type == DOOR)
2033 {
2034 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 */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
2037 { 1827 {
2038 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);
2039 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1830 }
1831
2041 /* Do this after we print the message */ 1832 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1834
2044 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container);
2046 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
2047 } 1836 }
2048 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
2049 { 1838 {
2050 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2051 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...");
2052 return 1; 1841 return 1;
2053 } 1842 }
1843
2054 return 0; 1844 return 0;
2055} 1845}
2056 1846
2057/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2059 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2062 */ 1852 */
2063void 1853bool
2064move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2065{ 1855{
2066 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2067 sint16 nx, ny; 1857 {
2068 int on_battleground; 1858 --op->speed_left;
2069 maptile *m; 1859 return true;
1860 }
2070 1861
2071 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2072 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2073 1864
2074 on_battleground = op_on_battleground (op, 0, 0); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2075 1867
2076 /* 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
2077 * 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
2078 * 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
2079 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2080 * 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
2081 * 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
2082 * 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
2083 * move_ob uses. 1875 * move_ob uses.
2084 */ 1876 */
2085 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;
2086 { 1892 }
2087 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)
2088 { 1899 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 1900 if (ob->move_block == MOVE_ALL)
2090 if (!m) 1901 move_into_wall (op, ob);
2091 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;
2092 } 1964 }
2093 else 1965 else
2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 1966 return false;
2100 } 1967 }
2101 1968
2102 mon = 0; 1969 bool on_battleground = op_on_battleground (op, 0, 0);
2103 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space
2107 */
2108 while (tmp)
2109 {
2110 if (tmp == op)
2111 {
2112 tmp = tmp->above;
2113 continue;
2114 }
2115 1970
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp;
2119 break;
2120 }
2121
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */
2130
2131 if (mon->head)
2132 mon = mon->head;
2133
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2135 if (player_attack_door (op, mon))
2136 return;
2137
2138 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them.
2144 */
2145
2146 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive.
2149 */
2150 if ((op->type == PLAYER)
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2155#else
2156 && mon->owner == op
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 {
2160 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced)
2162 return;
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2167 return;
2168 }
2169
2170 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2172 * 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
2173 * attack them either. 1974 * attack them either.
2174 */ 1975 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2176 (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])
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 1978 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
2186 { 1983 {
1984 --op->speed_left;
1985
2187 if (!op->contr->braced) 1986 if (!op->contr->braced)
2188 { 1987 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1988 op->play_sound (sound_find ("push_player"));
2190 (void) push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2191 } 1990 }
2192 else 1991 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
2194 1993
2195 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2196 make_visible (op); 1995 make_visible (op);
2197 }
2198 1996
1997 return true;
1998 }
1999 }
2199 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2200 * 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.
2201 */ 2002 */
2202 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)
2203 { 2006 {
2007 --op->speed_left;
2008
2204 recursive_roll (mon, dir, op); 2009 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2206 make_visible (op); 2011 make_visible (op);
2207 }
2208 2012
2013 return true;
2014 }
2015 }
2209 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2210 * 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
2211 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2212 * 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
2213 * 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.
2214 */ 2021 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2217 ((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)))
2218 { 2024 {
2219 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 { 2026 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2027 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 2028
2232 skill_attack (mon, op, 0, 0, 0); 2029 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 2030
2248 if (action_makes_visible (op)) 2031 if (action_makes_visible (op))
2249 make_visible (op); 2032 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 2033
2254int 2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2255move_player (object *op, int dir) 2042move_player (object *op, int dir)
2256{ 2043{
2257 int pick; 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2258
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2045 return 0;
2261 2046
2262 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2264 { 2049 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2051 return 0;
2267 } 2052 }
2268 2053
2269 /* peterm: added following line */ 2054 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2057
2273 op->facing = dir; 2058 op->facing = dir;
2274 2059
2275 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2276 do_hidden_move (op); 2061 do_hidden_move (op);
2277 2062
2063 bool retval;
2064 int pick = 0;
2065
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2067 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2281 fire (op, dir); 2069 retval = fire (op, dir);
2282 else 2070 else
2283 { 2071 {
2284 move_player_attack (op, dir); 2072 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2073 pick = check_pick (op);
2286 } 2074 }
2287 2075
2288 /* 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
2289 * server can handle repeat firing. 2077 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2084 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2085 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2086 * for players.
2299 */ 2087 */
2300 animate_object (op, op->facing); 2088 animate_object (op, op->facing);
2301 return 0; 2089
2090 return retval;
2302} 2091}
2303 2092
2304/* 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
2305 * new client/server stuff. 2094 * new client/server stuff.
2306 * 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
2307 * the new speed values for commands. 2096 * the new speed values for commands.
2308 * 2097 *
2309 * 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.
2310 */ 2101 */
2311int 2102bool
2312handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2313{ 2104{
2314 if (op->contr->hidden) 2105 if (op->flag [FLAG_SCARED])
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 } 2106 {
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2107 if (op->speed_left > 0.f)
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 } 2108 {
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2336 flee_player (op);
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2340 op->speed_left--; 2109 --op->speed_left;
2110 flee_player (op);
2111
2341 return 0; 2112 return true;
2342 } 2113 }
2114 else
2115 return false;
2343 } 2116 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2117
2353 /* 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
2354 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2120 * called, so we recheck it here.
2356 */ 2121 */
2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2122 if (op->contr->ns->handle_command ())
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2123 return true;
2359 ;
2360 2124
2361 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])
2362 return 0; 2135 return 0;
2363 2136
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365 {
2366 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--;
2368
2369 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff.
2372 */
2373 move_player (op, op->direction);
2374 if (op->speed_left > 0)
2375 return 1;
2376 else
2377 return 0;
2378 }
2379
2380 return 0;
2381}
2382
2383int
2384save_life (object *op)
2385{
2386 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2387 return 0;
2388
2389 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2391 { 2139 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2140 op->play_sound (sound_find ("ob_evaporate"));
2393 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));
2394 2142
2395 if (op->contr)
2396 esrv_del_item (op->contr, tmp->count);
2397
2398 tmp->destroy (); 2143 tmp->destroy ();
2399 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2400 2145
2401 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2402 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2403 2148
2404 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2405 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2406 2151
2407 op->update_stats (); 2152 op->update_stats ();
2408 return 1; 2153 return 1;
2409 } 2154 }
2410 2155
2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2412 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2413 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2414 return 0; 2159 return 0;
2415} 2160}
2416 2161
2417/* 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
2418 * 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
2419 * 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
2420 * from. 2165 * from.
2421 */ 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
2422void 2183void
2423remove_unpaid_objects (object *op, object *env) 2184object::drop_unpaid_items ()
2424{ 2185{
2425 object *next; 2186 if (!flag [FLAG_REMOVED])
2426 2187 ::drop_unpaid_items (inv, this);
2427 while (op)
2428 {
2429 next = op->below; /* Make sure we have a good value, in case
2430 * we remove object 'op'
2431 */
2432 if (QUERY_FLAG (op, FLAG_UNPAID))
2433 {
2434 op->remove ();
2435 op->x = env->x;
2436 op->y = env->y;
2437 if (env->type == PLAYER)
2438 esrv_del_item (env->contr, op->count);
2439 insert_ob_in_map (op, env->map, NULL, 0);
2440 }
2441 else if (op->inv)
2442 remove_unpaid_objects (op->inv, env);
2443
2444 op = next;
2445 }
2446}
2447
2448/*
2449 * Returns pointer a static string containing gravestone text
2450 * Moved from apply.c to player.c - player.c is what
2451 * actually uses this function. player.c may not be quite the
2452 * best, a misc file for object actions is probably better,
2453 * but there isn't one in the server directory.
2454 */
2455char *
2456gravestone_text (object *op)
2457{
2458 static char buf2[MAX_BUF];
2459 char buf[MAX_BUF];
2460 time_t now = time (NULL);
2461
2462 strcpy (buf2, " R.I.P.\n\n");
2463 if (op->type == PLAYER)
2464 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2465 else
2466 sprintf (buf, "%s\n", &op->name);
2467
2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2469 strcat (buf2, buf);
2470 if (op->type == PLAYER)
2471 sprintf (buf, "who was in level %d when killed\n", op->level);
2472 else
2473 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2474
2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2476 strcat (buf2, buf);
2477 if (op->type == PLAYER)
2478 {
2479 sprintf (buf, "by %s.\n\n", op->contr->killer);
2480 strncat (buf2, " ", 21 - strlen (buf) / 2);
2481 strcat (buf2, buf);
2482 }
2483
2484 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2485 strncat (buf2, " ", 20 - strlen (buf) / 2);
2486 strcat (buf2, buf);
2487
2488 return buf2;
2489} 2188}
2490 2189
2491void 2190void
2492do_some_living (object *op) 2191do_some_living (object *op)
2493{ 2192{
2494 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2495 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2496 int over_hp, over_sp, over_grace;
2497 int i;
2498 int rate_hp = 1200; 2195 int rate_hp = 1200;
2499 int rate_sp = 2500; 2196 int rate_sp = 2500;
2500 int rate_grace = 2000; 2197 int rate_grace = 2000;
2501 const int max_hp = 1; 2198 const int max_hp = 1;
2502 const int max_sp = 1; 2199 const int max_sp = 1;
2503 const int max_grace = 1; 2200 const int max_grace = 1;
2504 2201
2505 if (op->contr->outputs_sync) 2202#if 0
2203 if (op->contr->hidden)
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--;
2506 { 2212 }
2507 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2213 else
2508 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2214#endif
2509 flush_output_element (op, &op->contr->outputs[i]); 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 }
2510 } 2222 }
2511 2223
2512 if (op->contr->ns->state == ST_PLAYING) 2224 if (op->contr->ns->state == ST_PLAYING)
2513 { 2225 {
2514 /* these next three if clauses make it possible to SLOW DOWN 2226 /* these next three if clauses make it possible to SLOW DOWN
2535 { 2247 {
2536 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2537 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2538 } 2250 }
2539 2251
2540 /* Regenerate Spell Points */ 2252 /* Regenerate Grace */
2541 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2253 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2254 if (--op->last_grace < 0)
2542 { 2255 {
2543 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 if (op->stats.sp < op->stats.maxsp) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2257 op->stats.grace++; /* no penalty in food for regaining grace */
2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2261 if (max_grace > 1)
2545 { 2262 {
2546 op->stats.sp++; 2263 int over_grace = temp / rate_grace;
2547 /* dms do not consume food */ 2264
2548 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (over_grace > 0)
2549 { 2266 {
2550 op->stats.food--; 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2551 if (op->contr->digestion < 0) 2268 op->last_grace = 0;
2552 op->stats.food += op->contr->digestion;
2553 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2554 op->stats.food = last_food;
2555 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2556 } 2272 }
2273 else
2274 op->last_grace = rate_grace / temp;
2557 2275
2558 if (max_sp > 1) 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)
2559 { 2283 {
2560 over_sp = (gen_sp + 10) / rate_sp; 2284 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2561 if (over_sp > 0) 2285
2286 if (op->stats.sp < op->stats.maxsp)
2562 { 2287 {
2563 if (op->stats.sp < op->stats.maxsp) 2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2564 { 2292 {
2565 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2566
2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568 op->stats.sp--; 2293 op->stats.food--;
2569 2294
2570 if (op->stats.sp > op->stats.maxsp) 2295 if (op->contr->digestion < 0)
2296 op->stats.food += op->contr->digestion;
2297 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2571 op->stats.sp = op->stats.maxsp; 2298 op->stats.food = last_food;
2572 } 2299 }
2300 }
2301
2302 if (max_sp > 1)
2303 {
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
2573 op->last_sp = 0; 2318 op->last_sp = 0;
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2574 } 2322 }
2575 else 2323 else
2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2324 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577 } 2325 }
2578 else
2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2580 }
2581 2326
2582 /* Regenerate Grace */ 2327 /* Regenerate Hit Points */
2583 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2584 if (--op->last_grace < 0) 2328 if (--op->last_heal < 0)
2585 {
2586 if (op->stats.grace < op->stats.maxgrace / 2)
2587 op->stats.grace++; /* no penalty in food for regaining grace */
2588
2589 if (max_grace > 1)
2590 { 2329 {
2591 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2330 if (op->stats.hp < op->stats.maxhp)
2592 if (over_grace > 0)
2593 { 2331 {
2594 op->stats.sp += over_grace 2332 op->stats.hp++;
2595 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 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 }
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;
2596 op->last_grace = 0; 2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2597 } 2359 }
2598 else 2360 else
2599 {
2600 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2601 }
2602 }
2603 else
2604 {
2605 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2606 }
2607 /* wearing stuff doesn't detract from grace generation. */
2608 }
2609
2610 /* Regenerate Hit Points */
2611 if (--op->last_heal < 0)
2612 {
2613 if (op->stats.hp < op->stats.maxhp)
2614 {
2615 op->stats.hp++;
2616 /* dms do not consume food */
2617 if (!QUERY_FLAG (op, FLAG_WIZ))
2618 {
2619 op->stats.food--;
2620 if (op->contr->digestion < 0)
2621 op->stats.food += op->contr->digestion;
2622 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2623 op->stats.food = last_food;
2624 }
2625 }
2626
2627 if (max_hp > 1)
2628 {
2629 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2630 if (over_hp > 0)
2631 {
2632 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2633 op->last_heal = 0; 2361 op->last_heal = rate_hp / temp;
2634 }
2635 else
2636 {
2637 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2638 }
2639 }
2640 else
2641 {
2642 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2643 } 2362 }
2644 } 2363 }
2645 2364
2646 /* Digestion */ 2365 /* Digestion */
2647 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2648 { 2367 {
2649#ifdef COZY_SERVER 2368 int bonus = max (0, op->contr->digestion),
2650 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2369 penalty = max (0, -op->contr->digestion);
2651 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2652#else
2653 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2654#endif
2655 2370
2656 if (op->contr->gen_hp > 0)
2657 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);
2658 else
2659 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2660 2372
2661 /* dms do not consume food */ 2373 /* dms do not consume food */
2662 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2663 op->stats.food--; 2375 op->stats.food--;
2664 } 2376 }
2665 2377
2666 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2667 { 2379 {
2668 object *tmp, *flesh = 0; 2380 object *flesh = 0;
2669 2381
2670 for (tmp = op->inv; tmp; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2671 { 2383 {
2672 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2673 { 2388 {
2674 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2389 op->statusmsg ("You blindly grab for a bite of food. "
2675 { 2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2676 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2391 op->apply (tmp);
2677 manual_apply (op, tmp, 0); 2392
2678 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2679 break; 2394 break;
2680 } 2395 }
2681 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2682 flesh = tmp; 2397 flesh = tmp;
2683 } /* End if paid for object */ 2398 }
2684 } /* end of for loop */
2685 2399
2686 /* 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
2687 * eat flesh instead. 2401 * eat flesh instead.
2688 */ 2402 */
2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690 { 2404 {
2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 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.>");
2692 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2693 } 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.>");
2414 }
2415
2416 if (op->stats.food < 0)
2694 } 2417 {
2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2695 2420
2696 while (op->stats.food < 0 && op->stats.hp >= 0) 2421 if (op->stats.hp < 0)
2697 op->stats.food++, op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2698 2427
2428 /* killer should be set here already */
2699 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2700 kill_player (op); 2430 kill_player (op);
2701 } 2431 }
2702} 2432}
2703 2433
2704/* 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.
2707 * file. 2437 * file.
2708 */ 2438 */
2709void 2439void
2710kill_player (object *op) 2440kill_player (object *op)
2711{ 2441{
2712 char buf[MAX_BUF];
2713 int x, y; 2442 int x, y;
2714
2715 //int i;
2716 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2717
2718 /* int z;
2719 int num_stats_lose;
2720 int lost_a_stat;
2721 int lose_this_stat;
2722 int this_stat; */
2723 int will_kill_again; 2444 int will_kill_again;
2724 archetype *at; 2445 archetype *at;
2725 object *tmp; 2446 object *tmp;
2726 2447
2727 if (save_life (op)) 2448 if (save_life (op))
2728 return; 2449 return;
2729 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 }
2730 2486
2731 /* 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
2732 * 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.
2733 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2734 */ 2490 */
2735 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2736 { 2492 {
2737 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";
2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2739
2740 /* restore player */
2741 at = archetype::find ("poisoning");
2742 tmp = present_arch_in_ob (at, op);
2743 if (tmp)
2744 {
2745 tmp->destroy ();
2746 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2747 }
2748
2749 at = archetype::find ("confusion");
2750 tmp = present_arch_in_ob (at, op);
2751 if (tmp)
2752 {
2753 tmp->destroy ();
2754 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2755 }
2756
2757 cure_disease (op, 0); /* remove any disease */
2758 op->stats.hp = op->stats.maxhp;
2759 if (op->stats.food <= 0)
2760 op->stats.food = 999;
2761 2494
2762 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2763 tmp = arch_to_object (archetype::find ("finger")); 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2764 if (tmp != NULL) 2497
2765 { 2498 tmp->name = format ("%s's finger" , &op->name);
2766 sprintf (buf, "%s's finger", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2767 tmp->name = buf; 2500 tmp->msg = format (
2768 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",
2769 " the %s, when he was defeated at\n level %d by %s.\n", 2502 &op->name, op->contr->title,
2770 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2503 (int)op->level,
2771 tmp->msg = buf; 2504 op->contr->killer_name ()
2505 );
2772 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2773 tmp->materialname = NULL; 2507 tmp->material = name_to_material (shstr_organic);
2774 tmp->x = op->x, tmp->y = op->y; 2508 tmp->insert_at (op, tmp);
2775 insert_ob_in_map (tmp, op->map, op, 0);
2776 }
2777 2509
2778 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2779 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2780 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2781 return; 2515 return;
2782 } 2516 }
2783 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2784 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2785 2522
2786 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2787 2524
2788 if (op->stats.food < 0) 2525 op->contr->play_sound (sound_find ("player_dies"));
2789 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.food = 999;
2795 return;
2796 }
2797 sprintf (buf, "%s starved to death.", &op->name);
2798 strcpy (op->contr->killer, "starvation");
2799 }
2800 else
2801 {
2802 if (op->contr->explore)
2803 {
2804 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2805 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2806 op->stats.hp = op->stats.maxhp;
2807 return;
2808 }
2809 sprintf (buf, "%s died.", &op->name);
2810 }
2811 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2812 2526
2813 /* save the map location for corpse, gravestone */ 2527 /* save the map location for corpse, gravestone */
2814 x = op->x; 2528 x = op->x;
2815 y = op->y; 2529 y = op->y;
2816 map = op->map; 2530 map = op->map;
2817
2818 2531
2819 /* NOT_PERMADEATH code. This basically brings the character back to 2532 /* NOT_PERMADEATH code. This basically brings the character back to
2820 * life if they are dead - it takes some exp and a random stat. 2533 * life if they are dead - it takes some exp and a random stat.
2821 * See the config.h file for a little more in depth detail about this. 2534 * See the config.h file for a little more in depth detail about this.
2822 */ 2535 */
2839 num_stats_lose = 1; 2552 num_stats_lose = 1;
2840 else 2553 else
2841 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2554 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2842 } 2555 }
2843 else 2556 else
2844 {
2845 num_stats_lose = 1; 2557 num_stats_lose = 1;
2846 } 2558
2847 lost_a_stat = 0; 2559 lost_a_stat = 0;
2848 2560
2849 for (z = 0; z < num_stats_lose; z++) 2561 for (z = 0; z < num_stats_lose; z++)
2850 { 2562 {
2851 i = RANDOM () % NUM_STATS; 2563 i = rndm (NUM_STATS);
2852 2564
2853 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
2854 { 2566 {
2855 /* Pick a random stat and take a point off it. Tell the player 2567 /* Pick a random stat and take a point off it. Tell the player
2856 * what he lost. 2568 * what he lost.
2863 lost_a_stat = 1; 2575 lost_a_stat = 1;
2864 } 2576 }
2865 else 2577 else
2866 { 2578 {
2867 /* deplete a stat */ 2579 /* deplete a stat */
2868 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2869 object *dep; 2581 object *dep;
2870 2582
2871 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2872 if (!dep) 2584 if (!dep)
2873 { 2585 {
2874 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2875 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2876 } 2588 }
2877 lose_this_stat = 1; 2589 lose_this_stat = 1;
2878 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2879 { 2591 {
2891 2603
2892 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2893 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2894 { 2606 {
2895 lose_this_stat = 0; 2607 lose_this_stat = 0;
2896 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2897 retain the stat. */ 2609 retain the stat. */
2898 } 2610 }
2899 else 2611 else
2900 { 2612 {
2901 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2907 } 2619 }
2908 } 2620 }
2909 2621
2910 if (lose_this_stat) 2622 if (lose_this_stat)
2911 { 2623 {
2912 this_stat = get_attr_value (&(dep->stats), i); 2624 this_stat = get_attr_value (&dep->stats, i);
2913 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2914 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2915 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2916 * and should be roughly the same, so it shouldn't make a 2628 * and should be roughly the same, so it shouldn't make a
2917 * difference. 2629 * difference.
2918 */ 2630 */
2919 if (this_stat >= -50) 2631 if (this_stat >= -50)
2920 { 2632 {
2921 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2922 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2923 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2924 op->update_stats (); 2636 op->update_stats ();
2925 lost_a_stat = 1; 2637 lost_a_stat = 1;
2926 } 2638 }
2927 } 2639 }
2928 } 2640 }
2929 } 2641 }
2642
2930 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2931 if (!lost_a_stat) 2644 if (!lost_a_stat)
2932 { 2645 {
2933 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2934 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2935 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
2936 2649
2937 if (god && (strcmp (god, "none"))) 2650 if (god != shstr_none)
2938 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";
2939 else 2652 else
2940 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";
2941 } 2654 }
2942#else 2655#else
2943 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.";
2944#endif 2657#endif
2945 2658
2946 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2947 * exp loss on the stone. 2660 * exp loss on the stone.
2948 */ 2661 */
2949 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2950 sprintf (buf, "%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2951 tmp->name = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2952 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",
2953 tmp->name_pl = buf; 2666 &op->name, op->contr->title, op->contr->killer_name ());
2954 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);
2955 tmp->msg = buf;
2956 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2957 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2958 2669
2959 /**************************************/ 2670 /**************************************/
2960 /* */ 2671 /* */
2961 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2962 /* if we died cause of food, give us */
2963 /* food, and reset HP's... */
2964 /* */ 2673 /* */
2965 /**************************************/ 2674 /**************************************/
2966 2675
2967 /* remove any poisoning and confusion the character may be suffering. */
2968 /* restore player */
2969 at = archetype::find ("poisoning");
2970 tmp = present_arch_in_ob (at, op);
2971
2972 if (tmp)
2973 {
2974 tmp->destroy ();
2975 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2976 }
2977
2978 at = archetype::find ("confusion");
2979 tmp = present_arch_in_ob (at, op);
2980 if (tmp)
2981 {
2982 tmp->destroy ();
2983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2984 }
2985
2986 cure_disease (op, 0); /* remove any disease */
2987
2988 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2989 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
2990 if (op->stats.food < 100)
2991 op->stats.food = 900;
2992 op->stats.hp = op->stats.maxhp;
2993 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2994 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2995 2678
2996 /* 2679 /*
2997 * Check to see if the player is in a shop. IF so, then check to see if
2998 * the player has any unpaid items. If so, remove them and put them back 2680 * Check to see if the player has any unpaid items. If so, remove them
2999 * in the map. 2681 * and put them back in the map.
3000 */ 2682 */
3001 2683 op->drop_unpaid_items ();
3002 if (is_in_shop (op))
3003 remove_unpaid_objects (op->inv, op);
3004 2684
3005 /****************************************/ 2685 /****************************************/
3006 /* */ 2686 /* */
3007 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
3008 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
3009 /* */ 2689 /* */
3010 /****************************************/ 2690 /****************************************/
3011 2691
3012 enter_player_savebed (op); 2692 enter_player_savebed (op);
3013 2693
3014 /* Save the player before inserting the force to reduce
3015 * chance of abuse.
3016 */
3017 op->contr->braced = 0; 2694 op->contr->braced = 0;
3018 op->contr->save ();
3019 2695
3020 /* it is possible that the player has blown something up 2696 /* it is possible that the player has blown something up
3021 * at his savebed location, and that can have long lasting 2697 * at his savebed location, and that can have long lasting
3022 * spell effects. So first see if there is a spell effect 2698 * spell effects. So first see if there is a spell effect
3023 * on the space that might harm the player. 2699 * on the space that might harm the player.
3030 if (will_kill_again) 2706 if (will_kill_again)
3031 { 2707 {
3032 object *force; 2708 object *force;
3033 int at; 2709 int at;
3034 2710
3035 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
3036 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
3037 force->speed = 0.1;
3038 force->speed_left = -5.0; 2713 force->speed_left = -5.f;
3039 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
3040 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
3041 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
3042 force->resist[at] = 100; 2719 force->resist[at] = 100;
3043 2720
3044 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
3045 op->update_stats (); 2722 op->update_stats ();
3046
3047 } 2723 }
3048 2724
3049 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3050} 2726}
3051 2727
3052void 2728static void
3053loot_object (object *op) 2729loot_object (object *op)
3054{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
3055 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
3056 2732
3057 if (op->container) 2733 op->close_container (); /* close open sack first */
3058 esrv_apply_container (op, op->container); /* close open sack first */
3059 2734
3060 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
3061 { 2736 {
3062 next = tmp->below; 2737 next = tmp->below;
3063 2738
3064 if (tmp->invisible) 2739 if (tmp->invisible)
3065 continue; 2740 continue;
3066 2741
3067 tmp->remove (); 2742 tmp->remove ();
3068 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2744
3069 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
3070 { /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
3071 loot_object (tmp); 2747
3072 } 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3073 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3074 { 2749 {
3075 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
3076 { 2751 {
3077 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
3078 tmp2->destroy ();
3079 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
3080 } 2754 }
3081 else 2755 else
3082 tmp->destroy (); 2756 tmp->destroy ();
3083 } 2757 }
3089/* 2763/*
3090 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
3091 * 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
3092 * was changed. 2766 * was changed.
3093 */ 2767 */
3094
3095void 2768void
3096fix_weight (void) 2769fix_weight ()
3097{ 2770{
3098 for (player *pl = first_player; pl; pl = pl->next) 2771 for_all_players (pl)
3099 { 2772 {
3100 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
3101 2774
3102 if (old == sum) 2775 pl->ob->update_weight ();
3103 continue; 2776
2777 if (old != pl->ob->carrying)
2778 {
3104 pl->ob->update_stats (); 2779 pl->ob->update_stats ();
3105 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 }
3106 } 2782 }
3107} 2783}
3108 2784
3109void 2785void
3110fix_luck (void) 2786fix_luck ()
3111{ 2787{
3112 for (player *pl = first_player; pl; pl = pl->next) 2788 for_all_players (pl)
3113 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
3114 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
3115} 2791}
3116 2792
3117/* cast_dust() - handles op throwing objects of type 'DUST'. 2793/* cast_dust() - handles op throwing objects of type 'DUST'.
3152} 2828}
3153 2829
3154void 2830void
3155make_visible (object *op) 2831make_visible (object *op)
3156{ 2832{
3157 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3158 op->invisible = 0; 2834 op->invisible = 0;
2835
3159 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3160 { 2837 {
3161 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3162 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3163 } 2840 }
2841
3164 update_object (op, UP_OBJ_FACE); 2842 update_object (op, UP_OBJ_CHANGE);
3165} 2843}
3166 2844
3167int 2845int
3168is_true_undead (object *op) 2846is_true_undead (object *op)
3169{ 2847{
3170 object *tmp = NULL; 2848 if (op->arch->flag [FLAG_UNDEAD])
3171
3172 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3173 return 1; 2849 return 1;
3174 2850
3175 return 0; 2851 return 0;
3176} 2852}
3177 2853
3178/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3179 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3180 * indicate greater hideability. 2856 * indicate greater hideability.
3181 */ 2857 */
3182
3183int 2858int
3184hideability (object *ob) 2859hideability (object *ob)
3185{ 2860{
3186 int i, level = 0, mflag; 2861 int i, level = 0, mflag;
3187 sint16 x, y; 2862 sint16 x, y;
3188 2863
3189 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3190 return 0; 2865 return 0;
3191 2866
3192 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3193 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3194 2869
3195 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3196 * 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
3197 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3198 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3199 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3200 2875
3201 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3202 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))
3203 { 2880 {
3204 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3205 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3206 {
3207 continue; 2883 continue;
3208 } 2884
3209 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3210 level += 2; 2886 level += 2;
3211 else /* open terrain! */ 2887 else /* open terrain! */
3212 level -= 1; 2888 level -= 1;
3213 } 2889 }
3221/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3222 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3223 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3224 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3225 */ 2901 */
3226
3227void 2902void
3228do_hidden_move (object *op) 2903do_hidden_move (object *op)
3229{ 2904{
3230 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3231 object *skop;
3232 2906
3233 if (!op || !op->map) 2907 if (!op || !op->map)
3234 return; 2908 return;
3235 2909
3236 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);
3237 2912
3238 /* 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! */
3239 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3240 {
3241 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3242 { 2916 {
3243 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!");
3244 make_visible (op); 2918 make_visible (op);
3245 return; 2919 return;
3246 } 2920 }
3247 else 2921 else
3248 num += 20; 2922 num += 20;
3249 } 2923
3250 num += op->map->difficulty; 2924 num += op->map->difficulty;
3251 hide = hideability (op); /* modify by terrain hidden level */ 2925 hide = hideability (op); /* modify by terrain hidden level */
3252 num -= hide; 2926 num -= hide;
2927
3253 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3254 { 2929 {
3255 make_visible (op); 2930 make_visible (op);
2931
3256 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3257 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!");
3258 } 2934 }
3259 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3260 {
3261 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);
3262 }
3263} 2937}
3264 2938
3265/* determine if who is standing near a hostile creature. */ 2939/* determine if who is standing near a hostile creature. */
3266 2940
3267int 2941int
3277 2951
3278 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3279 player = 1; 2953 player = 1;
3280 2954
3281 else 2955 else
3282 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3283 2957
3284 /* search adjacent squares */ 2958 /* search adjacent squares */
3285 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3286 { 2960 {
3287 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3288 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3289 m = who->map; 2963 m = who->map;
3290 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3291 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3292 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3293 */ 2967 */
3296 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)))
3297 continue; 2971 continue;
3298 2972
3299 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)
3300 { 2974 {
3301 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])
3302 return 1; 2976 return 1;
3303 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3304 {
3305 /*don't let a hidden DM prevent you from hiding */
3306 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3307 return 1; 2978 return 1;
3308 }
3309 } 2979 }
3310 } 2980 }
3311 return 0; 2981 return 0;
3312} 2982}
3313 2983
3314/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3315 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3316 * 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
3317 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3318 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3319 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3320 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3321 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3322 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3323 * 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.
3324 * -b.t. 2994 * -b.t.
3325 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3326 */ 2996 */
3327
3328int 2997int
3329player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3330{ 2999{
3331 rv_vector rv; 3000 rv_vector rv;
3332 int dx, dy; 3001 int dx, dy;
3334 if (pl->type != PLAYER) 3003 if (pl->type != PLAYER)
3335 { 3004 {
3336 LOG (llevError, "player_can_view() called for non-player object\n"); 3005 LOG (llevError, "player_can_view() called for non-player object\n");
3337 return -1; 3006 return -1;
3338 } 3007 }
3008
3339 if (!pl || !op) 3009 if (!pl || !op)
3340 return 0; 3010 return 0;
3341 3011
3342 if (op->head)
3343 {
3344 op = op->head; 3012 op = op->head_ ();
3345 } 3013
3346 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3347 3015
3348 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3349 * through the object and find if it has any 3017 * through the object and find if it has any
3350 * part that is in the los array but isnt on 3018 * part that is in the los array but isn't on
3351 * a blocked los square. 3019 * a blocked los square.
3352 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3353 */ 3021 */
3354 while (op) 3022 while (op)
3355 { 3023 {
3356 dx = rv.distance_x + op->arch->clone.x; 3024 dx = rv.distance_x + op->arch->x;
3357 dy = rv.distance_y + op->arch->clone.y; 3025 dy = rv.distance_y + op->arch->y;
3358 3026
3359 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3360 * code, so we need to restrict ourselves to that range of values
3361 * for any meaningful values.
3362 */
3363 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3364 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3365 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3366 return 1; 3028 return 1;
3029
3367 op = op->more; 3030 op = op->more;
3368 } 3031 }
3369 return 0;
3370}
3371 3032
3372/* routine for both players and monsters. We call this when
3373 * there is a possibility for our action distrubing our hiding
3374 * place or invisiblity spell. Artefact invisiblity is not
3375 * effected by this. If we arent invisible to begin with, we
3376 * return 0.
3377 */
3378int
3379action_makes_visible (object *op)
3380{
3381
3382 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3383 {
3384 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3385 return 0;
3386
3387 if (op->contr && op->contr->tmp_invis == 0)
3388 return 0;
3389
3390 /* If monsters, they should become visible */
3391 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3392 {
3393 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3394 return 1;
3395 }
3396 }
3397 return 0; 3033 return 0;
3398} 3034}
3399 3035
3400/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3401 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3406 * 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
3407 */ 3043 */
3408int 3044int
3409op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3410{ 3046{
3411 object *tmp;
3412
3413 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3414 * 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),
3415 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3416 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3417 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3418 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3419 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3420 { 3054 {
3421 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3422 { 3056 {
3423 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (tmp->flag [FLAG_NO_PICK]
3424 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))
3425 { 3061 {
3426 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3427 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))
3428 {
3429 object *invtmp;
3430
3431 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)
3432 { 3066 {
3433 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3434 {
3435 if (x != NULL && y != NULL) 3067 if (x && y)
3436 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3437 return 1; 3070 return 1;
3438 }
3439 } 3071 }
3440 } 3072
3441 if (x != NULL && y != NULL) 3073 if (x && y)
3442 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3443 return 1; 3076 return 1;
3444 } 3077 }
3445 } 3078 }
3446 } 3079 }
3080
3447 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3448 return 0; 3082 return 0;
3449} 3083}
3450 3084
3451/* 3085/*
3467 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3468 int i = 0, j = 0; 3102 int i = 0, j = 0;
3469 3103
3470 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3471 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3472 trlist = find_treasurelist ("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3473 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3474 trlist = find_treasurelist ("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3475 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3476 trlist = find_treasurelist ("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3477 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3478 trlist = find_treasurelist ("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3479 3113
3480 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3481 return; 3115 return;
3482 3116
3483 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++);
3484 3118
3485 if (tr == NULL || tr->item == NULL) 3119 if (!tr || !tr->item)
3486 { 3120 {
3487 /* 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]); */
3488 return; 3122 return;
3489 } 3123 }
3490 3124
3491 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3492 item = &(tr->item->clone); 3126 item = tr->item;
3493 3127
3494 if (item->type == SPELL) 3128 if (item->type == SPELL)
3495 { 3129 {
3496 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3497 return; 3131 return;
3556 { 3190 {
3557 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3558 object *skin; 3192 object *skin;
3559 3193
3560 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3561 shstr_cmp dragon_skin_force ("dragon_skin_force");
3562 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3195 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3563 ; 3196 ;
3564 3197
3565 if (!skin) 3198 if (!skin)
3566 return; 3199 return;
3567 3200
3581 else 3214 else
3582 j = 1; 3215 j = 1;
3583 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3584 } 3217 }
3585 } 3218 }
3219
3586 strcat (buf, "."); 3220 strcat (buf, ".");
3587 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3588 } 3222 }
3589 3223
3590 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3591 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3592 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3593 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3594 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3595 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3596 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3597 3231
3598 /* print message if there is one */ 3232 /* print message if there is one */
3599 if (item->msg != NULL) 3233 if (item->msg != NULL)
3600 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3601 } 3235 }
3602 else 3236 else
3603 { 3237 {
3604 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3605 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3606 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));
3607 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3608 if (who->type == PLAYER)
3609 esrv_send_item (who, tmp);
3610 } 3242 }
3611} 3243}
3612 3244
3613/** 3245//-GPL
3614 * Unready an object for a player. This function does nothing if the object was 3246
3615 * not readied. 3247sint8
3616 */ 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
3617void 3263void
3618player_unready_range_ob (player *pl, object *ob) 3264player::infobox (const char *title, const char *msg, int color)
3619{ 3265{
3620 rangetype i; 3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3621
3622 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3623 {
3624 if (pl->ranges[i] == ob)
3625 {
3626 pl->ranges[i] = NULL;
3627 if (pl->shoottype == i)
3628 {
3629 pl->shoottype = range_none;
3630 }
3631 }
3632 }
3633} 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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