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Comparing deliantra/server/server/player.C (file contents):
Revision 1.60 by root, Sat Dec 23 09:41:55 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); 48}
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);
169} 83}
170 84
171// connect the player with a specific client 85// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 86// also changes, rationalises, and fixes some incorrect settings
173void 87void
174player::connect (client *ns) 88player::connect (client *ns)
175{ 89{
176 this->ns = ns; 90 this->ns = ns;
177 ns->pl = this; 91 ns->pl = this;
178 92
179 next = first_player; 93 run_on = 0;
180 first_player = this; 94 fire_on = 0;
95 ob->close_container (); //TODO: client-specific
181 96
182 ns->update_look = 0; 97 ns->update_look = 0;
183 ns->look_position = 0; 98 ns->look_position = 0;
184 99
185 clear_los (ob); 100 clear_los ();
101
102 ns->reset_stats ();
186 103
187 /* make sure he's a player -- needed because of class change. */ 104 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 105 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 106 ob->race = ob->arch->race;
190 107
191 if (!legal_range (ob, shoottype)) 108 ob->update_weight ();
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 109 link_skills ();
196 110
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name); 111 assign (title, ob->arch->object::name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 112
212 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
214 { 115 {
215 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219 117
220 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force) 120 if (tmp->arch->archname == shstr_dragon_ability_force)
223 abil = tmp; 121 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force) 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
225 skin = tmp; 123 skin = tmp;
226 124
227 set_dragon_name (ob, abil, skin); 125 set_dragon_name (ob, abil, skin);
228 } 126 }
229 127
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237 129
238 esrv_new_player (this, ob->weight + ob->carrying); 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;
239 136
240 ob->update_stats (); 137 ob->update_stats ();
138
241 ns->floorbox_update (); 139 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
245 142
246 enter_exit (ob, 0); 143 activate ();
247 144
248 send_rules (ob); 145 INVOKE_PLAYER (CONNECT, this);
249 send_news (ob);
250 display_motd (ob);
251 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
252} 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
253 178
254// the need for this function can be explained 179// the need for this function can be explained
255// by load_object not returning the object 180// by load_object not returning the object
256void 181void
257player::set_object (object *op) 182player::set_object (object *op)
258{ 183{
259 ob = op; 184 ob = observe = viewpoint = op;
260 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
261 186
187 ob->speed = 1.0f; // object still inactive, keep it that way
262 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
263 ob->speed = 1.0; 189
264 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267
268 set_first_map (ob);
269
270 ob->roll_stats ();
271} 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
272 208
273player::player () 209player::player ()
274{ 210{
275 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
276 * we deal with that below this point. 212 * we deal with that below this point.
277 */ 213 */
278 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
279 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
280 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
281 217
282 assign (savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
283 219
284 gen_sp_armour = 10; 220 gen_sp_armour = 10;
285 last_speed = -1;
286 shoottype = range_none;
287 bowtype = bow_normal; 221 bowtype = bow_normal;
288 petmode = pet_normal; 222 petmode = pet_normal;
289 listening = 10;
290 usekeys = containers; 223 usekeys = containers;
291 last_weapon_sp = -1;
292 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
293 do_los = 1; 225 do_los = 1;
294 226
295 /* we need to clear these to -1 and not zero - otherwise, 227 weapon_sp = 1.0f;
296 * if a player quits and starts a new character, we wont 228 weapon_sp_left = 0.5f;
297 * send new values to the client, as things like exp start 229}
298 * at zero.
299 */
300 for (int i = 0; i < NUM_SKILLS; i++)
301 last_skill_exp[i] = -1;
302 230
303 for (int i = 0; i < NROFATTACKS; i++) 231void
304 last_resist[i] = -1; 232player::do_destroy ()
233{
234 disconnect ();
305 235
306 last_stats.exp = -1; 236 attachable::do_destroy ();
307 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;
308} 247}
309 248
310player::~player () 249player::~player ()
311{ 250{
312 terminate_all_pets (ob);
313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */ 251 /* Clear item stack */
347 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 }
348} 281}
349 282
350/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
351 * 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
352 * mode. 285 * mode.
354player * 287player *
355player::create () 288player::create ()
356{ 289{
357 player *pl = new player; 290 player *pl = new player;
358 291
359 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);
360 299
361 return pl; 300 return pl;
362}
363
364/*
365 * get_player_archetype() return next player archetype from archetype
366 * list. Not very efficient routine, but used only creating new players.
367 * Note: there MUST be at least one player archetype!
368 */
369archetype *
370get_player_archetype (archetype *at)
371{
372 archetype *start = at;
373
374 for (;;)
375 {
376 if (at == NULL || at->next == NULL)
377 at = first_archetype;
378 else
379 at = at->next;
380
381 if (at->clone.type == PLAYER)
382 return at;
383
384 if (at == start)
385 {
386 LOG (llevError, "No Player archetypes\n");
387 exit (-1);
388 }
389 }
390} 301}
391 302
392object * 303object *
393get_nearest_player (object *mon) 304get_nearest_player (object *mon)
394{ 305{
395 object *op = NULL; 306 object *op = NULL;
396 player *pl = NULL;
397 objectlink *ol; 307 objectlink *ol;
398 unsigned lastdist; 308 unsigned lastdist;
399 rv_vector rv; 309 rv_vector rv;
400 310
401 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
402 { 312 {
403 /* We should not find free objects on this friendly list, but it
404 * does periodically happen. Given that, lets deal with it.
405 * While unlikely, it is possible the next object on the friendly
406 * list is also free, so encapsulate this in a while loop.
407 */
408 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
409 {
410 object *tmp = ol->ob;
411
412 /* Can't do much more other than log the fact, because the object
413 * itself will have been cleared.
414 */
415 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
416 ol = ol->next;
417 remove_friendly_object (tmp);
418 if (!ol)
419 return op;
420 }
421
422 /* Remove special check for player from this. First, it looks to cause
423 * some crashes (ol->ob->contr not set properly?), but secondly, a more
424 * complicated method of state checking would be needed in any case -
425 * as it was, a clever player could type quit, and the function would
426 * skip them over while waiting for confirmation. Remove
427 * on_same_map check, as can_detect_enemy also does this
428 */
429 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
430 continue; 314 continue;
431 315
432 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
433 { 317 {
434 op = ol->ob; 318 op = ol->ob;
435 lastdist = rv.distance; 319 lastdist = rv.distance;
436 } 320 }
437 } 321 }
438 for (pl = first_player; pl != NULL; pl = pl->next) 322
439 { 323 for_all_players (pl)
440 if (can_detect_enemy (mon, pl->ob, &rv)) 324 if (can_detect_enemy (mon, pl->ob, &rv))
441 {
442
443 if (lastdist > rv.distance) 325 if (lastdist > rv.distance)
444 { 326 {
445 op = pl->ob; 327 op = pl->ob;
446 lastdist = rv.distance; 328 lastdist = rv.distance;
447 } 329 }
448 } 330
449 }
450#if 0 331#if 0
451 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)");
452#endif 333#endif
453 return op; 334 return op;
454} 335}
455 336
456/* 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
457 * 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
458 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
459 * 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
460 * the deviation is 341 * the deviation is
461 */ 342 */
462#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
498 */ 379 */
499int 380int
500path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
501{ 382{
502 rv_vector rv; 383 rv_vector rv;
503 sint16 x, y;
504 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;
505 maptile *m, *lastmap;
506 385
507 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
508 387
509 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
510 return 0; 389 return 0;
511 390
512 x = mon->x; 391 mapxy pos (mon);
513 y = mon->y;
514 m = mon->map;
515 dir = rv.direction; 392 dir = rv.direction;
516 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 */
517 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
518 /* 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. */
519 if (diff > max) 397 if (diff > max)
520 return 0; 398 return 0;
399
521 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
522 { 401 {
523 lastx = x; 402 mapxy lastpos = pos;
524 lasty = y;
525 lastmap = m;
526 x = lastx + freearr_x[dir];
527 y = lasty + freearr_y[dir];
528 403
529 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
530 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
531 405
532 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
533 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
534 && (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)))
535 { 410 {
536 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
537 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
538 */ 413 */
539 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
540 if (rv.direction != dir) 415 if (rv.direction != dir)
541 { 416 {
542 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
543 * the values so it will try again. 418 * the values so it will try again.
544 */ 419 */
545 x = lastx;
546 y = lasty;
547 m = lastmap; 420 pos = lastpos;
548 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
549 } 422 }
550 else 423 else
551 { 424 {
552 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
553 * either the left or right. 426 * either the left or right.
554 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
555 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
556 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
557 * 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
558 * stepping back and forth 431 * stepping back and forth
559 */ 432 */
560 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
561 { 434 {
562 if (i == 0) 435 if (i == 0)
563 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
564 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
565 * since the direction that the creature should move in 439 * since the direction that the creature should move in
566 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
567 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
568 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
570 * 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
571 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
572 * the last direction the creature has successfully 446 * the last direction the creature has successfully
573 * moved. 447 * moved.
574 */ 448 */
575
576 x = lastx + freearr_x[absdir (lastdir + i)];
577 y = lasty + freearr_y[absdir (lastdir + i)];
578 m = lastmap; 449 pos = lastpos;
579 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
580 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
581 continue; 453 continue;
582 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
583 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
584 continue; 458 continue;
585 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
586 continue; 461 continue;
587 462
588 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
589 break; 464 break;
590 } 465 }
466
591 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
592 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
593 */ 469 */
594 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
595 return 0; 471 return 0;
472
596 diff--; 473 diff--;
597 lastdir = dir; 474 lastdir = dir;
598 max--; 475 max--;
599 if (!firstdir) 476 if (!firstdir)
600 firstdir = dir + i; 477 firstdir = dir + i;
604 { 481 {
605 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
606 diff--; 483 diff--;
607 max--; 484 max--;
608 lastdir = dir; 485 lastdir = dir;
486
609 if (!firstdir) 487 if (!firstdir)
610 firstdir = dir; 488 firstdir = dir;
611 } 489 }
490
612 if (diff <= 1) 491 if (diff <= 1)
613 { 492 {
614 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
615 * headed toward player for entire distance. 494 * headed toward player for entire distance.
616 */ 495 */
617 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
618 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));
619 } 498 }
499
620 if (diff > max) 500 if (diff > max)
621 return 0; 501 return 0;
622 } 502 }
503
623 /* 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 */
624 if (!max) 505 if (!max)
625 return 0; 506 return 0;
626 507
627 return firstdir; 508 return firstdir;
628} 509}
629 510
630void 511void
631give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
632{ 513{
633 object *op, *next = NULL;
634
635 if (pl->randomitems != NULL) 514 if (pl->randomitems)
636 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
637 516
638 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
639 { 518 {
640 next = op->below; 519 next = op->below;
641 520
642 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
643 * 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
644 */ 523 */
645 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
646 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
647 526
648 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
649 * by this player due to race restrictions 528 * by this player due to race restrictions
650 */ 529 */
651 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
652 { 531 {
653 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
654 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
655 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
656 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
657 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))
658 { 539 {
659 op->destroy (); 540 op->destroy ();
660 continue; 541 continue;
661 } 542 }
662 } 543 }
663 544
664 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
665 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
666 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
667 * a first level treasurelist for each skill.)
668 * remove duplicate skills also
669 */ 548 */
670 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
671 { 550 {
672 object *tmp;
673
674 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
675 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
676 break;
677
678 if (tmp)
679 { 553 {
680 op->destroy (); 554 op->destroy ();
681 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
682 continue;
683 } 556 }
684 557
685 if (op->nrof > 1) 558 if (op->nrof > 1)
686 op->nrof = 1; 559 op->nrof = 1;
687 } 560 }
688 561
689 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
690 { 563 op->inv->clr_flag (FLAG_STARTEQUIP);
691 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
692 }
693 564
694 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
695 * 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
696 * merged properly. 567 * merged properly.
697 */ 568 */
698 if (need_identify (op)) 569 if (op->need_identify ())
699 {
700 SET_FLAG (op, FLAG_IDENTIFIED);
701 CLEAR_FLAG (op, FLAG_CURSED);
702 CLEAR_FLAG (op, FLAG_DAMNED);
703 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
704 if (op->type == SPELL) 576 if (op->type == SPELL)
705 { 577 {
706 op->destroy (); 578 op->destroy ();
707 continue; 579 continue;
708 } 580 }
709 else if (op->type == SKILL) 581 else if (op->type == SKILL)
710 { 582 {
711 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
712 op->stats.exp = 0; 584 op->stats.exp = 0;
713 op->level = 1; 585 op->level = 1;
714 } 586 }
715 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
716 else 588 op->set_flag (FLAG_INV_LOCKED);
717 SET_FLAG (op, FLAG_INV_LOCKED);
718 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
719 590
720 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
721 link_player_skills (pl); 592 pl->contr->link_skills ();
722} 593}
723 594
724void 595void
725get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
726{ 597{
736 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:");
737} 608}
738 609
739/* 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. */
740static int 611static int
741roll_stat (void) 612roll_stat ()
742{ 613{
743 int a[4], i, j, k; 614 int a[4], i, j, k;
744 615
745 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
746 a[i] = (int) RANDOM () % 6 + 1; 617 a[i] = rndm (1, 6);
747 618
748 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
749 if (a[i] < k) 620 if (a[i] < k)
750 k = a[i], j = i; 621 k = a[i], j = i;
751 622
757} 628}
758 629
759void 630void
760object::roll_stats () 631object::roll_stats ()
761{ 632{
762 int statsort [7]; 633 int statsort [NUM_STATS];
763 634
764 for (;;) 635 for (;;)
765 { 636 {
766 int sum = 0; 637 int sum = 0;
767 for (int i = 7; i--; ) 638 for (int i = NUM_STATS; i--; )
768 sum += statsort [i] = roll_stat (); 639 sum += statsort [i] = roll_stat ();
769 640
770 if (sum >= 82 && sum <= 116) 641 if (sum >= 82 && sum <= 116)
771 break; 642 break;
772 } 643 }
773 644
774 // Sort the stats so that rerolling is easier... 645 // Sort the stats so that rerolling is easier...
775 std::sort (statsort, statsort + 7, std::greater<int>()); 646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
776 647
648 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Str = statsort[0]; 649 stats.stat (i) = statsort [i];
778 stats.Dex = statsort[1];
779 stats.Con = statsort[2];
780 stats.Int = statsort[3];
781 stats.Wis = statsort[4];
782 stats.Pow = statsort[5];
783 stats.Cha = statsort[6];
784 650
785 stats.exp = 0; 651 stats.exp = 0;
786 stats.ac = 0; 652 stats.ac = 0;
787 653
788 stats.hp = stats.maxhp; 654 stats.hp = stats.maxhp;
800} 666}
801 667
802void 668void
803object::swap_stats (int a, int b) 669object::swap_stats (int a, int b)
804{ 670{
805 int tmp = get_attr_value (&contr->orig_stats, a); 671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
806 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
807 set_attr_value (&contr->orig_stats, b, tmp);
808 672
673 for (int i = 0; i < NUM_STATS; ++i)
809 stats.Str = contr->orig_stats.Str; 674 stats.stat (i) = contr->orig_stats.stat (i);
810 stats.Dex = contr->orig_stats.Dex;
811 stats.Con = contr->orig_stats.Con;
812 stats.Int = contr->orig_stats.Int;
813 stats.Wis = contr->orig_stats.Wis;
814 stats.Pow = contr->orig_stats.Pow;
815 stats.Cha = contr->orig_stats.Cha;
816 675
817 //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,
818 // be merged with the similar code in roll_stats 677 // be merged with the similar code in roll_stats
819 stats.ac = 0; 678 stats.ac = 0;
820 679
832 contr->levsp[1] = 6; 691 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3; 692 contr->levgrace[1] = 3;
834 693
835 contr->orig_stats = stats; 694 contr->orig_stats = stats;
836 } 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);
837} 705}
838 706
839/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
840 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
841 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
842 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
843 * not the class. 711 * not the class.
844 */ 712 */
845int 713void
846key_change_class (object *op, char key) 714player::chargen_race_done ()
847{ 715{
848 int tmp_loop;
849
850 if (key == 'd' || key == 'D')
851 {
852 char buf[MAX_BUF];
853
854 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
855 esrv_new_player (op->contr, op->weight + op->carrying); 717 esrv_new_player (ob->contr);
856 718
857 treasurelist *tl = find_treasurelist ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
858 if (tl) 720 if (tl)
859 create_treasure (tl, op, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
860 722
861 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
862 INVOKE_PLAYER (LOGIN, op->contr);
863 724
864 op->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
865 726
866 if (op->msg) 727 if (ob->msg)
867 op->msg = NULL; 728 ob->msg = 0;
868 729
869 /* We create this now because some of the unique maps will need it
870 * to save here.
871 */
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
873 make_path_to_file (buf);
874
875#ifdef AUTOSAVE
876 op->contr->last_save_tick = pticks;
877#endif
878 start_info (op); 730 start_info (ob);
879 CLEAR_FLAG (op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
880 give_initial_items (op, op->randomitems); 732 give_initial_items (ob, ob->randomitems);
881 link_player_skills (op);
882 esrv_send_inventory (op, op); 733 esrv_send_inventory (ob, ob);
883 op->update_stats (); 734 ob->update_stats ();
884 735
885 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
886 * is one for this race 737 * is one for this race
887 */ 738 */
888 if (*first_map_ext_path) 739 if (*first_map_ext_path)
889 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
890 object *tmp;
891 char mapname[MAX_BUF];
892
893 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
894 tmp = object::create ();
895 EXIT_PATH (tmp) = mapname;
896 EXIT_X (tmp) = op->x;
897 EXIT_Y (tmp) = op->y;
898 enter_exit (op, tmp); /* we don't really care if it succeeded;
899 * if the map isn't there, then stay on the
900 * default initial map */
901 tmp->destroy ();
902 }
903 else 741 else
904 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
905 744
906 return 0; 745/*
907 } 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}
908 763
764void
765player::chargen_race_next ()
766{
909 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
910 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
911 */ 769 */
912 770
913 tmp_loop = 0; 771 do
914 while (!tmp_loop)
915 { 772 {
916 shstr name = op->name; 773 shstr name = ob->name;
917 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
918 775
919 op->remove_statbonus (); 776 ob->remove_statbonus ();
920 op->remove (); 777 ob->remove ();
921 op->arch = get_player_archetype (op->arch); 778 ob->arch = get_player_archetype (ob->arch);
922 op->arch->clone.copy_to (op); 779 ob->arch->copy_to (ob);
923 op->instantiate (); 780 ob->instantiate ();
924 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
925 op->name = op->name_pl = name; 782 ob->name = ob->name_pl = name;
926 op->x = x; 783 ob->x = x;
927 op->y = y; 784 ob->y = y;
928 SET_ANIMATION (op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
929 insert_ob_in_map (op, op->map, op, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
930 assign (op->contr->title, op->arch->clone.name); 787 assign (ob->contr->title, ob->arch->object::name);
931 op->add_statbonus (); 788 ob->add_statbonus ();
932 tmp_loop = allowed_class (op);
933 } 789 }
790 while (!allowed_class (ob));
934 791
935 update_object (op, UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
936 esrv_update_item (UPD_FACE, op, op); 793 esrv_update_item (UPD_FACE, ob, ob);
937 op->update_stats (); 794 ob->update_stats ();
938 op->stats.hp = op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
939 op->stats.sp = op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
940 op->stats.grace = 0; 797 ob->stats.grace = 0;
941
942 if (op->msg)
943 new_draw_info (NDI_BLUE, 0, op, op->msg);
944
945 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
946 return 0;
947} 798}
948 799
949int 800static void
950key_confirm_quit (object *op, char key)
951{
952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
953 {
954 op->contr->ns->state = ST_PLAYING;
955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
956 return 1;
957 }
958
959 INVOKE_PLAYER (LOGOUT, op->contr);
960 INVOKE_PLAYER (QUIT, op->contr);
961
962 terminate_all_pets (op);
963 leave_map (op);
964 op->direction = 0;
965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
966
967 strcpy (op->contr->killer, "quit");
968 check_score (op);
969 op->contr->party = 0;
970 op->contr->own_title[0] = '\0';
971
972 object_ptr ob = op;
973
974 delete ob->contr;
975
976 /* We need to hunt for any per player unique maps in memory and
977 * get rid of them. The trailing slash in the path is intentional,
978 * so that players named 'Ab' won't match against players 'Abe' pathname
979 */
980 char buf[MAX_BUF];
981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
982
983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
985 next = mp->next;
986
987 if (!strncmp (mp->path, buf, strlen (buf)))
988 delete_map (mp);
989 }
990
991 delete_character (ob->name, 1);
992
993 return 1;
994}
995
996void
997flee_player (object *op) 801flee_player (object *op)
998{ 802{
999 int dir, diff; 803 int dir, diff;
1000 rv_vector rv; 804 rv_vector rv;
1001 805
1002 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
1003 { 807 {
1004 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1005 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
1006 return; 810 return;
1007 } 811 }
1008 812
1009 if (op->enemy == NULL) 813 if (!op->enemy)
1010 { 814 {
1011 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
1012 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1013 return; 817 return;
1014 } 818 }
1015 819
1016 /* 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))
1017 * op->enemy_count, it is possible that something destroys the
1018 * actual enemy, and the object is recycled.
1019 */
1020 if (op->enemy->map == NULL)
1021 { 821 {
1022 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 822 op->enemy = NULL;
1024 return; 823 op->clr_flag (FLAG_SCARED);
1025 }
1026
1027 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1028 {
1029 op->enemy = NULL;
1030 CLEAR_FLAG (op, FLAG_SCARED);
1031 return; 824 return;
1032 } 825 }
1033 826
1034 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1035 828
1036 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
1037 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
1038 { 831 {
1039 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
1040 833
1041 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))))
1042 return; 835 return;
1043 } 836 }
1044 837
1045 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1046 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1047 op->enemy = NULL; 840 op->enemy = NULL;
1048} 841}
1049 842
1050
1051/* 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.
1052 * 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
1053 * stop. 845 * stop.
1054 */ 846 */
1055int 847int
1056check_pick (object *op) 848check_pick (object *op)
1057{ 849{
1058 object *tmp, *next; 850 object *tmp, *next;
1059 int stop = 0; 851 int stop = 0;
1060 int j, k, wvratio; 852 int wvratio;
1061 char putstring[128], tmpstr[16];
1062 853
1063 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1064 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1065 return 1; 856 return 1;
1066 857
1067 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)
1068 862
1069 /* 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
1070 * destroyed */ 864 * destroyed */
1071 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1072 { 866 {
1073 tmp = next; 867 tmp = next;
1074 next = tmp->below; 868 next = tmp->below;
1075 869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
1076 if (op->destroyed ()) 876 if (op->destroyed ())
1077 return 0; 877 return 0;
1078 878
1079 if (!can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1080 continue; 880 continue;
1081 881
1082 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1083 { 883 {
1084 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1085 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1086 continue; 887 continue;
1087 } 888 }
1088 889
1089 /* 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? */
1090 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1091 { 952 {
1092 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)
1093 { 1016 {
1094 case 0: 1017 CHK_PICK_PICKUP;
1095 return 1; /* don't pick up */ 1018 continue;
1096 case 1:
1097 pick_up (op, tmp);
1098 return 1;
1099 case 2:
1100 pick_up (op, tmp);
1101 return 0;
1102 case 3:
1103 return 0; /* stop before pickup */
1104 case 4:
1105 pick_up (op, tmp);
1106 break;
1107 case 5:
1108 pick_up (op, tmp);
1109 stop = 1;
1110 break;
1111 case 6:
1112 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1113 pick_up (op, tmp);
1114 break;
1115
1116 case 7:
1117 if (tmp->type == MONEY || tmp->type == GEM)
1118 pick_up (op, tmp);
1119 break;
1120
1121 default:
1122 /* use value density */
1123 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1124 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1125 pick_up (op, tmp);
1126 } 1019 }
1127 } 1020 }
1128 else 1021
1129 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1130 /* NEW pickup handling */
1131 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)
1132 { 1028 {
1133 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1134 if (tmp->name != NULL)
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137 else
1138 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1139 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1140
1141 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1142 }
1143
1144 /* philosophy:
1145 * It's easy to grab an item type from a pile, as long as it's
1146 * generic. This takes no game-time. For more detailed pickups
1147 * and selections, select-items should be used. This is a
1148 * grab-as-you-run type mode that's really useful for arrows for
1149 * example.
1150 * The drawback: right now it has no frontend, so you need to
1151 * stick the bits you want into a calculator in hex mode and then
1152 * convert to decimal and then 'pickup <#>
1153 */
1154
1155 /* the first two modes are exclusive: if NOTHING we return, if
1156 * STOP then we stop. All the rest are applied sequentially,
1157 * meaning if any test passes, the item gets picked up. */
1158
1159 /* if mode is set to pick nothing up, return */
1160
1161 if (op->contr->mode & PU_NOTHING)
1162 return 1;
1163
1164 /* if mode is set to stop when encountering objects, return */
1165 /* take STOP before INHIBIT since it doesn't actually pick
1166 * anything up */
1167
1168 if (op->contr->mode & PU_STOP)
1169 return 0;
1170
1171 /* useful for going into stores and not losing your settings... */
1172 /* and for battles wher you don't want to get loaded down while
1173 * fighting */
1174 if (op->contr->mode & PU_INHIBIT)
1175 return 1;
1176
1177 /* prevent us from turning into auto-thieves :) */
1178 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1179 continue; 1030 continue;
1031 }
1180 1032
1181 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1182 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;
1183 continue; 1038 continue;
1039 }
1184 1040
1185 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1186 /* 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
1187 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1188 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"))
1189 { 1112 {
1190 pick_up (op, tmp); 1113 CHK_PICK_PICKUP;
1191 continue; 1114 continue;
1192 } 1115 }
1116 }
1193 1117
1118 /* misc stuff that's useful */
1194 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1195 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1196 { 1121 {
1197 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1198 continue; 1123 continue;
1199 } 1124 }
1200 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1201 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1202 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
1203 { 1133 */
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* spellbooks, skillscrolls and normal books/scrolls */
1209 if (op->contr->mode & PU_SPELLBOOK)
1210 if (tmp->type == SPELLBOOK)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_SKILLSCROLL)
1217 if (tmp->type == SKILLSCROLL)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 if (op->contr->mode & PU_READABLES)
1224 if (tmp->type == BOOK || tmp->type == SCROLL)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 /* wands/staves/rods/horns */
1231 if (op->contr->mode & PU_MAGIC_DEVICE)
1232 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* pick up all magical items */
1239 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1240 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)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_VALUABLES)
1247 { 1136 {
1248 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1249 { 1140 {
1250 pick_up (op, tmp); 1141 fprintf (stderr, "%s", tmp->name);
1251 continue;
1252 } 1142 }
1253 }
1254
1255 /* rings & amulets - talismans seems to be typed AMULET */
1256 if (op->contr->mode & PU_JEWELS)
1257 if (tmp->type == RING || tmp->type == AMULET)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 /* we don't forget dragon food */
1264 if (op->contr->mode & PU_FLESH)
1265 if (tmp->type == FLESH)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* bows and arrows. Bows are good for selling! */
1272 if (op->contr->mode & PU_BOW)
1273 if (tmp->type == BOW)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_ARROW)
1280 if (tmp->type == ARROW)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 /* all kinds of armor etc. */
1287 if (op->contr->mode & PU_ARMOUR)
1288 if (tmp->type == ARMOUR)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_HELMET)
1295 if (tmp->type == HELMET)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_SHIELD)
1302 if (tmp->type == SHIELD)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 if (op->contr->mode & PU_BOOTS)
1309 if (tmp->type == BOOTS)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 if (op->contr->mode & PU_GLOVES)
1316 if (tmp->type == GLOVES)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 if (op->contr->mode & PU_CLOAK)
1323 if (tmp->type == CLOAK)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328
1329 /* hoping to catch throwing daggers here */
1330 if (op->contr->mode & PU_MISSILEWEAPON)
1331 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* careful: chairs and tables are weapons! */
1338 if (op->contr->mode & PU_ALLWEAPON)
1339 {
1340 if (tmp->type == WEAPON && tmp->name != NULL)
1341 {
1342 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1343 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348 }
1349
1350 if (tmp->type == WEAPON && tmp->name == NULL)
1351 {
1352 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1353 {
1354 pick_up (op, tmp);
1355 continue;
1356 }
1357 }
1358 }
1359
1360 /* misc stuff that's useful */
1361 if (op->contr->mode & PU_KEY)
1362 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1363 {
1364 pick_up (op, tmp);
1365 continue;
1366 }
1367
1368 /* any of the last 4 bits set means we use the ratio for value
1369 * pickups */
1370 if (op->contr->mode & PU_RATIO)
1371 {
1372 /* use value density to decide what else to grab */
1373 /* >=7 was >= op->contr->mode */
1374 /* >=7 is the old standard setting. Now we take the last 4 bits
1375 * and multiply them by 5, giving 0..15*5== 5..75 */
1376 wvratio = (op->contr->mode & PU_RATIO) * 5;
1377 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1378 {
1379 pick_up (op, tmp);
1380#if 0
1381 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1382 if (tmp->name != NULL)
1383 {
1384 fprintf (stderr, "%s", tmp->name);
1385 }
1386 else 1143 else
1387 fprintf (stderr, "%s", tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1388 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1389 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))));
1390#endif 1147#endif
1148 CHK_PICK_PICKUP;
1391 continue; 1149 continue;
1392 }
1393 } 1150 }
1394 } /* the new pickup model */ 1151 } /* the new pickup model */
1395 } 1152 }
1396 1153
1397 return !stop; 1154 return !stop;
1398} 1155}
1399 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
1400/* 1192/*
1401 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1402 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1403 * found object is returned. 1195 * found object is returned.
1404 */ 1196 */
1405object * 1197static object *
1406find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1407{ 1199{
1408 object *tmp = NULL;
1409
1410 for (op = op->inv; op; op = op->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1411 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1412 tmp = find_arrow (op, type);
1413 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);
1414 return op; 1209 return arrow;
1210 }
1211
1415 return tmp; 1212 return 0;
1416} 1213}
1417 1214
1418/* 1215/*
1419 * 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
1420 * 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
1421 * 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
1422 * 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.
1423 */ 1220 */
1424 1221static object *
1425object *
1426find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1427{ 1223{
1428 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1429 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1430 1226
1431 if (!type) 1227 if (!type)
1432 return NULL; 1228 return NULL;
1433 1229
1434 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1435 { 1231 {
1436 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1437 { 1233 {
1438 i = 0; 1234 i = 0;
1439 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1440 if (i > betterby) 1237 if (i > betterby)
1441 { 1238 {
1442 tmp = ntmp; 1239 tmp = ntmp;
1443 betterby = i; 1240 betterby = i;
1444 } 1241 }
1445 } 1242 }
1446 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1447 { 1244 {
1448 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1449 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1450 { 1247 {
1451 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1452 { 1249 {
1453 *better = 100; 1250 *better = 100;
1454 return arrow; 1251 return arrow;
1462 else 1259 else
1463 { 1260 {
1464 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1465 { 1262 {
1466 attacktype = 1 << attacknum; 1263 attacktype = 1 << attacknum;
1467 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1468 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)
1469 { 1266 {
1470 tmp = arrow; 1267 tmp = arrow;
1471 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;
1472 } 1269 }
1473 } 1270 }
1271
1474 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1475 { 1273 {
1476 tmp = arrow; 1274 tmp = arrow;
1477 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1478 } 1276 }
1277
1479 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1480 { 1279 {
1481 tmp = arrow; 1280 tmp = arrow;
1482 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1483 } 1282 }
1484 } 1283 }
1485 } 1284 }
1486 } 1285 }
1286
1487 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1488 return find_arrow (op, type); 1288 return find_arrow (op, type);
1489 1289
1490 *better = betterby; 1290 *better = betterby;
1491 return tmp; 1291 return tmp;
1495 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1496 * op = the shooter 1296 * op = the shooter
1497 * type = bow->race 1297 * type = bow->race
1498 * dir = fire direction 1298 * dir = fire direction
1499 */ 1299 */
1500 1300static object *
1501object *
1502pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1503{ 1302{
1504 object *tmp = NULL; 1303 object *tmp = NULL;
1505 maptile *m; 1304 maptile *m;
1506 int i, mflags, found, number; 1305 int i, mflags, found, number;
1507 sint16 x, y; 1306 sint16 x, y;
1519 y = op->y; 1318 y = op->y;
1520 1319
1521 /* find the first target */ 1320 /* find the first target */
1522 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1523 { 1322 {
1524 x += freearr_x[dir]; 1323 x += DIRX (dir);
1525 y += freearr_y[dir]; 1324 y += DIRY (dir);
1526 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1527 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1528 { 1328 {
1529 tmp = NULL; 1329 tmp = 0;
1530 break; 1330 break;
1531 } 1331 }
1532 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)
1533 { 1333 {
1534 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1535 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1536 */ 1336 */
1537 tmp = NULL; 1337 tmp = 0;
1538 break; 1338 break;
1539 } 1339 }
1340
1540 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1541 {
1542 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)
1543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1544 {
1545 found++;
1546 break;
1547 }
1548 if (found)
1549 break; 1344 break;
1550 }
1551 } 1345 }
1552 if (tmp == NULL) 1346
1347 if (!tmp)
1553 return find_arrow (op, type); 1348 return find_arrow (op, type);
1554 1349
1555 if (tmp->head) 1350 if (tmp->head)
1556 tmp = tmp->head; 1351 tmp = tmp->head;
1557 1352
1558 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1559} 1354}
1560 1355
1561/* 1356/*
1562 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1563 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1564 * op is the object firing the bow. 1359 * op is the object firing the bow.
1565 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1566 * dir is the direction of fire. 1361 * dir is the direction of fire.
1567 * 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)
1570 */ 1365 */
1571int 1366int
1572fire_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)
1573{ 1368{
1574 object *left, *bow; 1369 object *left, *bow;
1575 int bowspeed, mflags; 1370 int mflags;
1576 maptile *m; 1371 maptile *m;
1577 1372
1578 if (!dir) 1373 if (!dir)
1579 { 1374 {
1580 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!");
1581 return 0; 1376 return 0;
1582 } 1377 }
1583 1378
1584 if (op->type == PLAYER) 1379 if (op->contr)
1585 bow = op->contr->ranges[range_bow]; 1380 bow = op->current_weapon;
1586 else 1381 else
1587 { 1382 {
1588 for (bow = op->inv; bow; bow = bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1589 /* 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
1590 * 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.
1595 if (!bow) 1390 if (!bow)
1596 { 1391 {
1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1598 return 0; 1393 return 0;
1599 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1600 } 1398 }
1601 1399
1602 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1603 { 1401 {
1604 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);
1605 return 0; 1403 return 0;
1606 } 1404 }
1607
1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1609
1610 /* penalize ROF for bestarrow */
1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1614 if (bowspeed < 1)
1615 bowspeed = 1;
1616 1405
1617 if (arrow == NULL) 1406 if (arrow == NULL)
1618 { 1407 {
1619 if ((arrow = find_arrow (op, bow->race)) == NULL) 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1620 { 1409 {
1621 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1622 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);
1623 /* 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 */
1624 else 1413 else
1625 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1626 return 0; 1416 return 0;
1627 } 1417 }
1628 } 1418 }
1629 1419
1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 } 1428 }
1639 1429
1640 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1641 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1642 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1643 arrow->destroy (); 1434 arrow->destroy ();
1644 return 0; 1435 return 0;
1645 } 1436 }
1646 1437
1647 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1648 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1649 if (!arrow) 1440 if (!arrow)
1650 { 1441 {
1651 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);
1652 return 0; 1443 return 0;
1653 } 1444 }
1654 1445
1655 arrow->set_owner (op); 1446 arrow->set_owner (op);
1656 arrow->skill = bow->skill; 1447 arrow->skill = bow->skill;
1657
1658 arrow->direction = dir; 1448 arrow->direction = dir;
1659 arrow->x = sx; 1449
1660 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;
1661 1481
1662 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1663 { 1483 {
1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 op->update_stats ();
1666 }
1667
1668 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup (arrow->slaying);
1674
1675 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper.
1677 */
1678
1679 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1680
1681 /* update the speed */
1682 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1684
1685 if (arrow->speed < 1.0)
1686 arrow->speed = 1.0;
1687 update_ob_speed (arrow);
1688 arrow->speed_left = 0;
1689
1690 if (op->type == PLAYER)
1691 {
1692 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1693 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1694 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1695
1696 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;
1697 } 1491 }
1698 else 1492 else
1699 { 1493 {
1700 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1701 arrow->level = op->level; 1494 arrow->level = op->level;
1702 } 1495 arrow->stats.wc -= bow->magic;
1703 1496
1704 if (arrow->attacktype == AT_PHYSICAL) 1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1705 arrow->attacktype |= bow->attacktype; 1500 arrow->attacktype |= bow->attacktype;
1501 }
1706 1502
1707 if (bow->slaying) 1503 wc -= arrow->level;
1708 arrow->slaying = bow->slaying; 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1709 1505
1710 arrow->map = m; 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1711 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1713 1510
1714 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1715 insert_ob_in_map (arrow, m, op, 0); 1512 m->insert (arrow, sx, sy, op);
1716 1513
1717 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1718 move_arrow (arrow); 1515 move_arrow (arrow);
1719
1720 if (op->type == PLAYER)
1721 {
1722 if (left->destroyed ())
1723 esrv_del_item (op->contr, left->count);
1724 else
1725 esrv_send_item (op, left);
1726 }
1727 1516
1728 return 1; 1517 return 1;
1729} 1518}
1730 1519
1731/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1733 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1734 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1735 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1736 * hence the function name. 1525 * hence the function name.
1737 */ 1526 */
1738int 1527static int
1739player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1740{ 1529{
1741 int ret = 0, wcmod = 0; 1530 int ret;
1742 1531
1743 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1744 { 1533 {
1745 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);
1746 } 1535 }
1747 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)
1748 { 1537 {
1749 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1750 wcmod = -1;
1751 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);
1752 } 1540 }
1753 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1754 { 1542 {
1755 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);
1756 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)));
1757 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)));
1758 } 1546 }
1759 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1760 { 1548 {
1761 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);
1762 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);
1763 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);
1764
1765 } 1552 }
1766 else 1553 else
1767 { 1554 {
1768 /* Simple case */ 1555 /* Simple case */
1769 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);
1770 } 1557 }
1558
1771 return ret; 1559 return ret;
1772} 1560}
1773
1774 1561
1775/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1776 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1777 */ 1564 */
1778void 1565static void
1779fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1780{ 1567{
1781 object *item; 1568 object *item = op->contr->ranged_ob;
1782 1569
1783 if (!op->contr->ranges[range_misc]) 1570 if (!item)
1784 { 1571 {
1785 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.");
1786 return; 1573 return;
1787 } 1574 }
1788 1575
1789 item = op->contr->ranges[range_misc];
1790 if (!item->inv) 1576 if (!item->inv)
1791 { 1577 {
1792 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1793 return; 1579 return;
1794 } 1580 }
1581
1582 if (!op->apply (item))
1583 return;
1584
1795 if (item->type == WAND) 1585 if (item->type == WAND)
1796 { 1586 {
1797 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1798 { 1588 {
1799 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1589 op->contr->play_sound (sound_find ("wand_poof"));
1800 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
1801 return; 1592 return;
1802 } 1593 }
1803 } 1594 }
1804 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1805 { 1596 {
1806 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))
1807 { 1602 {
1808 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
1809 if (item->type == ROD) 1605 if (item->type == ROD)
1810 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));
1811 else 1607 else
1812 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
1813 return; 1610 return;
1814 } 1611 }
1815 } 1612 }
1816 1613
1817 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1818 { 1615 {
1819 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
1820 if (item->type == WAND) 1618 if (item->type == WAND)
1821 { 1619 {
1822 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1823 { 1621 {
1824 object *tmp;
1825
1826 if (item->arch) 1622 if (item->arch)
1827 { 1623 {
1828 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
1830 item->speed = 0; 1626 item->set_speed (0);
1831 update_ob_speed (item);
1832 } 1627 }
1833 if ((tmp = item->in_player ())) 1628
1629 if (object *pl = item->visible_to ())
1834 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
1835 } 1631 }
1836 } 1632 }
1837 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
1838 {
1839 drain_rod_charge (item); 1634 drain_rod_charge (item);
1840 }
1841 } 1635 }
1842} 1636}
1843 1637
1844/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1845 */ 1639 */
1846void 1640bool
1847fire (object *op, int dir) 1641fire (object *who, int dir)
1848{ 1642{
1849 int spellcost = 0; 1643 int spellcost = 0;
1850 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
1851 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1852 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1853 make_visible (op); 1668 make_visible (who);
1854 1669
1855 switch (op->contr->shoottype) 1670 switch (ob->type)
1856 { 1671 {
1857 case range_none: 1672 case BOW:
1858 return;
1859
1860 case range_bow:
1861 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1862 return; 1674 break;
1863 1675
1864 case range_magic: /* Casting spells */ 1676 case SPELL:
1865 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);
1866 return; 1678 break;
1867 1679
1868 case range_misc: 1680 case BUILDER:
1869 fire_misc_object (op, dir);
1870 return;
1871
1872 case range_golem: /* Control summoned monsters from scrolls */
1873 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1874 {
1875 op->contr->ranges[range_golem] = 0;
1876 op->contr->shoottype = range_none;
1877 }
1878 else
1879 control_golem (op->contr->ranges[range_golem], dir);
1880 return;
1881
1882 case range_skill:
1883 if (!op->chosen_skill)
1884 {
1885 if (op->type == PLAYER)
1886 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1887 return;
1888 }
1889 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1890 return;
1891 case range_builder:
1892 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1893 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
1894 default: 1692 default:
1895 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1693 fire_misc_object (who, dir);
1896 return; 1694 break;
1897 } 1695 }
1898}
1899 1696
1697 return true;
1698}
1900 1699
1901 1700static object *
1902/* find_key
1903 * We try to find a key for the door as passed. If we find a key
1904 * and successfully use it, we return the key, otherwise NULL
1905 * This function merges both normal and locked door, since the logic
1906 * for both is the same - just the specific key is different.
1907 * pl is the player,
1908 * inv is the objects inventory to searched
1909 * door is the door we are trying to match against.
1910 * This function can be called recursively to search containers.
1911 */
1912
1913object *
1914find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
1915{ 1702{
1916 object *tmp, *key; 1703 object *tmp, *key;
1917 1704
1918 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1919 if (container->inv == NULL) 1706 if (!container->inv)
1920 return NULL; 1707 return 0;
1921 1708
1922 /* 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 */
1923 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1924 { 1711 {
1925 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1926 break; 1713 break;
1714
1927 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1928 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1929 */ 1717 */
1930 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1931 break; 1719 break;
1932 } 1720 }
1721
1933 /* No key found - lets search inventories now */ 1722 /* No key found - lets search inventories now */
1934 /* 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.
1935 * 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
1936 * a key, return 1725 * a key, return
1937 */ 1726 */
1938 if (!tmp) 1727 if (!tmp)
1939 { 1728 {
1940 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1941 {
1942 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1943 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1944 {
1945 if ((key = find_key (pl, tmp, door)) != NULL) 1732 if ((key = find_key_ (pl, tmp, door)))
1946 return key; 1733 return key;
1947 } 1734
1948 }
1949 if (!tmp) 1735 if (!tmp)
1950 return NULL; 1736 return 0;
1951 } 1737 }
1738
1952 /* 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,
1953 * see if we actually want to use it 1740 * see if we actually want to use it
1954 */ 1741 */
1955 if (pl != container) 1742 if (pl != container)
1956 { 1743 {
1957 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1958 if (!pl->contr) 1745 if (!pl->contr)
1959 return NULL; 1746 return 0;
1747
1960 /* cases where this fails: 1748 /* cases where this fails:
1961 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1962 * are not in the players inventory. 1750 * are not in the players inventory.
1963 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1964 * containers can be used. 1752 * containers can be used.
1968 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1969 * 1757 *
1970 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1971 * all the others. 1759 * all the others.
1972 */ 1760 */
1973 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1974 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1975 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1976 { 1764 {
1977 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1978 "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));
1979 return NULL; 1767 return NULL;
1980 } 1768 }
1981 } 1769 }
1770
1982 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);
1983} 1797}
1984 1798
1985/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1986 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1987 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1988 * 0 otherwise 1802 * 0 otherwise
1989 */ 1803 */
1990static int 1804static int
1991player_attack_door (object *op, object *door) 1805player_attack_door (object *op, object *door)
1992{ 1806{
1993 /* 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,
1994 * 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 -
1995 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1996 */ 1810 */
1997 object *key = find_key (op, op, door); 1811 object *key = find_key (op, op, door);
1998 1812
1999 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
2000 if (key) 1814 if (key)
2001 { 1815 {
2002 object *container = key->env; 1816 object *container = key->env;
2003 1817
2004 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2005 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
2006 make_visible (op); 1819 make_visible (op);
1820
2007 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2008 spring_trap (door->inv, op); 1822 spring_trap (door->inv, op);
1823
2009 if (door->type == DOOR) 1824 if (door->type == DOOR)
2010 {
2011 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 */
2012 }
2013 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
2014 { 1827 {
2015 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);
2016 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
2017 } 1830 }
1831
2018 /* Do this after we print the message */ 1832 /* Do this after we print the message */
2019 decrease_ob (key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2020 /* Need to update the weight the container the key was in */ 1834
2021 if (container != op)
2022 esrv_update_item (UPD_WEIGHT, op, container);
2023 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
2024 } 1836 }
2025 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
2026 { 1838 {
2027 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2028 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...");
2029 return 1; 1841 return 1;
2030 } 1842 }
1843
2031 return 0; 1844 return 0;
2032} 1845}
2033 1846
2034/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
2035 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2036 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2037 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2038 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2039 */ 1852 */
2040void 1853bool
2041move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2042{ 1855{
2043 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2044 sint16 nx, ny; 1857 {
2045 int on_battleground; 1858 --op->speed_left;
2046 maptile *m; 1859 return true;
1860 }
2047 1861
2048 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2049 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2050 1864
2051 on_battleground = op_on_battleground (op, 0, 0); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2052 1867
2053 /* 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
2054 * 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
2055 * 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
2056 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2057 * 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
2058 * 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
2059 * 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
2060 * move_ob uses. 1875 * move_ob uses.
2061 */ 1876 */
2062 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;
2063 { 1892 }
2064 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)
2065 { 1899 {
2066 m = get_map_from_coord (op->map, &nx, &ny); 1900 if (ob->move_block == MOVE_ALL)
2067 if (!m) 1901 move_into_wall (op, ob);
2068 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;
2069 } 1964 }
2070 else 1965 else
2071 m = op->map;
2072
2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2074 {
2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2076 return; 1966 return false;
2077 } 1967 }
2078 1968
2079 mon = 0; 1969 bool on_battleground = op_on_battleground (op, 0, 0);
2080 /* Go through all the objects, and find ones of interest. Only stop if
2081 * we find a monster - that is something we know we want to attack.
2082 * if its a door or barrel (can roll) see if there may be monsters
2083 * on the space
2084 */
2085 while (tmp)
2086 {
2087 if (tmp == op)
2088 {
2089 tmp = tmp->above;
2090 continue;
2091 }
2092 1970
2093 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2094 {
2095 mon = tmp;
2096 break;
2097 }
2098
2099 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2100 mon = tmp;
2101
2102 tmp = tmp->above;
2103 }
2104
2105 if (!mon) /* This happens anytime the player tries to move */
2106 return; /* into a wall */
2107
2108 if (mon->head)
2109 mon = mon->head;
2110
2111 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2112 if (player_attack_door (op, mon))
2113 return;
2114
2115 /* The following deals with possibly attacking peaceful
2116 * or frienddly creatures. Basically, all players are considered
2117 * unaggressive. If the moving player has peaceful set, then the
2118 * object should be pushed instead of attacked. It is assumed that
2119 * if you are braced, you will not attack friends accidently,
2120 * and thus will not push them.
2121 */
2122
2123 /* If the creature is a pet, push it even if the player is not
2124 * peaceful. Our assumption is the creature is a pet if the
2125 * player owns it and it is either friendly or unagressive.
2126 */
2127 if ((op->type == PLAYER)
2128#if COZY_SERVER
2129 &&
2130 ((mon->owner && mon->owner->contr
2131 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2132#else
2133 && mon->owner == op
2134#endif
2135 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2136 {
2137 /* If we're braced, we don't want to switch places with it */
2138 if (op->contr->braced)
2139 return;
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 (void) push_ob (mon, dir, op);
2142 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op);
2144 return;
2145 }
2146
2147 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2148 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2149 * 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
2150 * attack them either. 1974 * attack them either.
2151 */ 1975 */
2152 if ((mon->type == PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2153 (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])
2154#ifdef PROHIBIT_PLAYERKILL
2155 (op->contr->peaceful 1978 && ((op->contr->peaceful
2156 || (mon->type == PLAYER 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2157 && mon->contr->
2158 peaceful)) &&
2159#else
2160 op->contr->peaceful &&
2161#endif
2162 !on_battleground)) 1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
2163 { 1983 {
1984 --op->speed_left;
1985
2164 if (!op->contr->braced) 1986 if (!op->contr->braced)
2165 { 1987 {
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1988 op->play_sound (sound_find ("push_player"));
2167 (void) push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2168 } 1990 }
2169 else 1991 else
2170 new_draw_info (0, 0, op, "You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
2171 1993
2172 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2173 make_visible (op); 1995 make_visible (op);
2174 }
2175 1996
1997 return true;
1998 }
1999 }
2176 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2177 * 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.
2178 */ 2002 */
2179 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)
2180 { 2006 {
2007 --op->speed_left;
2008
2181 recursive_roll (mon, dir, op); 2009 recursive_roll (mon, dir, op);
2182 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2183 make_visible (op); 2011 make_visible (op);
2184 }
2185 2012
2013 return true;
2014 }
2015 }
2186 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2187 * 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
2188 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2189 * 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
2190 * 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.
2191 */ 2021 */
2192
2193 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2194 ((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)))
2195 { 2024 {
2196 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2197 /* If the player hasn't hit something this tick, and does
2198 * so, give them speed boost based on weapon speed. Doing
2199 * it here is better than process_players2, which basically
2200 * incurred a 1 tick offset.
2201 */
2202 if (!op->contr->has_hit)
2203 { 2026 {
2204 op->speed_left += op->speed / op->contr->weapon_sp; 2027 --op->contr->weapon_sp_left;
2205
2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2207 }
2208 2028
2209 skill_attack (mon, op, 0, 0, 0); 2029 skill_attack (mon, op, 0, 0, 0);
2210
2211 /* If attacking another player, that player gets automatic
2212 * hitback, and doesn't loose luck either.
2213 * Disable hitback on the battleground or if the target is
2214 * the wiz.
2215 */
2216 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2217 {
2218 short luck = mon->stats.luck;
2219
2220 mon->contr->has_hit = 1;
2221 skill_attack (op, mon, 0, 0, 0);
2222 mon->stats.luck = luck;
2223 }
2224 2030
2225 if (action_makes_visible (op)) 2031 if (action_makes_visible (op))
2226 make_visible (op); 2032 make_visible (op);
2227 }
2228 } /* if player should attack something */
2229}
2230 2033
2231int 2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2232move_player (object *op, int dir) 2042move_player (object *op, int dir)
2233{ 2043{
2234 int pick; 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2235
2236 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2237 return 0; 2045 return 0;
2238 2046
2239 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2240 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2241 { 2049 {
2242 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2243 return 0; 2051 return 0;
2244 } 2052 }
2245 2053
2246 /* peterm: added following line */ 2054 /* peterm: added following line */
2247 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2248 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2249 2057
2250 op->facing = dir; 2058 op->facing = dir;
2251 2059
2252 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2253 do_hidden_move (op); 2061 do_hidden_move (op);
2254 2062
2063 bool retval;
2064 int pick = 0;
2065
2255 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2256 /*nop */ ; 2067 retval = RESULT_INT (0);
2257 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2258 fire (op, dir); 2069 retval = fire (op, dir);
2259 else 2070 else
2260 { 2071 {
2261 move_player_attack (op, dir); 2072 retval = move_player_attack (op, dir);
2262 pick = check_pick (op); 2073 pick = check_pick (op);
2263 } 2074 }
2264 2075
2265 /* 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
2266 * server can handle repeat firing. 2077 * server can handle repeat firing.
2273 /* Update how the player looks. Use the facing, so direction may 2084 /* Update how the player looks. Use the facing, so direction may
2274 * get reset to zero. This allows for full animation capabilities 2085 * get reset to zero. This allows for full animation capabilities
2275 * for players. 2086 * for players.
2276 */ 2087 */
2277 animate_object (op, op->facing); 2088 animate_object (op, op->facing);
2278 return 0; 2089
2090 return retval;
2279} 2091}
2280 2092
2281/* 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
2282 * new client/server stuff. 2094 * new client/server stuff.
2283 * 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
2284 * the new speed values for commands. 2096 * the new speed values for commands.
2285 * 2097 *
2286 * 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.
2287 */ 2101 */
2288int 2102bool
2289handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2290{ 2104{
2291 if (op->contr->hidden) 2105 if (op->flag [FLAG_SCARED])
2292 {
2293 op->invisible = 1000;
2294 /* the socket code flashes the player visible/invisible
2295 * depending on the value of invisible, so we need to
2296 * alternate it here for it to work correctly.
2297 */
2298 if (pticks & 2)
2299 op->invisible--;
2300 } 2106 {
2301 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2107 if (op->speed_left > 0.f)
2302 {
2303 op->invisible--;
2304 if (!op->invisible)
2305 {
2306 make_visible (op);
2307 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2308 } 2108 {
2309 }
2310
2311 if (QUERY_FLAG (op, FLAG_SCARED))
2312 {
2313 flee_player (op);
2314 /* If player is still scared, that is his action for this tick */
2315 if (QUERY_FLAG (op, FLAG_SCARED))
2316 {
2317 op->speed_left--; 2109 --op->speed_left;
2110 flee_player (op);
2111
2318 return 0; 2112 return true;
2319 } 2113 }
2114 else
2115 return false;
2320 } 2116 }
2321
2322 /* I've been seeing crashes where the golem has been destroyed, but
2323 * the player object still points to the defunct golem. The code that
2324 * destroys the golem looks correct, and it doesn't always happen, so
2325 * put this in a a workaround to clean up the golem pointer.
2326 */
2327 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2328 op->contr->ranges[range_golem] = 0;
2329 2117
2330 /* 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
2331 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2332 * called, so we recheck it here. 2120 * called, so we recheck it here.
2333 */ 2121 */
2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2122 if (op->contr->ns->handle_command ())
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2123 return true;
2336 ;
2337 2124
2338 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])
2339 return 0; 2135 return 0;
2340 2136
2341 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2342 {
2343 /* All move commands take 1 tick, at least for now */
2344 op->speed_left--;
2345
2346 /* Instead of all the stuff below, let move_player take care
2347 * of it. Also, some of the skill stuff is only put in
2348 * there, as well as the confusion stuff.
2349 */
2350 move_player (op, op->direction);
2351 if (op->speed_left > 0)
2352 return 1;
2353 else
2354 return 0;
2355 }
2356
2357 return 0;
2358}
2359
2360int
2361save_life (object *op)
2362{
2363 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2364 return 0;
2365
2366 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2367 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2368 { 2139 {
2369 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2140 op->play_sound (sound_find ("ob_evaporate"));
2370 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));
2371 2142
2372 if (op->contr)
2373 esrv_del_item (op->contr, tmp->count);
2374
2375 tmp->destroy (); 2143 tmp->destroy ();
2376 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2377 2145
2378 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2379 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2380 2148
2381 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2382 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2383 2151
2384 op->update_stats (); 2152 op->update_stats ();
2385 return 1; 2153 return 1;
2386 } 2154 }
2387 2155
2388 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2389 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2390 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2391 return 0; 2159 return 0;
2392} 2160}
2393 2161
2394/* 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
2395 * 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
2396 * 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
2397 * from. 2165 * from.
2398 */ 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
2399void 2183void
2400remove_unpaid_objects (object *op, object *env) 2184object::drop_unpaid_items ()
2401{ 2185{
2402 object *next; 2186 if (!flag [FLAG_REMOVED])
2403 2187 ::drop_unpaid_items (inv, this);
2404 while (op)
2405 {
2406 next = op->below; /* Make sure we have a good value, in case
2407 * we remove object 'op'
2408 */
2409 if (QUERY_FLAG (op, FLAG_UNPAID))
2410 {
2411 op->remove ();
2412 op->x = env->x;
2413 op->y = env->y;
2414 if (env->type == PLAYER)
2415 esrv_del_item (env->contr, op->count);
2416 insert_ob_in_map (op, env->map, NULL, 0);
2417 }
2418 else if (op->inv)
2419 remove_unpaid_objects (op->inv, env);
2420
2421 op = next;
2422 }
2423}
2424
2425/*
2426 * Returns pointer a static string containing gravestone text
2427 * Moved from apply.c to player.c - player.c is what
2428 * actually uses this function. player.c may not be quite the
2429 * best, a misc file for object actions is probably better,
2430 * but there isn't one in the server directory.
2431 */
2432char *
2433gravestone_text (object *op)
2434{
2435 static char buf2[MAX_BUF];
2436 char buf[MAX_BUF];
2437 time_t now = time (NULL);
2438
2439 strcpy (buf2, " R.I.P.\n\n");
2440 if (op->type == PLAYER)
2441 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2442 else
2443 sprintf (buf, "%s\n", &op->name);
2444
2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2446 strcat (buf2, buf);
2447 if (op->type == PLAYER)
2448 sprintf (buf, "who was in level %d when killed\n", op->level);
2449 else
2450 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2451
2452 strncat (buf2, " ", 20 - strlen (buf) / 2);
2453 strcat (buf2, buf);
2454 if (op->type == PLAYER)
2455 {
2456 sprintf (buf, "by %s.\n\n", op->contr->killer);
2457 strncat (buf2, " ", 21 - strlen (buf) / 2);
2458 strcat (buf2, buf);
2459 }
2460
2461 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2463 strcat (buf2, buf);
2464
2465 return buf2;
2466} 2188}
2467 2189
2468void 2190void
2469do_some_living (object *op) 2191do_some_living (object *op)
2470{ 2192{
2471 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2472 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2473 int over_hp, over_sp, over_grace;
2474 int i;
2475 int rate_hp = 1200; 2195 int rate_hp = 1200;
2476 int rate_sp = 2500; 2196 int rate_sp = 2500;
2477 int rate_grace = 2000; 2197 int rate_grace = 2000;
2478 const int max_hp = 1; 2198 const int max_hp = 1;
2479 const int max_sp = 1; 2199 const int max_sp = 1;
2480 const int max_grace = 1; 2200 const int max_grace = 1;
2481 2201
2482 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--;
2483 { 2212 }
2484 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2213 else
2485 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2214#endif
2486 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 }
2487 } 2222 }
2488 2223
2489 if (op->contr->ns->state == ST_PLAYING) 2224 if (op->contr->ns->state == ST_PLAYING)
2490 { 2225 {
2491 /* these next three if clauses make it possible to SLOW DOWN 2226 /* these next three if clauses make it possible to SLOW DOWN
2512 { 2247 {
2513 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2514 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2515 } 2250 }
2516 2251
2517 /* Regenerate Spell Points */ 2252 /* Regenerate Grace */
2518 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)
2519 { 2255 {
2520 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 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)
2522 { 2262 {
2523 op->stats.sp++; 2263 int over_grace = temp / rate_grace;
2524 /* dms do not consume food */ 2264
2525 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (over_grace > 0)
2526 { 2266 {
2527 op->stats.food--; 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2528 if (op->contr->digestion < 0) 2268 op->last_grace = 0;
2529 op->stats.food += op->contr->digestion;
2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2531 op->stats.food = last_food;
2532 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2533 } 2272 }
2273 else
2274 op->last_grace = rate_grace / temp;
2534 2275
2535 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)
2536 { 2283 {
2537 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);
2538 if (over_sp > 0) 2285
2286 if (op->stats.sp < op->stats.maxsp)
2539 { 2287 {
2540 if (op->stats.sp < op->stats.maxsp) 2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2541 { 2292 {
2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2545 op->stats.sp--; 2293 op->stats.food--;
2546 2294
2547 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))
2548 op->stats.sp = op->stats.maxsp; 2298 op->stats.food = last_food;
2549 } 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
2550 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);
2551 } 2322 }
2552 else 2323 else
2553 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);
2554 } 2325 }
2555 else
2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2557 }
2558 2326
2559 /* Regenerate Grace */ 2327 /* Regenerate Hit Points */
2560 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2561 if (--op->last_grace < 0) 2328 if (--op->last_heal < 0)
2562 {
2563 if (op->stats.grace < op->stats.maxgrace / 2)
2564 op->stats.grace++; /* no penalty in food for regaining grace */
2565
2566 if (max_grace > 1)
2567 { 2329 {
2568 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2330 if (op->stats.hp < op->stats.maxhp)
2569 if (over_grace > 0)
2570 { 2331 {
2571 op->stats.sp += over_grace 2332 op->stats.hp++;
2572 + (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;
2573 op->last_grace = 0; 2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2574 } 2359 }
2575 else 2360 else
2576 {
2577 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2578 }
2579 }
2580 else
2581 {
2582 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2583 }
2584 /* wearing stuff doesn't detract from grace generation. */
2585 }
2586
2587 /* Regenerate Hit Points */
2588 if (--op->last_heal < 0)
2589 {
2590 if (op->stats.hp < op->stats.maxhp)
2591 {
2592 op->stats.hp++;
2593 /* dms do not consume food */
2594 if (!QUERY_FLAG (op, FLAG_WIZ))
2595 {
2596 op->stats.food--;
2597 if (op->contr->digestion < 0)
2598 op->stats.food += op->contr->digestion;
2599 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2600 op->stats.food = last_food;
2601 }
2602 }
2603
2604 if (max_hp > 1)
2605 {
2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2607 if (over_hp > 0)
2608 {
2609 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2610 op->last_heal = 0; 2361 op->last_heal = rate_hp / temp;
2611 }
2612 else
2613 {
2614 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2615 }
2616 }
2617 else
2618 {
2619 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2620 } 2362 }
2621 } 2363 }
2622 2364
2623 /* Digestion */ 2365 /* Digestion */
2624 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2625 { 2367 {
2626#ifdef COZY_SERVER 2368 int bonus = max (0, op->contr->digestion),
2627 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2369 penalty = max (0, -op->contr->digestion);
2628 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2629#else
2630 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2631#endif
2632 2370
2633 if (op->contr->gen_hp > 0)
2634 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);
2635 else
2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637 2372
2638 /* dms do not consume food */ 2373 /* dms do not consume food */
2639 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2640 op->stats.food--; 2375 op->stats.food--;
2641 } 2376 }
2642 2377
2643 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2644 { 2379 {
2645 object *tmp, *flesh = 0; 2380 object *flesh = 0;
2646 2381
2647 for (tmp = op->inv; tmp; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2648 { 2383 {
2649 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)
2650 { 2388 {
2651 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2389 op->statusmsg ("You blindly grab for a bite of food. "
2652 { 2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2391 op->apply (tmp);
2654 manual_apply (op, tmp, 0); 2392
2655 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2656 break; 2394 break;
2657 } 2395 }
2658 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2659 flesh = tmp; 2397 flesh = tmp;
2660 } /* End if paid for object */ 2398 }
2661 } /* end of for loop */
2662 2399
2663 /* 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
2664 * eat flesh instead. 2401 * eat flesh instead.
2665 */ 2402 */
2666 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2667 { 2404 {
2668 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.>");
2669 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2670 } 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)
2671 } 2417 {
2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2672 2420
2673 while (op->stats.food < 0 && op->stats.hp >= 0) 2421 if (op->stats.hp < 0)
2674 op->stats.food++, op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2675 2427
2428 /* killer should be set here already */
2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2677 kill_player (op); 2430 kill_player (op);
2678 } 2431 }
2679} 2432}
2680 2433
2681/* 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.
2684 * file. 2437 * file.
2685 */ 2438 */
2686void 2439void
2687kill_player (object *op) 2440kill_player (object *op)
2688{ 2441{
2689 char buf[MAX_BUF];
2690 int x, y; 2442 int x, y;
2691
2692 //int i;
2693 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2694
2695 /* int z;
2696 int num_stats_lose;
2697 int lost_a_stat;
2698 int lose_this_stat;
2699 int this_stat; */
2700 int will_kill_again; 2444 int will_kill_again;
2701 archetype *at; 2445 archetype *at;
2702 object *tmp; 2446 object *tmp;
2703 2447
2704 if (save_life (op)) 2448 if (save_life (op))
2705 return; 2449 return;
2706 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 }
2707 2486
2708 /* 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
2709 * 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.
2710 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2711 */ 2490 */
2712 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2713 { 2492 {
2714 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";
2715 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2716
2717 /* restore player */
2718 at = archetype::find ("poisoning");
2719 tmp = present_arch_in_ob (at, op);
2720 if (tmp)
2721 {
2722 tmp->destroy ();
2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2724 }
2725
2726 at = archetype::find ("confusion");
2727 tmp = present_arch_in_ob (at, op);
2728 if (tmp)
2729 {
2730 tmp->destroy ();
2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732 }
2733
2734 cure_disease (op, 0); /* remove any disease */
2735 op->stats.hp = op->stats.maxhp;
2736 if (op->stats.food <= 0)
2737 op->stats.food = 999;
2738 2494
2739 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2740 tmp = arch_to_object (archetype::find ("finger")); 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2741 if (tmp != NULL) 2497
2742 { 2498 tmp->name = format ("%s's finger" , &op->name);
2743 sprintf (buf, "%s's finger", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2744 tmp->name = buf; 2500 tmp->msg = format (
2745 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",
2746 " the %s, when he was defeated at\n level %d by %s.\n", 2502 &op->name, op->contr->title,
2747 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2503 (int)op->level,
2748 tmp->msg = buf; 2504 op->contr->killer_name ()
2505 );
2749 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2750 tmp->materialname = NULL; 2507 tmp->material = name_to_material (shstr_organic);
2751 tmp->x = op->x, tmp->y = op->y; 2508 tmp->insert_at (op, tmp);
2752 insert_ob_in_map (tmp, op->map, op, 0);
2753 }
2754 2509
2755 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2756 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2757 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2758 return; 2515 return;
2759 } 2516 }
2760 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2761 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2762 2522
2763 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2764 2524
2765 if (op->stats.food < 0) 2525 op->contr->play_sound (sound_find ("player_dies"));
2766 {
2767 if (op->contr->explore)
2768 {
2769 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2770 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2771 op->stats.food = 999;
2772 return;
2773 }
2774 sprintf (buf, "%s starved to death.", &op->name);
2775 strcpy (op->contr->killer, "starvation");
2776 }
2777 else
2778 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.hp = op->stats.maxhp;
2784 return;
2785 }
2786 sprintf (buf, "%s died.", &op->name);
2787 }
2788 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2789 2526
2790 /* save the map location for corpse, gravestone */ 2527 /* save the map location for corpse, gravestone */
2791 x = op->x; 2528 x = op->x;
2792 y = op->y; 2529 y = op->y;
2793 map = op->map; 2530 map = op->map;
2794
2795 2531
2796 /* NOT_PERMADEATH code. This basically brings the character back to 2532 /* NOT_PERMADEATH code. This basically brings the character back to
2797 * 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.
2798 * 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.
2799 */ 2535 */
2816 num_stats_lose = 1; 2552 num_stats_lose = 1;
2817 else 2553 else
2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2554 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 } 2555 }
2820 else 2556 else
2821 {
2822 num_stats_lose = 1; 2557 num_stats_lose = 1;
2823 } 2558
2824 lost_a_stat = 0; 2559 lost_a_stat = 0;
2825 2560
2826 for (z = 0; z < num_stats_lose; z++) 2561 for (z = 0; z < num_stats_lose; z++)
2827 { 2562 {
2828 i = RANDOM () % NUM_STATS; 2563 i = rndm (NUM_STATS);
2829 2564
2830 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
2831 { 2566 {
2832 /* 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
2833 * what he lost. 2568 * what he lost.
2840 lost_a_stat = 1; 2575 lost_a_stat = 1;
2841 } 2576 }
2842 else 2577 else
2843 { 2578 {
2844 /* deplete a stat */ 2579 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2846 object *dep; 2581 object *dep;
2847 2582
2848 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2849 if (!dep) 2584 if (!dep)
2850 { 2585 {
2851 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2852 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2853 } 2588 }
2854 lose_this_stat = 1; 2589 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2856 { 2591 {
2868 2603
2869 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2870 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2871 { 2606 {
2872 lose_this_stat = 0; 2607 lose_this_stat = 0;
2873 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2874 retain the stat. */ 2609 retain the stat. */
2875 } 2610 }
2876 else 2611 else
2877 { 2612 {
2878 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)
2884 } 2619 }
2885 } 2620 }
2886 2621
2887 if (lose_this_stat) 2622 if (lose_this_stat)
2888 { 2623 {
2889 this_stat = get_attr_value (&(dep->stats), i); 2624 this_stat = get_attr_value (&dep->stats, i);
2890 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2893 * 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
2894 * difference. 2629 * difference.
2895 */ 2630 */
2896 if (this_stat >= -50) 2631 if (this_stat >= -50)
2897 { 2632 {
2898 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2899 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901 op->update_stats (); 2636 op->update_stats ();
2902 lost_a_stat = 1; 2637 lost_a_stat = 1;
2903 } 2638 }
2904 } 2639 }
2905 } 2640 }
2906 } 2641 }
2642
2907 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2908 if (!lost_a_stat) 2644 if (!lost_a_stat)
2909 { 2645 {
2910 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2911 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2912 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
2913 2649
2914 if (god && (strcmp (god, "none"))) 2650 if (god != shstr_none)
2915 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";
2916 else 2652 else
2917 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";
2918 } 2654 }
2919#else 2655#else
2920 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.";
2921#endif 2657#endif
2922 2658
2923 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2924 * exp loss on the stone. 2660 * exp loss on the stone.
2925 */ 2661 */
2926 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2927 sprintf (buf, "%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2928 tmp->name = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2929 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",
2930 tmp->name_pl = buf; 2666 &op->name, op->contr->title, op->contr->killer_name ());
2931 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);
2932 tmp->msg = buf;
2933 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2934 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2935 2669
2936 /**************************************/ 2670 /**************************************/
2937 /* */ 2671 /* */
2938 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2939 /* if we died cause of food, give us */
2940 /* food, and reset HP's... */
2941 /* */ 2673 /* */
2942 /**************************************/ 2674 /**************************************/
2943 2675
2944 /* remove any poisoning and confusion the character may be suffering. */
2945 /* restore player */
2946 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op);
2948
2949 if (tmp)
2950 {
2951 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2953 }
2954
2955 at = archetype::find ("confusion");
2956 tmp = present_arch_in_ob (at, op);
2957 if (tmp)
2958 {
2959 tmp->destroy ();
2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2961 }
2962
2963 cure_disease (op, 0); /* remove any disease */
2964
2965 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2966 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
2967 if (op->stats.food < 100)
2968 op->stats.food = 900;
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2678
2973 /* 2679 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * 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
2976 * in the map. 2681 * and put them back in the map.
2977 */ 2682 */
2978 2683 op->drop_unpaid_items ();
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op);
2981 2684
2982 /****************************************/ 2685 /****************************************/
2983 /* */ 2686 /* */
2984 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2986 /* */ 2689 /* */
2987 /****************************************/ 2690 /****************************************/
2988 2691
2989 enter_player_savebed (op); 2692 enter_player_savebed (op);
2990 2693
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2694 op->contr->braced = 0;
2995 op->contr->save ();
2996 2695
2997 /* it is possible that the player has blown something up 2696 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2697 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2698 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2699 * on the space that might harm the player.
3007 if (will_kill_again) 2706 if (will_kill_again)
3008 { 2707 {
3009 object *force; 2708 object *force;
3010 int at; 2709 int at;
3011 2710
3012 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1;
3015 force->speed_left = -5.0; 2713 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
3017 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2719 force->resist[at] = 100;
3020 2720
3021 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
3022 op->update_stats (); 2722 op->update_stats ();
3023
3024 } 2723 }
3025 2724
3026 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3027} 2726}
3028 2727
3029void 2728static void
3030loot_object (object *op) 2729loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
3033 2732
3034 if (op->container) 2733 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2734
3037 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
3038 { 2736 {
3039 next = tmp->below; 2737 next = tmp->below;
3040 2738
3041 if (tmp->invisible) 2739 if (tmp->invisible)
3042 continue; 2740 continue;
3043 2741
3044 tmp->remove (); 2742 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2744
3046 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2747
3049 } 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3050 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3051 { 2749 {
3052 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
3053 { 2751 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
3055 tmp2->destroy ();
3056 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
3057 } 2754 }
3058 else 2755 else
3059 tmp->destroy (); 2756 tmp->destroy ();
3060 } 2757 }
3066/* 2763/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
3068 * 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
3069 * was changed. 2766 * was changed.
3070 */ 2767 */
3071
3072void 2768void
3073fix_weight (void) 2769fix_weight ()
3074{ 2770{
3075 for (player *pl = first_player; pl; pl = pl->next) 2771 for_all_players (pl)
3076 { 2772 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
3078 2774
3079 if (old == sum) 2775 pl->ob->update_weight ();
3080 continue; 2776
2777 if (old != pl->ob->carrying)
2778 {
3081 pl->ob->update_stats (); 2779 pl->ob->update_stats ();
3082 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 }
3083 } 2782 }
3084} 2783}
3085 2784
3086void 2785void
3087fix_luck (void) 2786fix_luck ()
3088{ 2787{
3089 for (player *pl = first_player; pl; pl = pl->next) 2788 for_all_players (pl)
3090 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
3091 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
3092} 2791}
3093 2792
3094/* cast_dust() - handles op throwing objects of type 'DUST'. 2793/* cast_dust() - handles op throwing objects of type 'DUST'.
3129} 2828}
3130 2829
3131void 2830void
3132make_visible (object *op) 2831make_visible (object *op)
3133{ 2832{
3134 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3135 op->invisible = 0; 2834 op->invisible = 0;
2835
3136 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3137 { 2837 {
3138 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3140 } 2840 }
2841
3141 update_object (op, UP_OBJ_FACE); 2842 update_object (op, UP_OBJ_CHANGE);
3142} 2843}
3143 2844
3144int 2845int
3145is_true_undead (object *op) 2846is_true_undead (object *op)
3146{ 2847{
3147 object *tmp = NULL; 2848 if (op->arch->flag [FLAG_UNDEAD])
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3150 return 1; 2849 return 1;
3151 2850
3152 return 0; 2851 return 0;
3153} 2852}
3154 2853
3155/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3156 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3157 * indicate greater hideability. 2856 * indicate greater hideability.
3158 */ 2857 */
3159
3160int 2858int
3161hideability (object *ob) 2859hideability (object *ob)
3162{ 2860{
3163 int i, level = 0, mflag; 2861 int i, level = 0, mflag;
3164 sint16 x, y; 2862 sint16 x, y;
3165 2863
3166 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3167 return 0; 2865 return 0;
3168 2866
3169 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3170 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3171 2869
3172 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3173 * 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
3174 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3175 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3176 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3177 2875
3178 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3179 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))
3180 { 2880 {
3181 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3182 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3183 {
3184 continue; 2883 continue;
3185 } 2884
3186 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3187 level += 2; 2886 level += 2;
3188 else /* open terrain! */ 2887 else /* open terrain! */
3189 level -= 1; 2888 level -= 1;
3190 } 2889 }
3198/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3199 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3200 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3201 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3202 */ 2901 */
3203
3204void 2902void
3205do_hidden_move (object *op) 2903do_hidden_move (object *op)
3206{ 2904{
3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3208 object *skop;
3209 2906
3210 if (!op || !op->map) 2907 if (!op || !op->map)
3211 return; 2908 return;
3212 2909
3213 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);
3214 2912
3215 /* 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! */
3216 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3219 { 2916 {
3220 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!");
3221 make_visible (op); 2918 make_visible (op);
3222 return; 2919 return;
3223 } 2920 }
3224 else 2921 else
3225 num += 20; 2922 num += 20;
3226 } 2923
3227 num += op->map->difficulty; 2924 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 2925 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 2926 num -= hide;
2927
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 2929 {
3232 make_visible (op); 2930 make_visible (op);
2931
3233 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3234 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!");
3235 } 2934 }
3236 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3237 {
3238 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);
3239 }
3240} 2937}
3241 2938
3242/* determine if who is standing near a hostile creature. */ 2939/* determine if who is standing near a hostile creature. */
3243 2940
3244int 2941int
3254 2951
3255 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3256 player = 1; 2953 player = 1;
3257 2954
3258 else 2955 else
3259 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3260 2957
3261 /* search adjacent squares */ 2958 /* search adjacent squares */
3262 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3263 { 2960 {
3264 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3265 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3266 m = who->map; 2963 m = who->map;
3267 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3268 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3269 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3270 */ 2967 */
3273 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)))
3274 continue; 2971 continue;
3275 2972
3276 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)
3277 { 2974 {
3278 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])
3279 return 1; 2976 return 1;
3280 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3281 {
3282 /*don't let a hidden DM prevent you from hiding */
3283 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3284 return 1; 2978 return 1;
3285 }
3286 } 2979 }
3287 } 2980 }
3288 return 0; 2981 return 0;
3289} 2982}
3290 2983
3291/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3292 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3293 * 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
3294 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3295 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3296 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3297 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3298 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3299 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3300 * 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.
3301 * -b.t. 2994 * -b.t.
3302 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3303 */ 2996 */
3304
3305int 2997int
3306player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3307{ 2999{
3308 rv_vector rv; 3000 rv_vector rv;
3309 int dx, dy; 3001 int dx, dy;
3311 if (pl->type != PLAYER) 3003 if (pl->type != PLAYER)
3312 { 3004 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3005 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3006 return -1;
3315 } 3007 }
3008
3316 if (!pl || !op) 3009 if (!pl || !op)
3317 return 0; 3010 return 0;
3318 3011
3319 if (op->head)
3320 {
3321 op = op->head; 3012 op = op->head_ ();
3322 } 3013
3323 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3324 3015
3325 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3017 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3018 * part that is in the los array but isn't on
3328 * a blocked los square. 3019 * a blocked los square.
3329 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3330 */ 3021 */
3331 while (op) 3022 while (op)
3332 { 3023 {
3333 dx = rv.distance_x + op->arch->clone.x; 3024 dx = rv.distance_x + op->arch->x;
3334 dy = rv.distance_y + op->arch->clone.y; 3025 dy = rv.distance_y + op->arch->y;
3335 3026
3336 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3337 * code, so we need to restrict ourselves to that range of values
3338 * for any meaningful values.
3339 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3343 return 1; 3028 return 1;
3029
3344 op = op->more; 3030 op = op->more;
3345 } 3031 }
3346 return 0;
3347}
3348 3032
3349/* routine for both players and monsters. We call this when
3350 * there is a possibility for our action distrubing our hiding
3351 * place or invisiblity spell. Artefact invisiblity is not
3352 * effected by this. If we arent invisible to begin with, we
3353 * return 0.
3354 */
3355int
3356action_makes_visible (object *op)
3357{
3358
3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 {
3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3362 return 0;
3363
3364 if (op->contr && op->contr->tmp_invis == 0)
3365 return 0;
3366
3367 /* If monsters, they should become visible */
3368 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3369 {
3370 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3371 return 1;
3372 }
3373 }
3374 return 0; 3033 return 0;
3375} 3034}
3376 3035
3377/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3378 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3383 * 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
3384 */ 3043 */
3385int 3044int
3386op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3387{ 3046{
3388 object *tmp;
3389
3390 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3391 * 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),
3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3393 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3394 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3395 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3397 { 3054 {
3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3399 { 3056 {
3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (tmp->flag [FLAG_NO_PICK]
3401 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))
3402 { 3061 {
3403 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3404 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))
3405 {
3406 object *invtmp;
3407
3408 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)
3409 { 3066 {
3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3411 {
3412 if (x != NULL && y != NULL) 3067 if (x && y)
3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3414 return 1; 3070 return 1;
3415 }
3416 } 3071 }
3417 } 3072
3418 if (x != NULL && y != NULL) 3073 if (x && y)
3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3420 return 1; 3076 return 1;
3421 } 3077 }
3422 } 3078 }
3423 } 3079 }
3080
3424 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3425 return 0; 3082 return 0;
3426} 3083}
3427 3084
3428/* 3085/*
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3102 int i = 0, j = 0;
3446 3103
3447 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3450 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3452 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3454 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3456 3113
3457 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3458 return; 3115 return;
3459 3116
3460 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++);
3461 3118
3462 if (tr == NULL || tr->item == NULL) 3119 if (!tr || !tr->item)
3463 { 3120 {
3464 /* 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]); */
3465 return; 3122 return;
3466 } 3123 }
3467 3124
3468 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3469 item = &(tr->item->clone); 3126 item = tr->item;
3470 3127
3471 if (item->type == SPELL) 3128 if (item->type == SPELL)
3472 { 3129 {
3473 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3474 return; 3131 return;
3533 { 3190 {
3534 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3535 object *skin; 3192 object *skin;
3536 3193
3537 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539 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)
3540 ; 3196 ;
3541 3197
3542 if (!skin) 3198 if (!skin)
3543 return; 3199 return;
3544 3200
3558 else 3214 else
3559 j = 1; 3215 j = 1;
3560 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3561 } 3217 }
3562 } 3218 }
3219
3563 strcat (buf, "."); 3220 strcat (buf, ".");
3564 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3565 } 3222 }
3566 3223
3567 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3568 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3569 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3570 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3571 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3572 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3573 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3574 3231
3575 /* print message if there is one */ 3232 /* print message if there is one */
3576 if (item->msg != NULL) 3233 if (item->msg != NULL)
3577 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3578 } 3235 }
3579 else 3236 else
3580 { 3237 {
3581 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3582 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3583 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));
3584 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3585 if (who->type == PLAYER)
3586 esrv_send_item (who, tmp);
3587 } 3242 }
3588} 3243}
3589 3244
3590/** 3245//-GPL
3591 * Unready an object for a player. This function does nothing if the object was 3246
3592 * not readied. 3247sint8
3593 */ 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
3594void 3263void
3595player_unready_range_ob (player *pl, object *ob) 3264player::infobox (const char *title, const char *msg, int color)
3596{ 3265{
3597 rangetype i; 3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3598
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3600 {
3601 if (pl->ranges[i] == ob)
3602 {
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 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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