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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.287 by root, Sat Aug 13 23:09:54 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * 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 9 * 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 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * 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 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32#include <newclient.h>
33 37
34#ifdef COZY_SERVER 38playervec players;
35extern int same_party (partylist *a, partylist *b);
36#endif
37
38player *
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76
77void
78display_motd (const object *op)
79{
80 char buf[MAX_BUF];
81 char motd[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return;
90 }
91 motd[0] = '\0';
92 size = 0;
93 while (fgets (buf, MAX_BUF, fp) != NULL)
94 {
95 if (*buf == '#')
96 continue;
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp);
102}
103
104void
105send_rules (const object *op)
106{
107 char buf[MAX_BUF];
108 char rules[HUGE_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return;
117 }
118 rules[0] = '\0';
119 size = 0;
120 while (fgets (buf, MAX_BUF, fp) != NULL)
121 {
122 if (*buf == '#')
123 continue;
124 if (size + strlen (buf) >= HUGE_BUF)
125 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break;
128 }
129 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf);
131 }
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp);
134}
135
136void
137send_news (const object *op)
138{
139 char buf[MAX_BUF];
140 char news[HUGE_BUF];
141 char subject[MAX_BUF];
142 FILE *fp;
143 int comp;
144 int size;
145
146 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return;
149 news[0] = '\0';
150 subject[0] = '\0';
151 size = 0;
152 while (fgets (buf, MAX_BUF, fp) != NULL)
153 {
154 if (*buf == '#')
155 continue;
156 if (*buf == '%')
157 { /* send one news */
158 if (size > 0)
159 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 */
160 strcpy (subject, buf + 1);
161 strip_endline (subject);
162 size = 0;
163 news[0] = '\0';
164 }
165 else
166 {
167 if (size + strlen (buf) >= HUGE_BUF)
168 {
169 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
170 break;
171 }
172 strncat (news + size, buf, HUGE_BUF - size);
173 size += strlen (buf);
174 }
175 }
176
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288}
289 39
290/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
291static void 41static void
292set_first_map (object *op) 42set_first_map (object *op)
293{ 43{
294 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
295 op->x = -1; 45 op->x = -1;
296 op->y = -1; 46 op->y = -1;
297 enter_exit (op, NULL);
298} 47}
299 48
300/* Tries to add player on the connection passwd in ns. 49void
301 * All we can really get in this is some settings like host and display 50player::activate ()
302 * mode.
303 */
304
305int
306add_player (client_socket *ns)
307{ 51{
308 player *p = new player; 52 if (active)
53 return;
309 54
310 p->socket = ns; 55 players.insert (this);
311 ns->pl = p; 56 ob->remove ();
312 57 ob->map = 0;
313 p->next = first_player; 58 ob->activate_recursive ();
314 first_player = p; 59 ob->clr_flag (FLAG_FRIENDLY);
315
316 p = get_player (p);
317
318 set_first_map (p->ob);
319
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob); 60 add_friendly_object (ob);
322 send_rules (p->ob); 61}
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326 62
63void
64player::deactivate ()
65{
66 if (!active)
327 return 0; 67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 players.erase (this);
82}
83
84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
114 {
115 object *tmp, *abil = 0, *skin = 0;
116
117 for (tmp = ob->inv; tmp; tmp = tmp->below)
118 if (tmp->type == FORCE)
119 if (tmp->arch->archname == shstr_dragon_ability_force)
120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
210 /* There are some elements we want initialised to non zero value -
211 * we deal with that below this point.
212 */
213 outputs_sync = 4;
214 outputs_count = 4;
215 unapply = unapply_nochoice;
216
217 savebed_map = first_map_path; /* Init. respawn position */
218
219 gen_sp_armour = 10;
220 bowtype = bow_normal;
221 petmode = pet_normal;
222 usekeys = containers;
223 peaceful = 1; /* default peaceful */
224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
228}
229
230void
231player::do_destroy ()
232{
233 disconnect ();
234
235 attachable::do_destroy ();
236
237 if (ob)
238 ob->destroy ();
239
240 ob = observe = viewpoint = 0;
241}
242
243player::~player ()
244{
245 /* Clear item stack */
246 free (stack_items);
328} 247}
329 248
330/* 249/*
331 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
333 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
334 */ 253 */
335archetype * 254static archetype *
336get_player_archetype (archetype *at) 255get_player_archetype (archetype *at)
337{ 256{
338 archetype *start = at; 257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
339 264
340 for (;;) 265 for (;;)
341 { 266 {
342 if (at == NULL || at->next == NULL) 267 if (++i == archetypes.end ())
343 at = first_archetype; 268 i = archetypes.begin ();
344 else 269 else if (*i == at)
345 at = at->next; 270 cleanup ("not a single player archetype found");
271
346 if (at->clone.type == PLAYER) 272 if ((*i)->type == PLAYER)
347 return at; 273 return *i;
348 if (at == start)
349 {
350 LOG (llevError, "No Player archetypes\n");
351 exit (-1);
352 }
353 } 274 }
354} 275}
355 276
277/* Tries to add player on the connection passed in ns.
278 * All we can really get in this is some settings like host and display
279 * mode.
280 */
281player *
282player::create ()
283{
284 player *pl = new player;
285
286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
293
294 return pl;
295}
356 296
357object * 297object *
358get_nearest_player (object *mon) 298get_nearest_player (object *mon)
359{ 299{
360 object *op = NULL; 300 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 301 objectlink *ol;
363 unsigned lastdist; 302 unsigned lastdist;
364 rv_vector rv; 303 rv_vector rv;
365 304
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 306 {
368 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop.
372 */
373 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
374 {
375 object *tmp = ol->ob;
376
377 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared.
379 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
381 ol = ol->next;
382 remove_friendly_object (tmp);
383 if (!ol)
384 return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 308 continue;
396 309
397 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
398 { 311 {
399 op = ol->ob; 312 op = ol->ob;
400 lastdist = rv.distance; 313 lastdist = rv.distance;
401 } 314 }
402 } 315 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 316
404 { 317 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 318 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 319 if (lastdist > rv.distance)
409 { 320 {
410 op = pl->ob; 321 op = pl->ob;
411 lastdist = rv.distance; 322 lastdist = rv.distance;
412 } 323 }
413 } 324
414 }
415#if 0 325#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 326 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 327#endif
418 return op; 328 return op;
419} 329}
437 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 348 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 349 * is probably not a good thing.
440 */ 350 */
441#define MAX_SPACES 50 351#define MAX_SPACES 50
442
443 352
444/* 353/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 355 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 356 * player and if path is blocked then see if blockage is close enough to player that
464 */ 373 */
465int 374int
466path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
467{ 376{
468 rv_vector rv; 377 rv_vector rv;
469 sint16 x, y;
470 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
471 maptile *m, *lastmap;
472 379
473 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
474 381
475 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
476 return 0; 383 return 0;
477 384
478 x = mon->x; 385 mapxy pos (mon);
479 y = mon->y;
480 m = mon->map;
481 dir = rv.direction; 386 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
484 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 391 if (diff > max)
486 return 0; 392 return 0;
393
487 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
488 { 395 {
489 lastx = x; 396 mapxy lastpos = pos;
490 lasty = y;
491 lastmap = m;
492 x = lastx + freearr_x[dir];
493 y = lasty + freearr_y[dir];
494 397
495 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
496 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
497 399
498 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
499 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
500 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
501 { 404 {
502 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
503 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
504 */ 407 */
505 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
506 if (rv.direction != dir) 409 if (rv.direction != dir)
507 { 410 {
508 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
509 * the values so it will try again. 412 * the values so it will try again.
510 */ 413 */
511 x = lastx;
512 y = lasty;
513 m = lastmap; 414 pos = lastpos;
514 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
515 } 416 }
516 else 417 else
517 { 418 {
518 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
525 */ 426 */
526 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
527 { 428 {
528 if (i == 0) 429 if (i == 0)
529 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
530 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
531 * since the direction that the creature should move in 433 * since the direction that the creature should move in
532 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
533 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
534 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
536 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
537 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
538 * the last direction the creature has successfully 440 * the last direction the creature has successfully
539 * moved. 441 * moved.
540 */ 442 */
541
542 x = lastx + freearr_x[absdir (lastdir + i)];
543 y = lasty + freearr_y[absdir (lastdir + i)];
544 m = lastmap; 443 pos = lastpos;
545 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
546 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
547 continue; 447 continue;
548 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
549 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
550 continue; 452 continue;
551 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
552 continue; 455 continue;
553 456
554 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
555 break; 458 break;
556 } 459 }
460
557 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
558 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
559 */ 463 */
560 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
561 return 0; 465 return 0;
466
562 diff--; 467 diff--;
563 lastdir = dir; 468 lastdir = dir;
564 max--; 469 max--;
565 if (!firstdir) 470 if (!firstdir)
566 firstdir = dir + i; 471 firstdir = dir + i;
570 { 475 {
571 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
572 diff--; 477 diff--;
573 max--; 478 max--;
574 lastdir = dir; 479 lastdir = dir;
480
575 if (!firstdir) 481 if (!firstdir)
576 firstdir = dir; 482 firstdir = dir;
577 } 483 }
484
578 if (diff <= 1) 485 if (diff <= 1)
579 { 486 {
580 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 488 * headed toward player for entire distance.
582 */ 489 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 492 }
493
586 if (diff > max) 494 if (diff > max)
587 return 0; 495 return 0;
588 } 496 }
497
589 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
590 if (!max) 499 if (!max)
591 return 0; 500 return 0;
592 501
593 return firstdir; 502 return firstdir;
594} 503}
595 504
596void 505void
597give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
598{ 507{
599 object *op, *next = NULL;
600
601 if (pl->randomitems != NULL) 508 if (pl->randomitems)
602 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
603 510
604 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
605 { 512 {
606 next = op->below; 513 next = op->below;
607 514
608 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
609 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
610 */ 517 */
611 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
612 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
613 520
614 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
615 * by this player due to race restrictions 522 * by this player due to race restrictions
616 */ 523 */
617 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
618 { 525 {
619 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
620 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
621 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
622 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
623 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
624 { 533 {
625 op->destroy (); 534 op->destroy ();
626 continue; 535 continue;
627 } 536 }
628 } 537 }
629 538
630 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
631 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
632 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
633 * a first level treasurelist for each skill.)
634 * remove duplicate skills also
635 */ 542 */
636 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
637 { 544 {
638 object *tmp;
639
640 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
641 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
642 break;
643
644 if (tmp)
645 { 547 {
646 op->destroy (); 548 op->destroy ();
647 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
648 continue;
649 } 550 }
650 551
651 if (op->nrof > 1) 552 if (op->nrof > 1)
652 op->nrof = 1; 553 op->nrof = 1;
653 } 554 }
654 555
655 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
656 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
657 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
658 }
659 558
660 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
661 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
662 * merged properly. 561 * merged properly.
663 */ 562 */
664 if (need_identify (op)) 563 if (op->need_identify ())
665 {
666 SET_FLAG (op, FLAG_IDENTIFIED);
667 CLEAR_FLAG (op, FLAG_CURSED);
668 CLEAR_FLAG (op, FLAG_DAMNED);
669 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
670 if (op->type == SPELL) 570 if (op->type == SPELL)
671 { 571 {
672 op->destroy (); 572 op->destroy ();
673 continue; 573 continue;
674 } 574 }
675 else if (op->type == SKILL) 575 else if (op->type == SKILL)
676 { 576 {
677 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
678 op->stats.exp = 0; 578 op->stats.exp = 0;
679 op->level = 1; 579 op->level = 1;
680 } 580 }
681 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
682 else 582 op->set_flag (FLAG_INV_LOCKED);
683 SET_FLAG (op, FLAG_INV_LOCKED);
684 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
685 584
686 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
687 link_player_skills (pl); 586 pl->contr->link_skills ();
688}
689
690void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771} 587}
772 588
773void 589void
774get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
775{ 591{
776 if (party == NULL) 592 if (party == NULL)
777 { 593 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 594 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 595 return;
780 } 596 }
597
781 op->contr->write_buf[0] = '\0'; 598 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 599 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 600 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 602}
786
787 603
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 605static int
790roll_stat (void) 606roll_stat ()
791{ 607{
792 int a[4], i, j, k; 608 int a[4], i, j, k;
793 609
794 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 611 a[i] = rndm (1, 6);
796 612
797 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 614 if (a[i] < k)
799 k = a[i], j = i; 615 k = a[i], j = i;
800 616
801 for (i = 0, k = 0; i < 4; i++) 617 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 618 if (i != j)
804 k += a[i]; 619 k += a[i];
805 } 620
806 return k; 621 return k;
807} 622}
808 623
809void 624void
810roll_stats (object *op) 625object::roll_stats ()
811{ 626{
627 int statsort [NUM_STATS];
628
629 for (;;)
630 {
812 int sum = 0; 631 int sum = 0;
813 int i = 0, j = 0; 632 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 633 sum += statsort [i] = roll_stat ();
815 634
816 do 635 if (sum >= 82 && sum <= 116)
636 break;
817 { 637 }
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 }
827 while (sum < 82 || sum > 116);
828 638
829 /* Sort the stats so that rerolling is easier... */ 639 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 641
838 /* a quick and dirty bubblesort? */ 642 for (int i = 0; i < NUM_STATS; ++i)
839 do 643 stats.stat (i) = statsort [i];
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854 644
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 645 stats.exp = 0;
874 op->stats.ac = 0; 646 stats.ac = 0;
875 647
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 648 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 649 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 650 stats.grace = stats.maxgrace;
651
652 if (contr)
653 {
654 contr->levhp[1] = 9;
655 contr->levsp[1] = 6;
656 contr->levgrace[1] = 3;
657
884 op->contr->orig_stats = op->stats; 658 contr->orig_stats = stats;
659 }
885} 660}
886 661
887void 662void
888Roll_Again (object *op) 663object::swap_stats (int a, int b)
889{ 664{
890 esrv_new_player (op->contr, 0); 665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 666
895void 667 for (int i = 0; i < NUM_STATS; ++i)
896Swap_Stat (object *op, int Swap_Second) 668 stats.stat (i) = contr->orig_stats.stat (i);
669
670 //TODO: the following code looks so borked and should, at the very least,
671 // be merged with the similar code in roll_stats
672 stats.ac = 0;
673
674 level = 1;
675 stats.exp = 0;
676 stats.ac = 0;
677
678 stats.hp = stats.maxhp;
679 stats.sp = stats.maxsp;
680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
684 contr->levhp[1] = 9;
685 contr->levsp[1] = 6;
686 contr->levgrace[1] = 3;
687
688 contr->orig_stats = stats;
689 }
690}
691
692static void
693start_info (object *op)
897{ 694{
898 signed char tmp;
899 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
900 696
901 if (op->contr->Swap_First == -1) 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str;
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf);
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 699}
1016 700
1017/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
1021 * not the class. 705 * not the class.
1022 */ 706 */
1023 707void
1024int 708player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 709{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
1041 712
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1043 if (tl) 714 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
1045 716
1046 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr);
1048 718
1049 op->contr->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
1050 720
1051 if (op->msg) 721 if (ob->msg)
1052 op->msg = NULL; 722 ob->msg = 0;
1053 723
1054 /* We create this now because some of the unique maps will need it
1055 * to save here.
1056 */
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1058 make_path_to_file (buf);
1059
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 724 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op);
1067 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
1068 fix_player (op); 728 ob->update_stats ();
1069 729
1070 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
1071 * is one for this race 731 * is one for this race
1072 */ 732 */
1073 if (*first_map_ext_path) 733 if (*first_map_ext_path)
1074 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1075 object *tmp;
1076 char mapname[MAX_BUF];
1077
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1079 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the
1085 * default initial map */
1086 tmp->destroy ();
1087 }
1088 else 735 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 737}
1092 return 0;
1093 }
1094 738
739void
740player::chargen_race_next ()
741{
1095 /* Following actually changes the race - this is the default command 742 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 743 * if we don't match with one of the options above.
1097 */ 744 */
1098 745
1099 tmp_loop = 0; 746 do
1100 while (!tmp_loop)
1101 { 747 {
1102 shstr name = op->name; 748 shstr name = ob->name;
1103 int x = op->x, y = op->y; 749 int x = ob->x, y = ob->y;
1104 750
1105 remove_statbonus (op); 751 ob->remove_statbonus ();
1106 op->remove (); 752 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 753 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 754 ob->arch->copy_to (ob);
1109 op->instantiate (); 755 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 756 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 757 ob->name = ob->name_pl = name;
1112 op->x = x; 758 ob->x = x;
1113 op->y = y; 759 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 760 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 761 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 762 assign (ob->contr->title, ob->arch->object::name);
1117 add_statbonus (op); 763 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 764 }
765 while (!allowed_class (ob));
1120 766
1121 update_object (op, UP_OBJ_FACE); 767 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 768 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 769 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 770 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 771 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 772 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133} 773}
1134 774
1135int 775static void
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182}
1183
1184void
1185flee_player (object *op) 776flee_player (object *op)
1186{ 777{
1187 int dir, diff; 778 int dir, diff;
1188 rv_vector rv; 779 rv_vector rv;
1189 780
1190 if (op->stats.hp < 0) 781 if (op->stats.hp < 0)
1191 { 782 {
1192 LOG (llevDebug, "Fleeing player is dead.\n"); 783 LOG (llevDebug, "Fleeing player is dead.\n");
1193 CLEAR_FLAG (op, FLAG_SCARED); 784 op->clr_flag (FLAG_SCARED);
1194 return; 785 return;
1195 } 786 }
1196 787
1197 if (op->enemy == NULL) 788 if (!op->enemy)
1198 { 789 {
1199 LOG (llevDebug, "Fleeing player had no enemy.\n"); 790 LOG (llevDebug, "Fleeing player had no enemy.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED); 791 op->clr_flag (FLAG_SCARED);
1201 return; 792 return;
1202 } 793 }
1203 794
1204 /* Seen some crashes here. Since we don't store an 795 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1205 * op->enemy_count, it is possible that something destroys the
1206 * actual enemy, and the object is recycled.
1207 */
1208 if (op->enemy->map == NULL)
1209 { 796 {
1210 CLEAR_FLAG (op, FLAG_SCARED);
1211 op->enemy = NULL; 797 op->enemy = NULL;
798 op->clr_flag (FLAG_SCARED);
1212 return; 799 return;
1213 } 800 }
1214 801
1215 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1216 {
1217 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED);
1219 return;
1220 }
1221 get_rangevector (op, op->enemy, &rv, 0); 802 get_rangevector (op, op->enemy, &rv, 0);
1222 803
1223 dir = absdir (4 + rv.direction); 804 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 805 for (diff = 0; diff < 3; diff++)
1225 { 806 {
1226 int m = 1 - (RANDOM () & 2); 807 int m = 1 - rndm (2) * 2;
1227 808
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1229 {
1230 return; 810 return;
1231 }
1232 } 811 }
812
1233 /* Cornered, get rid of scared */ 813 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 814 op->clr_flag (FLAG_SCARED);
1235 op->enemy = NULL; 815 op->enemy = NULL;
1236} 816}
1237 817
1238
1239/* check_pick sees if there is stuff to be picked up/picks up stuff. 818/* check_pick sees if there is stuff to be picked up/picks up stuff.
1240 * IT returns 1 if the player should keep on moving, 0 if he should 819 * It returns 1 if the player should keep on moving, 0 if he should
1241 * stop. 820 * stop.
1242 */ 821 */
1243int 822int
1244check_pick (object *op) 823check_pick (object *op)
1245{ 824{
1246 object *tmp, *next; 825 object *tmp, *next;
1247 int stop = 0; 826 int stop = 0;
1248 int j, k, wvratio; 827 int wvratio;
1249 char putstring[128], tmpstr[16];
1250 828
1251 /* if you're flying, you cna't pick up anything */ 829 /* if you're flying, you can't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 830 if (op->move_type & MOVE_FLYING)
1253 return 1; 831 return 1;
1254 832
1255 next = op->below; 833 next = op->below;
834
835 int cnt = MAX_ITEM_PER_ACTION;
836#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1256 837
1257 /* loop while there are items on the floor that are not marked as 838 /* loop while there are items on the floor that are not marked as
1258 * destroyed */ 839 * destroyed */
1259 while (next && !next->destroyed ()) 840 while (next && !next->destroyed ())
1260 { 841 {
1261 tmp = next; 842 tmp = next;
1262 next = tmp->below; 843 next = tmp->below;
1263 844
845 if (cnt <= 0)
846 {
847 op->failmsg ("Couldn't pickup all items at once.");
848 return 0;
849 }
850
1264 if (op->destroyed ()) 851 if (op->destroyed ())
1265 return 0; 852 return 0;
1266 853
1267 if (!can_pick (op, tmp)) 854 if (!can_pick (op, tmp))
1268 continue; 855 continue;
1269 856
1270 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 857 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1271 { 858 {
1272 if (item_matched_string (op, tmp, op->contr->search_str)) 859 if (item_matched_string (op, tmp, op->contr->search_str))
1273 pick_up (op, tmp); 860 CHK_PICK_PICKUP;
861
1274 continue; 862 continue;
1275 } 863 }
1276 864
1277 /* high not bit set? We're using the old autopickup model */ 865 /* pickup handling */
866 if (op->contr->mode & PU_DEBUG)
867 {
868 /* some debugging code to figure out item information */
869 const char *str = tmp->name
870 ? format ("item name: %s item type: %d weight/value: %d",
871 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
872 : format ("item name: %s item type: %d weight/value: %d",
873 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
874
875 new_draw_info (NDI_UNIQUE, 0, op, str);
876 }
877
878 if (op->contr->mode & PU_INHIBIT)
879 return 1;
880
881 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
882 return 1;
883
884 /* philosophy:
885 * It's easy to grab an item type from a pile, as long as it's
886 * generic. This takes no game-time. For more detailed pickups
887 * and selections, select-items should be used. This is a
888 * grab-as-you-run type mode that's really useful for arrows for
889 * example.
890 * The drawback: right now it has no frontend, so you need to
891 * stick the bits you want into a calculator in hex mode and then
892 * convert to decimal and then 'pickup <#>
893 */
894
895 /* the first two modes are exclusive: if NOTHING we return, if
896 * STOP then we stop. All the rest are applied sequentially,
897 * meaning if any test passes, the item gets picked up. */
898
899 /* if mode is set to pick nothing up, return */
900 if (op->contr->mode == PU_NOTHING)
901 return 1;
902
903 /* if mode is set to stop when encountering objects, return */
904 /* take STOP before INHIBIT since it doesn't actually pick
905 * anything up */
906 if (op->contr->mode & PU_STOP)
907 return 0;
908
909 /* useful for going into stores and not losing your settings... */
910 /* and for battles wher you don't want to get loaded down while
911 * fighting */
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 /* prevent us from turning into auto-thieves :) */
916 if (tmp->flag [FLAG_UNPAID])
917 continue;
918
919 /* ignore known cursed objects */
920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
921 continue;
922
923 /* all food and drink if desired */
924 /* question: don't pick up known-poisonous stuff? */
1278 if (!(op->contr->mode & PU_NEWMODE)) 925 if (op->contr->mode & PU_FOOD)
926 if (tmp->type == FOOD)
1279 { 927 {
1280 switch (op->contr->mode) 928 CHK_PICK_PICKUP;
929 continue;
930 }
931
932 if (op->contr->mode & PU_DRINK)
933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
934 {
935 CHK_PICK_PICKUP;
936 continue;
937 }
938
939 if (op->contr->mode & PU_POTION)
940 if (tmp->type == POTION)
941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 /* spellbooks, skillscrolls and normal books/scrolls */
947 if (op->contr->mode & PU_SPELLBOOK)
948 if (tmp->type == SPELLBOOK)
949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_SKILLSCROLL)
955 if (tmp->type == SKILLSCROLL)
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_READABLES)
962 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* wands/staves/rods/horns */
969 if (op->contr->mode & PU_MAGIC_DEVICE)
970 if (tmp->type == WAND
971 || tmp->type == ROD
972 || tmp->type == HORN
973 || tmp->type == POWER_CRYSTAL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 /* pick up all magical items */
980 if (op->contr->mode & PU_MAGICAL)
981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
982 && !tmp->flag [FLAG_KNOWN_CURSED])
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_VALUABLES)
989 {
990 if (tmp->type == MONEY || tmp->type == GEM)
1281 { 991 {
1282 case 0: 992 CHK_PICK_PICKUP;
1283 return 1; /* don't pick up */ 993 continue;
1284 case 1:
1285 pick_up (op, tmp);
1286 return 1;
1287 case 2:
1288 pick_up (op, tmp);
1289 return 0;
1290 case 3:
1291 return 0; /* stop before pickup */
1292 case 4:
1293 pick_up (op, tmp);
1294 break;
1295 case 5:
1296 pick_up (op, tmp);
1297 stop = 1;
1298 break;
1299 case 6:
1300 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1301 pick_up (op, tmp);
1302 break;
1303
1304 case 7:
1305 if (tmp->type == MONEY || tmp->type == GEM)
1306 pick_up (op, tmp);
1307 break;
1308
1309 default:
1310 /* use value density */
1311 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1312 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1313 pick_up (op, tmp);
1314 } 994 }
1315 } 995 }
1316 else 996
1317 { /* old model */ 997 /* rings & amulets - talismans seems to be typed AMULET */
1318 /* NEW pickup handling */
1319 if (op->contr->mode & PU_DEBUG) 998 if (op->contr->mode & PU_JEWELS)
999 if (tmp->type == RING
1000 || tmp->type == AMULET
1001 || tmp->type == GIRDLE
1002 || tmp->type == SKILL_TOOL)
1320 { 1003 {
1321 /* some debugging code to figure out item information */ 1004 CHK_PICK_PICKUP;
1322 if (tmp->name != NULL)
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 }
1359 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for
1364 * example.
1365 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#>
1368 */
1369
1370 /* the first two modes are exclusive: if NOTHING we return, if
1371 * STOP then we stop. All the rest are applied sequentially,
1372 * meaning if any test passes, the item gets picked up. */
1373
1374 /* if mode is set to pick nothing up, return */
1375
1376 if (op->contr->mode & PU_NOTHING)
1377 return 1;
1378
1379 /* if mode is set to stop when encountering objects, return */
1380 /* take STOP before INHIBIT since it doesn't actually pick
1381 * anything up */
1382
1383 if (op->contr->mode & PU_STOP)
1384 return 0;
1385
1386 /* useful for going into stores and not losing your settings... */
1387 /* and for battles wher you don't want to get loaded down while
1388 * fighting */
1389 if (op->contr->mode & PU_INHIBIT)
1390 return 1;
1391
1392 /* prevent us from turning into auto-thieves :) */
1393 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1394 continue; 1005 continue;
1006 }
1395 1007
1396 /* ignore known cursed objects */ 1008 /* we don't forget dragon food */
1397 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1009 if (op->contr->mode & PU_FLESH)
1010 if (tmp->type == FLESH)
1011 {
1012 CHK_PICK_PICKUP;
1398 continue; 1013 continue;
1014 }
1399 1015
1400 /* all food and drink if desired */ 1016 /* bows and arrows. Bows are good for selling! */
1401 /* question: don't pick up known-poisonous stuff? */ 1017 if (op->contr->mode & PU_BOW)
1018 if (tmp->type == BOW)
1019 {
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1024 if (op->contr->mode & PU_ARROW)
1025 if (tmp->type == ARROW)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 /* all kinds of armor etc. */
1032 if (op->contr->mode & PU_ARMOUR)
1033 if (tmp->type == ARMOUR)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_HELMET)
1040 if (tmp->type == HELMET)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_SHIELD)
1047 if (tmp->type == SHIELD)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1402 if (op->contr->mode & PU_FOOD) 1053 if (op->contr->mode & PU_BOOTS)
1403 if (tmp->type == FOOD) 1054 if (tmp->type == BOOTS)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_GLOVES)
1061 if (tmp->type == GLOVES || tmp->type == BRACERS)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_CLOAK)
1068 if (tmp->type == CLOAK)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* hoping to catch throwing daggers here */
1075 if (op->contr->mode & PU_MISSILEWEAPON)
1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 /* careful: chairs and tables are weapons! */
1083 if (op->contr->mode & PU_ALLWEAPON)
1084 {
1085 if (tmp->type == WEAPON)
1086 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1404 { 1087 {
1405 pick_up (op, tmp); 1088 CHK_PICK_PICKUP;
1406 continue; 1089 continue;
1407 } 1090 }
1091 }
1408 1092
1093 /* misc stuff that's useful */
1409 if (op->contr->mode & PU_DRINK) 1094 if (op->contr->mode & PU_KEY)
1410 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1095 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1411 { 1096 {
1412 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1413 continue; 1098 continue;
1414 } 1099 }
1415 1100
1101 /* any of the last 4 bits set means we use the ratio for value
1102 * pickups */
1416 if (op->contr->mode & PU_POTION) 1103 if (op->contr->mode & PU_RATIO)
1417 if (tmp->type == POTION) 1104 {
1105 /* use value density to decide what else to grab */
1106 /* >=7 was >= op->contr->mode */
1107 /* >=7 is the old standard setting. Now we take the last 4 bits
1418 { 1108 */
1419 pick_up (op, tmp);
1420 continue;
1421 }
1422
1423 /* spellbooks, skillscrolls and normal books/scrolls */
1424 if (op->contr->mode & PU_SPELLBOOK)
1425 if (tmp->type == SPELLBOOK)
1426 {
1427 pick_up (op, tmp);
1428 continue;
1429 }
1430
1431 if (op->contr->mode & PU_SKILLSCROLL)
1432 if (tmp->type == SKILLSCROLL)
1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1438 if (op->contr->mode & PU_READABLES)
1439 if (tmp->type == BOOK || tmp->type == SCROLL)
1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1445 /* wands/staves/rods/horns */
1446 if (op->contr->mode & PU_MAGIC_DEVICE)
1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1452
1453 /* pick up all magical items */
1454 if (op->contr->mode & PU_MAGICAL) 1109 wvratio = op->contr->mode & PU_RATIO;
1455 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1110 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1460
1461 if (op->contr->mode & PU_VALUABLES)
1462 { 1111 {
1463 if (tmp->type == MONEY || tmp->type == GEM) 1112#if 0
1113 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1114 if (tmp->name != NULL)
1464 { 1115 {
1465 pick_up (op, tmp); 1116 fprintf (stderr, "%s", tmp->name);
1466 continue;
1467 } 1117 }
1468 }
1469
1470 /* rings & amulets - talismans seems to be typed AMULET */
1471 if (op->contr->mode & PU_JEWELS)
1472 if (tmp->type == RING || tmp->type == AMULET)
1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1477
1478 /* we don't forget dragon food */
1479 if (op->contr->mode & PU_FLESH)
1480 if (tmp->type == FLESH)
1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1485
1486 /* bows and arrows. Bows are good for selling! */
1487 if (op->contr->mode & PU_BOW)
1488 if (tmp->type == BOW)
1489 {
1490 pick_up (op, tmp);
1491 continue;
1492 }
1493
1494 if (op->contr->mode & PU_ARROW)
1495 if (tmp->type == ARROW)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 /* all kinds of armor etc. */
1502 if (op->contr->mode & PU_ARMOUR)
1503 if (tmp->type == ARMOUR)
1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1509 if (op->contr->mode & PU_HELMET)
1510 if (tmp->type == HELMET)
1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1516 if (op->contr->mode & PU_SHIELD)
1517 if (tmp->type == SHIELD)
1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1523 if (op->contr->mode & PU_BOOTS)
1524 if (tmp->type == BOOTS)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_GLOVES)
1531 if (tmp->type == GLOVES)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_CLOAK)
1538 if (tmp->type == CLOAK)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 /* hoping to catch throwing daggers here */
1545 if (op->contr->mode & PU_MISSILEWEAPON)
1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1551
1552 /* careful: chairs and tables are weapons! */
1553 if (op->contr->mode & PU_ALLWEAPON)
1554 {
1555 if (tmp->type == WEAPON && tmp->name != NULL)
1556 {
1557 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1559 {
1560 pick_up (op, tmp);
1561 continue;
1562 }
1563 }
1564
1565 if (tmp->type == WEAPON && tmp->name == NULL)
1566 {
1567 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1568 {
1569 pick_up (op, tmp);
1570 continue;
1571 }
1572 }
1573 }
1574
1575 /* misc stuff that's useful */
1576 if (op->contr->mode & PU_KEY)
1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1578 {
1579 pick_up (op, tmp);
1580 continue;
1581 }
1582
1583 /* any of the last 4 bits set means we use the ratio for value
1584 * pickups */
1585 if (op->contr->mode & PU_RATIO)
1586 {
1587 /* use value density to decide what else to grab */
1588 /* >=7 was >= op->contr->mode */
1589 /* >=7 is the old standard setting. Now we take the last 4 bits
1590 * and multiply them by 5, giving 0..15*5== 5..75 */
1591 wvratio = (op->contr->mode & PU_RATIO) * 5;
1592 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1593 {
1594 pick_up (op, tmp);
1595#if 0
1596 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1597 if (tmp->name != NULL)
1598 {
1599 fprintf (stderr, "%s", tmp->name);
1600 }
1601 else 1118 else
1602 fprintf (stderr, "%s", tmp->arch->name); 1119 fprintf (stderr, "%s", tmp->arch->archname);
1603 fprintf (stderr, ",%d] = ", tmp->type); 1120 fprintf (stderr, ",%d] = ", tmp->type);
1604 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1605#endif 1122#endif
1123 CHK_PICK_PICKUP;
1606 continue; 1124 continue;
1607 }
1608 } 1125 }
1609 } /* the new pickup model */ 1126 } /* the new pickup model */
1610 } 1127 }
1611 1128
1612 return !stop; 1129 return !stop;
1130}
1131
1132/* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0.
1137 */
1138static int
1139action_makes_visible (object *op)
1140{
1141 if (op->invisible && op->flag [FLAG_ALIVE])
1142 {
1143 if (op->flag [FLAG_MAKE_INVIS])
1144 {
1145 // artefact invisibility is permanent, but we still make noise
1146 // this is important for game-balance.
1147 if (op->contr)
1148 op->make_noise ();
1149
1150 return 0;
1151 }
1152
1153 if (op->contr && op->contr->tmp_invis == 0)
1154 return 0;
1155
1156 /* If monsters, they should become visible */
1157 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1160 return 1;
1161 }
1162 }
1163
1164 return 0;
1613} 1165}
1614 1166
1615/* 1167/*
1616 * Find an arrow in the inventory and after that 1168 * Find an arrow in the inventory and after that
1617 * in the right type container (quiver). Pointer to the 1169 * in the right type container (quiver). Pointer to the
1618 * found object is returned. 1170 * found object is returned.
1619 */ 1171 */
1620object * 1172static object *
1621find_arrow (object *op, const char *type) 1173find_arrow (object *op, const char *type)
1622{ 1174{
1623 object *tmp = NULL;
1624
1625 for (op = op->inv; op; op = op->below) 1175 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1177 return splay (tmp);
1178
1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1181 if (object *arrow = find_arrow (tmp, type))
1182 {
1183 splay (tmp);
1629 return op; 1184 return arrow;
1185 }
1186
1630 return tmp; 1187 return 0;
1631} 1188}
1632 1189
1633/* 1190/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1191 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1192 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1193 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1194 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1195 */
1639 1196static object *
1640object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1197find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1642{ 1198{
1643 object *tmp = NULL, *arrow, *ntmp; 1199 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1200 int attacknum, attacktype, betterby = 0, i;
1645 1201
1646 if (!type) 1202 if (!type)
1647 return NULL; 1203 return NULL;
1648 1204
1649 for (arrow = op->inv; arrow; arrow = arrow->below) 1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1650 { 1206 {
1651 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1652 { 1208 {
1653 i = 0; 1209 i = 0;
1654 ntmp = find_better_arrow (arrow, target, type, &i); 1210 ntmp = find_better_arrow (arrow, target, type, &i);
1211
1655 if (i > betterby) 1212 if (i > betterby)
1656 { 1213 {
1657 tmp = ntmp; 1214 tmp = ntmp;
1658 betterby = i; 1215 betterby = i;
1659 } 1216 }
1660 } 1217 }
1661 else if (arrow->type == ARROW && arrow->race == type) 1218 else if (arrow->type == ARROW && arrow->race == type)
1662 { 1219 {
1663 /* allways prefer assasination/slaying */ 1220 /* allways prefer assasination/slaying */
1664 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1221 if (target->race && arrow->slaying.contains (target->race))
1665 { 1222 {
1666 if (arrow->attacktype & AT_DEATH) 1223 if (arrow->attacktype & AT_DEATH)
1667 { 1224 {
1668 *better = 100; 1225 *better = 100;
1669 return arrow; 1226 return arrow;
1677 else 1234 else
1678 { 1235 {
1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1236 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 { 1237 {
1681 attacktype = 1 << attacknum; 1238 attacktype = 1 << attacknum;
1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1239 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1683 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1240 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1684 { 1241 {
1685 tmp = arrow; 1242 tmp = arrow;
1686 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1243 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1687 } 1244 }
1688 } 1245 }
1246
1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1247 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690 { 1248 {
1691 tmp = arrow; 1249 tmp = arrow;
1692 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = 2 + arrow->magic + arrow->stats.dam;
1693 } 1251 }
1252
1694 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1253 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1695 { 1254 {
1696 tmp = arrow; 1255 tmp = arrow;
1697 betterby = 1 + arrow->magic + arrow->stats.dam; 1256 betterby = 1 + arrow->magic + arrow->stats.dam;
1698 } 1257 }
1699 } 1258 }
1700 } 1259 }
1701 } 1260 }
1261
1702 if (tmp == NULL && arrow == NULL) 1262 if (tmp == NULL && arrow == NULL)
1703 return find_arrow (op, type); 1263 return find_arrow (op, type);
1704 1264
1705 *better = betterby; 1265 *better = betterby;
1706 return tmp; 1266 return tmp;
1710 * find_better_arrow to find a decent arrow to use. 1270 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1271 * op = the shooter
1712 * type = bow->race 1272 * type = bow->race
1713 * dir = fire direction 1273 * dir = fire direction
1714 */ 1274 */
1715 1275static object *
1716object *
1717pick_arrow_target (object *op, const char *type, int dir) 1276pick_arrow_target (object *op, shstr_cmp type, int dir)
1718{ 1277{
1719 object *tmp = NULL; 1278 object *tmp = NULL;
1720 maptile *m; 1279 maptile *m;
1721 int i, mflags, found, number; 1280 int i, mflags, found, number;
1722 sint16 x, y; 1281 sint16 x, y;
1737 for (i = 0, found = 0; i < 20; i++) 1296 for (i = 0, found = 0; i < 20; i++)
1738 { 1297 {
1739 x += freearr_x[dir]; 1298 x += freearr_x[dir];
1740 y += freearr_y[dir]; 1299 y += freearr_y[dir];
1741 mflags = get_map_flags (m, &m, x, y, &x, &y); 1300 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301
1742 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1743 { 1303 {
1744 tmp = NULL; 1304 tmp = 0;
1745 break; 1305 break;
1746 } 1306 }
1747 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1307 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1748 { 1308 {
1749 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1309 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1750 * perhaps a bad assumption. 1310 * perhaps a bad assumption.
1751 */ 1311 */
1752 tmp = NULL; 1312 tmp = 0;
1753 break; 1313 break;
1754 } 1314 }
1315
1755 if (mflags & P_IS_ALIVE) 1316 if (mflags & P_IS_ALIVE)
1756 {
1757 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1758 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1318 if (tmp->flag [FLAG_ALIVE])
1759 {
1760 found++;
1761 break;
1762 }
1763 if (found)
1764 break; 1319 break;
1765 }
1766 } 1320 }
1767 if (tmp == NULL) 1321
1322 if (!tmp)
1768 return find_arrow (op, type); 1323 return find_arrow (op, type);
1769 1324
1770 if (tmp->head) 1325 if (tmp->head)
1771 tmp = tmp->head; 1326 tmp = tmp->head;
1772 1327
1785 */ 1340 */
1786int 1341int
1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1342fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1788{ 1343{
1789 object *left, *bow; 1344 object *left, *bow;
1790 int bowspeed, mflags; 1345 int mflags;
1791 maptile *m; 1346 maptile *m;
1792 1347
1793 if (!dir) 1348 if (!dir)
1794 { 1349 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1350 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1351 return 0;
1797 } 1352 }
1798 if (op->type == PLAYER) 1353
1799 bow = op->contr->ranges[range_bow]; 1354 if (op->contr)
1355 bow = op->current_weapon;
1800 else 1356 else
1801 { 1357 {
1802 for (bow = op->inv; bow; bow = bow->below) 1358 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1359 /* Don't check for applied - monsters don't apply bows - in that way, they
1804 * don't need to switch back and forth between bows and weapons. 1360 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1365 if (!bow)
1810 { 1366 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1367 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1368 return 0;
1813 } 1369 }
1370
1371 // optimisation: move object to top so we will find it quickly again
1372 splay (bow);
1814 } 1373 }
1374
1815 if (!bow->race || !bow->skill) 1375 if (!bow->race || !bow->skill)
1816 { 1376 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1378 return 0;
1819 } 1379 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1380
1829 if (arrow == NULL) 1381 if (arrow == NULL)
1830 { 1382 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1383 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1384 {
1833 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1388 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1389 op->clr_flag (FLAG_READY_BOW);
1390
1838 return 0; 1391 return 0;
1839 } 1392 }
1840 } 1393 }
1394
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1396 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1397 return 0;
1845 } 1398
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1399 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1400 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1401 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1402 return 0;
1850 } 1403 }
1851 1404
1852 /* this should not happen, but sometimes does */ 1405 /* this should not happen, but sometimes does */
1853 if (arrow->nrof == 0) 1406 if (arrow->nrof == 0)
1854 { 1407 {
1408 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1855 arrow->destroy (); 1409 arrow->destroy ();
1856 return 0; 1410 return 0;
1857 } 1411 }
1858 1412
1859 left = arrow; /* these are arrows left to the player */ 1413 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1414 arrow = arrow->split ();
1861 if (arrow == NULL) 1415 if (!arrow)
1862 { 1416 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1417 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1418 return 0;
1865 } 1419 }
1420
1866 arrow->set_owner (op); 1421 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1422 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1423 arrow->direction = dir;
1870 arrow->x = sx; 1424
1871 arrow->y = sy; 1425 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1426 arrow->stats.hp = arrow->stats.dam;
1427 arrow->stats.grace = arrow->attacktype;
1428 arrow->custom_name = arrow->slaying;
1429
1430#if 0
1431 if (player *pl = op->contr)
1432 {
1433 float speed = pl->weapon_sp;
1434
1435 /* penalize ROF for bestarrow */
1436 if (pl->bowtype == bow_bestarrow)
1437 speed *= .9f;
1438 else
1439 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1440
1441 op->speed_left += speed - op->speed;
1442 }
1443#endif
1444
1445 SET_ANIMATION (arrow, arrow->direction);
1446
1447 /* update the speed */
1448
1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1454
1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1872 1456
1873 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1874 { 1458 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup (arrow->slaying);
1885
1886 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1459 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1460 wc -= dex_bonus[op->stats.Dex];
1461
1462 if (!arrow->slaying)
1463 arrow->slaying = op->slaying;
1464
1465 arrow->attacktype |= op->attacktype;
1908 } 1466 }
1909 else 1467 else
1910 { 1468 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1469 arrow->level = op->level;
1913 } 1470 arrow->stats.wc -= bow->magic;
1914 1471
1915 if (arrow->attacktype == AT_PHYSICAL) 1472 if (!arrow->slaying)
1473 arrow->slaying = bow->slaying;
1474
1916 arrow->attacktype |= bow->attacktype; 1475 arrow->attacktype |= bow->attacktype;
1476 }
1917 1477
1918 if (bow->slaying != NULL) 1478 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1479 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1480
1921 arrow->map = m; 1481 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1482 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1483 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1484
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1485 op->play_sound (sound_find ("fire_arrow"));
1926 insert_ob_in_map (arrow, m, op, 0); 1486 m->insert (arrow, sx, sy, op);
1927 1487
1928 if (!arrow->destroyed ()) 1488 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1489 move_arrow (arrow);
1930
1931 if (op->type == PLAYER)
1932 {
1933 if (left->destroyed ())
1934 esrv_del_item (op->contr, left->count);
1935 else
1936 esrv_send_item (op, left);
1937 }
1938 1490
1939 return 1; 1491 return 1;
1940} 1492}
1941 1493
1942/* Special fire code for players - this takes into 1494/* Special fire code for players - this takes into
1944 * but monsters can't. Putting that code here 1496 * but monsters can't. Putting that code here
1945 * makes the fire_bow code much cleaner. 1497 * makes the fire_bow code much cleaner.
1946 * this function should only be called if 'op' is a player, 1498 * this function should only be called if 'op' is a player,
1947 * hence the function name. 1499 * hence the function name.
1948 */ 1500 */
1949int 1501static int
1950player_fire_bow (object *op, int dir) 1502player_fire_bow (object *op, int dir)
1951{ 1503{
1952 int ret = 0, wcmod = 0; 1504 int ret;
1953 1505
1954 if (op->contr->bowtype == bow_bestarrow) 1506 if (op->contr->bowtype == bow_bestarrow)
1955 { 1507 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1508 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1509 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1510 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1511 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1512 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1961 wcmod = -1;
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1514 }
1964 else if (op->contr->bowtype == bow_threewide) 1515 else if (op->contr->bowtype == bow_threewide)
1965 { 1516 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1517 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1967 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1518 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1968 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1969 } 1520 }
1970 else if (op->contr->bowtype == bow_spreadshot) 1521 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1522 {
1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1523 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1524 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1974 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1525 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975
1976 } 1526 }
1977 else 1527 else
1978 { 1528 {
1979 /* Simple case */ 1529 /* Simple case */
1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 } 1531 }
1532
1982 return ret; 1533 return ret;
1983} 1534}
1984
1985 1535
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1536/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1537 * Broken apart from 'fire' to keep it more readable.
1988 */ 1538 */
1989void 1539static void
1990fire_misc_object (object *op, int dir) 1540fire_misc_object (object *op, int dir)
1991{ 1541{
1992 object *item; 1542 object *item = op->contr->ranged_ob;
1993 1543
1994 if (!op->contr->ranges[range_misc]) 1544 if (!item)
1995 { 1545 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1546 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1547 return;
1998 } 1548 }
1999 1549
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1550 if (!item->inv)
2002 { 1551 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1552 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1553 return;
2005 } 1554 }
1555
1556 if (!op->apply (item))
1557 return;
1558
2006 if (item->type == WAND) 1559 if (item->type == WAND)
2007 { 1560 {
2008 if (item->stats.food <= 0) 1561 if (item->stats.food <= 0)
2009 { 1562 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1563 op->contr->play_sound (sound_find ("wand_poof"));
2011 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1565
2012 return; 1566 return;
2013 } 1567 }
2014 } 1568 }
2015 else if (item->type == ROD || item->type == HORN) 1569 else if (item->type == ROD || item->type == HORN)
2016 { 1570 {
2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1571 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1572
1573 // using the maximum of the rods charge allows at least one spell cast
1574 // for a rod or horn, this fixes some broken rods.
1575 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2018 { 1576 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1577 op->contr->play_sound (sound_find ("wand_poof"));
1578
2020 if (item->type == ROD) 1579 if (item->type == ROD)
2021 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1581 else
2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1583
2024 return; 1584 return;
2025 } 1585 }
2026 } 1586 }
2027 1587
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1588 if (cast_spell (op, item, dir, item->inv, NULL))
2029 { 1589 {
2030 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1590 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1591
2031 if (item->type == WAND) 1592 if (item->type == WAND)
2032 { 1593 {
2033 if (!(--item->stats.food)) 1594 if (!(--item->stats.food))
2034 { 1595 {
2035 object *tmp; 1596 object *tmp;
2036 1597
2037 if (item->arch) 1598 if (item->arch)
2038 { 1599 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1600 item->clr_flag (FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1601 item->face = item->arch->face;
2041 item->speed = 0; 1602 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1603 }
2044 if ((tmp = is_player_inv (item))) 1604
1605 if (object *pl = item->visible_to ())
2045 esrv_update_item (UPD_ANIM, tmp, item); 1606 esrv_update_item (UPD_ANIM, pl, item);
2046 } 1607 }
2047 } 1608 }
2048 else if (item->type == ROD || item->type == HORN) 1609 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1610 drain_rod_charge (item);
2051 }
2052 } 1611 }
2053} 1612}
2054 1613
2055/* Received a fire command for the player - go and do it. 1614/* Received a fire command for the player - go and do it.
2056 */ 1615 */
2057void 1616bool
2058fire (object *op, int dir) 1617fire (object *who, int dir)
2059{ 1618{
2060 int spellcost = 0; 1619 int spellcost = 0;
2061 1620
1621 player *pl = who->contr;
1622
1623 if (pl->golem)
1624 {
1625 control_golem (who->contr->golem, dir);
1626 return false;
1627 }
1628
1629 object *ob = pl->ranged_ob;
1630
1631 if (!ob)
1632 return false;
1633
1634 if (who->speed_left > 0.f)
1635 --who->speed_left;
1636 else
1637 return false;
1638
1639 if (!who->apply (ob))
1640 return false;
1641
2062 /* check for loss of invisiblity/hide */ 1642 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1643 if (action_makes_visible (who))
2064 make_visible (op); 1644 make_visible (who);
2065 1645
2066 switch (op->contr->shoottype) 1646 switch (ob->type)
2067 { 1647 {
2068 case range_none: 1648 case BOW:
2069 return;
2070
2071 case range_bow:
2072 player_fire_bow (op, dir); 1649 player_fire_bow (who, dir);
2073 return; 1650 break;
2074 1651
2075 case range_magic: /* Casting spells */ 1652 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1653 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2077 return; 1654 break;
2078 1655
2079 case range_misc: 1656 case BUILDER:
2080 fire_misc_object (op, dir);
2081 return;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir); 1657 apply_map_builder (who, dir);
2104 return; 1658 break;
1659
1660 case SKILL:
1661 do_skill (who, who, ob, dir, 0);
1662 break;
1663
1664 case RANGED:
1665 do_skill (who, ob, who->chosen_skill, dir, 0);
1666 break;
1667
2105 default: 1668 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1669 fire_misc_object (who, dir);
2107 return; 1670 break;
2108 } 1671 }
2109}
2110 1672
1673 return true;
1674}
2111 1675
2112 1676static object *
2113/* find_key
2114 * We try to find a key for the door as passed. If we find a key
2115 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic
2117 * for both is the same - just the specific key is different.
2118 * pl is the player,
2119 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers.
2122 */
2123
2124object *
2125find_key (object *pl, object *container, object *door) 1677find_key_ (object *pl, object *container, object *door)
2126{ 1678{
2127 object *tmp, *key; 1679 object *tmp, *key;
2128 1680
2129 /* Should not happen, but sanity checking is never bad */ 1681 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1682 if (!container->inv)
2131 return NULL; 1683 return 0;
2132 1684
2133 /* First, lets try to find a key in the top level inventory */ 1685 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1686 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1687 {
2136 if (door->type == DOOR && tmp->type == KEY) 1688 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1689 break;
1690
2138 /* For sanity, we should really check door type, but other stuff 1691 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1692 * (like containers) can be locked with special keys
2140 */ 1693 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1694 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1695 break;
2143 } 1696 }
1697
2144 /* No key found - lets search inventories now */ 1698 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1699 /* If we find and use a key in an inventory, return at that time.
2146 * otherwise, if we search all the inventories and still don't find 1700 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1701 * a key, return
2148 */ 1702 */
2149 if (!tmp) 1703 if (!tmp)
2150 { 1704 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1705 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 {
2153 /* No reason to search empty containers */ 1706 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1707 if (tmp->type == CONTAINER && tmp->inv)
2155 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1708 if ((key = find_key_ (pl, tmp, door)))
2157 return key; 1709 return key;
2158 } 1710
2159 }
2160 if (!tmp) 1711 if (!tmp)
2161 return NULL; 1712 return 0;
2162 } 1713 }
1714
2163 /* We get down here if we have found a key. Now if its in a container, 1715 /* We get down here if we have found a key. Now if its in a container,
2164 * see if we actually want to use it 1716 * see if we actually want to use it
2165 */ 1717 */
2166 if (pl != container) 1718 if (pl != container)
2167 { 1719 {
2168 /* Only let players use keys in containers */ 1720 /* Only let players use keys in containers */
2169 if (!pl->contr) 1721 if (!pl->contr)
2170 return NULL; 1722 return 0;
1723
2171 /* cases where this fails: 1724 /* cases where this fails:
2172 * If we only search the player inventory, return now since we 1725 * If we only search the player inventory, return now since we
2173 * are not in the players inventory. 1726 * are not in the players inventory.
2174 * If the container is not active, return now since only active 1727 * If the container is not active, return now since only active
2175 * containers can be used. 1728 * containers can be used.
2179 * inv must have been an container and must have been active. 1732 * inv must have been an container and must have been active.
2180 * 1733 *
2181 * Change the color so that the message doesn't disappear with 1734 * Change the color so that the message doesn't disappear with
2182 * all the others. 1735 * all the others.
2183 */ 1736 */
2184 if (pl->contr->usekeys == key_inventory || 1737 if (pl->contr->usekeys == key_inventory
2185 !QUERY_FLAG (container, FLAG_APPLIED) || 1738 || !container->flag [FLAG_APPLIED]
2186 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1739 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2187 { 1740 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1741 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1742 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1743 return NULL;
2191 } 1744 }
2192 } 1745 }
1746
2193 return tmp; 1747 return tmp;
1748}
1749
1750/* find_key
1751 * We try to find a key for the door as passed. If we find a key
1752 * and successfully use it, we return the key, otherwise NULL
1753 * This function merges both normal and locked door, since the logic
1754 * for both is the same - just the specific key is different.
1755 * pl is the player,
1756 * inv is the objects inventory to searched
1757 * door is the door we are trying to match against.
1758 * This function can be called recursively to search containers.
1759 */
1760object *
1761find_key (object *pl, object *container, object *door)
1762{
1763 if (door->slaying && is_match_expr (door->slaying))
1764 {
1765 // for match expressions, we try to find the key by applying the match
1766 // to the op itself, which is supposed to find the "key", instead
1767 // of searching through containers ourselves.
1768
1769 return match_one (door->slaying, container, door, pl, pl);
1770 }
1771 else
1772 return find_key_ (pl, container, door);
2194} 1773}
2195 1774
2196/* moved door processing out of move_player_attack. 1775/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1776 * returns 1 if player has opened the door with a key
2198 * such that the caller should not do anything more, 1777 * such that the caller should not do anything more,
2199 * 0 otherwise 1778 * 0 otherwise
2200 */ 1779 */
2201static int 1780static int
2202player_attack_door (object *op, object *door) 1781player_attack_door (object *op, object *door)
2203{ 1782{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1783 /* If its a door, try to find a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 1784 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1785 * otherwise, we fall through to the rest of the code.
2208 */ 1786 */
2209 object *key = find_key (op, op, door); 1787 object *key = find_key (op, op, door);
2210 1788
2211 /* IF we found a key, do some extra work */ 1789 /* If we found a key, do some extra work */
2212 if (key) 1790 if (key)
2213 { 1791 {
2214 object *container = key->env; 1792 object *container = key->env;
2215 1793
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2217 if (action_makes_visible (op)) 1794 if (action_makes_visible (op))
2218 make_visible (op); 1795 make_visible (op);
1796
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1797 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1798 spring_trap (door->inv, op);
1799
2221 if (door->type == DOOR) 1800 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1801 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1802 else if (door->type == LOCKED_DOOR)
2226 { 1803 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1804 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2228 remove_door2 (door); /* remove door without violence ;-) */ 1805 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1806 }
1807
2230 /* Do this after we print the message */ 1808 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1809 key->decrease (); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1810
2233 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container);
2235 return 1; /* Nothing more to do below */ 1811 return 1; /* Nothing more to do below */
2236 } 1812 }
2237 else if (door->type == LOCKED_DOOR) 1813 else if (door->type == LOCKED_DOOR)
2238 { 1814 {
2239 /* Might as well return now - no other way to open this */ 1815 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1816 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2241 return 1; 1817 return 1;
2242 } 1818 }
1819
2243 return 0; 1820 return 0;
2244} 1821}
2245 1822
2246/* This function is just part of a breakup from move_player. 1823/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 1824 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 1825 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 1826 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 1827 * going to try and move (not fire weapons).
2251 */ 1828 */
2252 1829bool
2253void
2254move_player_attack (object *op, int dir) 1830move_player_attack (object *op, int dir)
2255{ 1831{
2256 object *tmp, *mon; 1832 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2257 sint16 nx, ny; 1833 {
2258 int on_battleground; 1834 --op->speed_left;
2259 maptile *m; 1835 return true;
1836 }
2260 1837
2261 nx = freearr_x[dir] + op->x; 1838 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 1839 sint16 ny = freearr_y[dir] + op->y;
2263 1840
2264 on_battleground = op_on_battleground (op, NULL, NULL); 1841 if (out_of_map (op->map, nx, ny))
1842 return false;
2265 1843
2266 /* If braced, or can't move to the square, and it is not out of the 1844 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 1845 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 1846 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 1847 * player. This is a pretty nasty hack, because if we could
2270 * move to some space, it then means that if we are braced, we should 1848 * move to some space, it then means that if we are braced, we should
2271 * do nothing at all. As it is, if we are braced, we go through 1849 * do nothing at all. As it is, if we are braced, we go through
2272 * quite a bit of processing. However, it probably is less than what 1850 * quite a bit of processing. However, it probably is less than what
2273 * move_ob uses. 1851 * move_ob uses.
2274 */ 1852 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1853 maptile *m = op->map->xy_find (nx, ny);
1854
1855 /* Go through all the objects, and find ones of interest. Only stop if
1856 * we find a monster - that is something we know we want to attack.
1857 * if its a door or barrel (can roll) see if there may be monsters
1858 * on the space
1859 */
1860 object *mon;
1861 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1862 {
1863 if ((mon->flag [FLAG_ALIVE]
1864 || mon->type == LOCKED_DOOR
1865 || mon->flag [FLAG_CAN_ROLL])
1866 && mon != op)
1867 break;
2276 { 1868 }
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1869
1870 /* no monster == player tries to move into a wall or so */
1871 if (!mon)
1872 {
1873 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1874 if (op->move_type & ob->move_block)
2278 { 1875 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 1876 if (ob->move_block == MOVE_ALL)
2280 if (!m) 1877 move_into_wall (op, ob);
2281 return; /* Don't think this should happen */ 1878 else
1879 {
1880 if (op->contr->ns->bumpmsg)
1881 {
1882 op->play_sound (sound_find ("blocked_move"));
1883
1884 op->statusmsg (ob->invisible
1885 ? "Something blocks you."
1886 : format ("Something blocks you from entering the %s.", query_name (ob))
1887 );
1888 }
1889 }
1890
1891 break;
1892 }
1893
1894 return false;
1895 }
1896
1897 mon = mon->head_ ();
1898
1899 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1900 if (op->contr->weapon_sp_left > 0.f)
1901 if (player_attack_door (op, mon))
1902 {
1903 --op->contr->weapon_sp_left;
1904 return true;
1905 }
1906
1907 /* The following deals with possibly attacking peaceful
1908 * or friendly creatures. Basically, all players are considered
1909 * unaggressive. If the moving player has peaceful set, then the
1910 * object should be pushed instead of attacked. It is assumed that
1911 * if you are braced, you will not attack friends accidently,
1912 * and thus will not push them.
1913 */
1914
1915 /* If the creature is a pet, push it even if the player is not
1916 * peaceful. Our assumption is the creature is a pet if the
1917 * player owns it and it is either friendly or unagressive.
1918 */
1919 if (op->type == PLAYER
1920 && ((mon->owner && mon->owner->contr
1921 && same_party (mon->owner->contr->party, op->contr->party))
1922 || mon->owner == op)
1923 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1924 {
1925 /* If we're braced, we don't want to switch places with it */
1926 if (op->contr->braced)
1927 return false;
1928
1929 if (op->speed_left > 0.f)
1930 {
1931 --op->speed_left;
1932
1933 op->play_sound (sound_find ("push_player"));
1934 push_ob (mon, dir, op);
1935
1936 if (action_makes_visible (op))
1937 make_visible (op);
1938
1939 return true;
2282 } 1940 }
2283 else 1941 else
2284 m = op->map;
2285
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 1942 return false;
2290 } 1943 }
2291 1944
2292 mon = NULL; 1945 bool on_battleground = op_on_battleground (op, 0, 0);
2293 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space
2297 */
2298 while (tmp != NULL)
2299 {
2300 if (tmp == op)
2301 {
2302 tmp = tmp->above;
2303 continue;
2304 }
2305 1946
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp;
2309 break;
2310 }
2311
2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2313 mon = tmp;
2314
2315 tmp = tmp->above;
2316 }
2317
2318 if (mon == NULL) /* This happens anytime the player tries to move */
2319 return; /* into a wall */
2320
2321 if (mon->head != NULL)
2322 mon = mon->head;
2323
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon))
2326 return;
2327
2328 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them.
2334 */
2335
2336 /* If the creature is a pet, push it even if the player is not
2337 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive.
2339 */
2340 if ((op->type == PLAYER)
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2345#else
2346 && mon->owner == op
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 {
2350 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced)
2352 return;
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op);
2357 return;
2358 }
2359
2360 /* in certain circumstances, you shouldn't attack friendly 1947 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 1948 * creatures. Note that if you are braced, you can't push
2362 * someone, but put it inside this loop so that you won't 1949 * someone, but put it inside this loop so that you won't
2363 * attack them either. 1950 * attack them either.
2364 */ 1951 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 1952 if ((mon->type == PLAYER || mon->enemy != op)
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1953 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2367#ifdef PROHIBIT_PLAYERKILL 1954 && ((op->contr->peaceful
2368 (op->contr->peaceful 1955 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 1956 && !on_battleground))
2370 && mon->contr-> 1957 {
2371 peaceful)) && 1958 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 1959 {
1960 --op->speed_left;
1961
2377 if (!op->contr->braced) 1962 if (!op->contr->braced)
2378 { 1963 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1964 op->play_sound (sound_find ("push_player"));
2380 (void) push_ob (mon, dir, op); 1965 push_ob (mon, dir, op);
2381 } 1966 }
2382 else 1967 else
2383 { 1968 op->statusmsg ("You withhold your attack");
2384 new_draw_info (0, 0, op, "You withhold your attack"); 1969
2385 }
2386 if (op->contr->tmp_invis || op->hide) 1970 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2387 make_visible (op); 1971 make_visible (op);
2388 }
2389 1972
1973 return true;
1974 }
1975 }
2390 /* If the object is a boulder or other rollable object, then 1976 /* If the object is a boulder or other rollable object, then
2391 * roll it if not braced. You can't roll it if you are braced. 1977 * roll it if not braced. You can't roll it if you are braced.
2392 */ 1978 */
2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1979 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1980 {
1981 if (op->speed_left > 0.f)
2394 { 1982 {
1983 --op->speed_left;
1984
2395 recursive_roll (mon, dir, op); 1985 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2397 make_visible (op); 1987 make_visible (op);
2398 }
2399 1988
1989 return true;
1990 }
1991 }
2400 /* Any generic living creature. Including things like doors. 1992 /* Any generic living creature. Including things like doors.
2401 * Way it works is like this: First, it must have some hit points 1993 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 1994 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 1995 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 1996 * that party_number -1 is no party, so attacks can still happen.
2405 */ 1997 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1998 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1999 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2000 {
2410 2001 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit)
2417 { 2002 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2003 --op->contr->weapon_sp_left;
2419 2004
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 }
2422
2423 skill_attack (mon, op, 0, NULL, NULL); 2005 skill_attack (mon, op, 0, 0, 0);
2424 2006
2425 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is
2428 * the wiz.
2429 */
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 {
2432 short luck = mon->stats.luck;
2433
2434 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL);
2436 mon->stats.luck = luck;
2437 }
2438 if (action_makes_visible (op)) 2007 if (action_makes_visible (op))
2439 make_visible (op); 2008 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2009
2444int 2010 return true;
2011 }
2012 }
2013
2014 return false;
2015}
2016
2017bool
2445move_player (object *op, int dir) 2018move_player (object *op, int dir)
2446{ 2019{
2447 int pick; 2020 if (!op->map || op->map->state != MAP_ACTIVE)
2448
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2021 return 0;
2451 2022
2452 /* Sanity check: make sure dir is valid */ 2023 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2024 if (dir < 0 || dir > 8)
2454 { 2025 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2026 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2027 return 0;
2457 } 2028 }
2458 2029
2459 /* peterm: added following line */ 2030 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2031 if (op->flag [FLAG_CONFUSED] && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2032 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2033
2463 op->facing = dir; 2034 op->facing = dir;
2464 2035
2465 if (op->hide) 2036 if (op->flag [FLAG_HIDDEN])
2466 do_hidden_move (op); 2037 do_hidden_move (op);
2467 2038
2039 bool retval;
2040 int pick = 0;
2041
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2042 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2043 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2044 else if (op->contr->fire_on)
2471 fire (op, dir); 2045 retval = fire (op, dir);
2472 else 2046 else
2473 { 2047 {
2474 move_player_attack (op, dir); 2048 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2049 pick = check_pick (op);
2476 } 2050 }
2477 2051
2478 /* Add special check for newcs players and fire on - this way, the 2052 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2053 * server can handle repeat firing.
2480 */ 2054 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2055 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2056 op->direction = dir;
2484 }
2485 else 2057 else
2486 {
2487 op->direction = 0; 2058 op->direction = 0;
2488 } 2059
2489 /* Update how the player looks. Use the facing, so direction may 2060 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2061 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2062 * for players.
2492 */ 2063 */
2493 animate_object (op, op->facing); 2064 animate_object (op, op->facing);
2494 return 0; 2065
2066 return retval;
2495} 2067}
2496 2068
2497/* This is similar to handle_player, below, but is only used by the 2069/* This is similar to handle_player, below, but is only used by the
2498 * new client/server stuff. 2070 * new client/server stuff.
2499 * This is sort of special, in that the new client/server actually uses 2071 * This is sort of special, in that the new client/server actually uses
2500 * the new speed values for commands. 2072 * the new speed values for commands.
2501 * 2073 *
2502 * Returns true if there are more actions we can do. 2074 * Returns true if there are more actions we can do. Should not do
2075 * many actions in a row, as that would be too unfair to other
2076 * players.
2503 */ 2077 */
2504int 2078bool
2505handle_newcs_player (object *op) 2079handle_newcs_player (object *op)
2506{ 2080{
2507 if (op->contr->hidden) 2081 if (op->flag [FLAG_SCARED])
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 } 2082 {
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2083 if (op->speed_left > 0.f)
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 } 2084 {
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 {
2529 flee_player (op);
2530 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 {
2533 op->speed_left--; 2085 --op->speed_left;
2086 flee_player (op);
2087
2534 return 0; 2088 return true;
2535 } 2089 }
2090 else
2091 return false;
2536 } 2092 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2093
2546 /* call this here - we also will call this in do_ericserver, but 2094 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2095 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2096 * called, so we recheck it here.
2549 */ 2097 */
2550 HandleClient (op->contr->socket, op->contr); 2098 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0) 2099 return true;
2100
2101 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2102 return move_player (op, op->direction);
2103
2104 return false;
2105}
2106
2107static int
2108save_life (object *op)
2109{
2110 if (!op->flag [FLAG_LIFESAVE])
2552 return 0; 2111 return 0;
2553 2112
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2558
2559 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff.
2562 */
2563 move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569
2570 return 0;
2571}
2572
2573int
2574save_life (object *op)
2575{
2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2577 return 0;
2578
2579 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2113 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2114 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2581 { 2115 {
2582 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2116 op->play_sound (sound_find ("ob_evaporate"));
2583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2117 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2584 2118
2585 if (op->contr)
2586 esrv_del_item (op->contr, tmp->count);
2587
2588 tmp->destroy (); 2119 tmp->destroy ();
2589 CLEAR_FLAG (op, FLAG_LIFESAVE); 2120 op->clr_flag (FLAG_LIFESAVE);
2590 2121
2591 if (op->stats.hp < 0) 2122 if (op->stats.hp < 0)
2592 op->stats.hp = op->stats.maxhp; 2123 op->stats.hp = op->stats.maxhp;
2593 2124
2594 if (op->stats.food < 0) 2125 if (op->stats.food < 0)
2595 op->stats.food = 999; 2126 op->stats.food = MAX_FOOD;
2596 2127
2597 fix_player (op); 2128 op->update_stats ();
2598 return 1; 2129 return 1;
2599 } 2130 }
2600 2131
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2132 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2133 op->clr_flag (FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2134 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2135 return 0;
2605} 2136}
2606 2137
2607/* This goes throws the inventory and removes unpaid objects, and puts them 2138/* This goes throws the inventory and removes unpaid objects, and puts them
2608 * back in the map (location and map determined by values of env). This 2139 * back in the map (location and map determined by values of env). This
2609 * function will descend into containers. op is the object to start the search 2140 * function will descend into containers. op is the object to start the search
2610 * from. 2141 * from.
2611 */ 2142 */
2143static void
2144drop_unpaid_items (object *op, object *env)
2145{
2146 while (op)
2147 {
2148 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2149
2150 if (op->flag [FLAG_UNPAID])
2151 op->insert_at (env);
2152 else if (op->inv)
2153 drop_unpaid_items (op->inv, env);
2154
2155 op = next;
2156 }
2157}
2158
2612void 2159void
2613remove_unpaid_objects (object *op, object *env) 2160object::drop_unpaid_items ()
2614{ 2161{
2615 object *next; 2162 if (!flag [FLAG_REMOVED])
2616 2163 ::drop_unpaid_items (inv, this);
2617 while (op)
2618 {
2619 next = op->below; /* Make sure we have a good value, in case
2620 * we remove object 'op'
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0);
2630 }
2631 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env);
2633
2634 op = next;
2635 }
2636} 2164}
2637
2638
2639/*
2640 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the
2643 * best, a misc file for object actions is probably better,
2644 * but there isn't one in the server directory.
2645 */
2646char *
2647gravestone_text (object *op)
2648{
2649 static char buf2[MAX_BUF];
2650 char buf[MAX_BUF];
2651 time_t now = time (NULL);
2652
2653 strcpy (buf2, " R.I.P.\n\n");
2654 if (op->type == PLAYER)
2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2656 else
2657 sprintf (buf, "%s\n", &op->name);
2658
2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf);
2661 if (op->type == PLAYER)
2662 sprintf (buf, "who was in level %d when killed\n", op->level);
2663 else
2664 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2665
2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2667 strcat (buf2, buf);
2668 if (op->type == PLAYER)
2669 {
2670 sprintf (buf, "by %s.\n\n", op->contr->killer);
2671 strncat (buf2, " ", 21 - strlen (buf) / 2);
2672 strcat (buf2, buf);
2673 }
2674
2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf);
2678
2679 return buf2;
2680}
2681
2682
2683 2165
2684void 2166void
2685do_some_living (object *op) 2167do_some_living (object *op)
2686{ 2168{
2687 int last_food = op->stats.food; 2169 int last_food = op->stats.food;
2688 int gen_hp, gen_sp, gen_grace; 2170 int gen_hp, gen_sp, gen_grace;
2689 int over_hp, over_sp, over_grace;
2690 int i; 2171 int i;
2691 int rate_hp = 1200; 2172 int rate_hp = 1200;
2692 int rate_sp = 2500; 2173 int rate_sp = 2500;
2693 int rate_grace = 2000; 2174 int rate_grace = 2000;
2694 const int max_hp = 1; 2175 const int max_hp = 1;
2695 const int max_sp = 1; 2176 const int max_sp = 1;
2696 const int max_grace = 1; 2177 const int max_grace = 1;
2697 2178
2698 if (op->contr->outputs_sync) 2179 if (op->contr->hidden)
2699 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2180 {
2181 op->invisible = 1000;
2182 /* the socket code flashes the player visible/invisible
2183 * depending on the value of invisible, so we need to
2184 * alternate it here for it to work correctly.
2185 */
2186 if (server_tick & 2)
2187 op->invisible--;
2188 }
2189 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2190 {
2191 if (!op->invisible--)
2192 {
2193 make_visible (op);
2194 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2195 }
2196 }
2704 2197
2705 if (op->contr->state == ST_PLAYING) 2198 if (op->contr->ns->state == ST_PLAYING)
2706 { 2199 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2200 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2201 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2202 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2203 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2204 else
2713 { 2205 {
2714 gen_hp = op->stats.maxhp; 2206 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2207 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2208 }
2209
2717 if (op->contr->gen_sp >= 0) 2210 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2211 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2212 else
2720 { 2213 {
2721 gen_sp = op->stats.maxsp; 2214 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2215 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2216 }
2217
2724 if (op->contr->gen_grace >= 0) 2218 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2219 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2220 else
2727 { 2221 {
2728 gen_grace = op->stats.maxgrace; 2222 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2223 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2224 }
2731 2225
2732 /* Regenerate Spell Points */
2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2734 {
2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2736 if (op->stats.sp < op->stats.maxsp)
2737 {
2738 op->stats.sp++;
2739 /* dms do not consume food */
2740 if (!QUERY_FLAG (op, FLAG_WIZ))
2741 {
2742 op->stats.food--;
2743 if (op->contr->digestion < 0)
2744 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food;
2747 }
2748 }
2749 if (max_sp > 1)
2750 {
2751 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0)
2753 {
2754 if (op->stats.sp < op->stats.maxsp)
2755 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--;
2759 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp;
2761 }
2762 op->last_sp = 0;
2763 }
2764 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 }
2769 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 }
2774
2775 /* Regenerate Grace */ 2226 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2227 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2228 if (--op->last_grace < 0)
2778 { 2229 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2230 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2231 op->stats.grace++; /* no penalty in food for regaining grace */
2232
2233 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2234
2781 if (max_grace > 1) 2235 if (max_grace > 1)
2782 { 2236 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2237 int over_grace = temp / rate_grace;
2238
2784 if (over_grace > 0) 2239 if (over_grace > 0)
2785 { 2240 {
2786 op->stats.sp += over_grace 2241 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2787 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2788 op->last_grace = 0; 2242 op->last_grace = 0;
2789 } 2243 }
2790 else 2244 else
2791 { 2245 op->last_grace = rate_grace / temp;
2792 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2793 }
2794 } 2246 }
2795 else 2247 else
2248 op->last_grace = rate_grace / temp;
2249
2250 /* wearing stuff doesn't detract from grace generation. */
2251 }
2252
2253 if (op->stats.food > 0)
2254 {
2255 /* Regenerate Spell Points */
2256 if (!op->contr->golem && --op->last_sp < 0)
2796 { 2257 {
2797 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2258 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2798 }
2799 /* wearing stuff doesn't detract from grace generation. */
2800 }
2801 2259
2802 /* Regenerate Hit Points */
2803 if (--op->last_heal < 0)
2804 {
2805 if (op->stats.hp < op->stats.maxhp) 2260 if (op->stats.sp < op->stats.maxsp)
2806 {
2807 op->stats.hp++;
2808 /* dms do not consume food */
2809 if (!QUERY_FLAG (op, FLAG_WIZ))
2810 { 2261 {
2262 op->stats.sp++;
2263
2264 /* dms do not consume food */
2265 if (!op->flag [FLAG_WIZ])
2266 {
2811 op->stats.food--; 2267 op->stats.food--;
2268
2812 if (op->contr->digestion < 0) 2269 if (op->contr->digestion < 0)
2813 op->stats.food += op->contr->digestion; 2270 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2271 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2272 op->stats.food = last_food;
2273 }
2816 } 2274 }
2817 } 2275
2818 if (max_hp > 1) 2276 if (max_sp > 1)
2819 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0)
2822 { 2277 {
2823 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2278 int over_sp = (gen_sp + 10) / rate_sp;
2279 if (over_sp > 0)
2280 {
2281 if (op->stats.sp < op->stats.maxsp)
2282 {
2283 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2284
2285 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2286 op->stats.sp--;
2287
2288 if (op->stats.sp > op->stats.maxsp)
2289 op->stats.sp = op->stats.maxsp;
2290 }
2291
2824 op->last_heal = 0; 2292 op->last_sp = 0;
2293 }
2294 else
2295 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2825 } 2296 }
2826 else 2297 else
2298 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2299 }
2300
2301 /* Regenerate Hit Points */
2302 if (--op->last_heal < 0)
2303 {
2304 if (op->stats.hp < op->stats.maxhp)
2827 { 2305 {
2828 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2306 op->stats.hp++;
2307
2308 /* dms do not consume food */
2309 if (!op->flag [FLAG_WIZ])
2310 {
2311 op->stats.food--;
2312
2313 if (op->contr->digestion < 0)
2314 op->stats.food += op->contr->digestion;
2315 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2316 op->stats.food = last_food;
2317 }
2829 } 2318 }
2319
2320 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2321
2322 if (max_hp > 1)
2323 {
2324 int over_hp = temp / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / temp;
2830 } 2333 }
2831 else 2334 else
2832 { 2335 op->last_heal = rate_hp / temp;
2833 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2834 } 2336 }
2835 } 2337 }
2836 2338
2837 /* Digestion */ 2339 /* Digestion */
2838 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2839 { 2341 {
2840#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2841 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 penalty = max (0, -op->contr->digestion);
2842 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2843#else
2844 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2845#endif
2846 2344
2847 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2849 else 2346
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2851 /* dms do not consume food */ 2347 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!op->flag [FLAG_WIZ])
2853 op->stats.food--; 2349 op->stats.food--;
2854 } 2350 }
2855 }
2856 2351
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2353 {
2859 object *tmp, *flesh = NULL; 2354 object *flesh = 0;
2860 2355
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2862 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 { 2357 {
2358 if (tmp->flag [FLAG_UNPAID])
2359 continue;
2360
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2362 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2868 manual_apply (op, tmp, 0); 2365 op->apply (tmp);
2366
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2368 break;
2871 } 2369 }
2872 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2873 flesh = tmp; 2371 flesh = tmp;
2874 } /* End if paid for object */ 2372 }
2875 } /* end of for loop */ 2373
2876 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2375 * eat flesh instead.
2878 */ 2376 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2378 {
2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2381 op->apply (flesh);
2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2880 { 2388 }
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2389
2882 manual_apply (op, flesh, 0); 2390 if (op->stats.food < 0)
2883 } 2391 {
2884 } /* end if player is starving */ 2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2885 2394
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2395 if (op->stats.hp < 0)
2887 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2888 2401
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2402 /* killer should be set here already */
2403 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2890 kill_player (op); 2404 kill_player (op);
2405 }
2891} 2406}
2892
2893
2894 2407
2895/* If the player should die (lack of hp, food, etc), we call this. 2408/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2409 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2410 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2411 * file.
2899 */ 2412 */
2900void 2413void
2901kill_player (object *op) 2414kill_player (object *op)
2902{ 2415{
2903 char buf[MAX_BUF];
2904 int x, y; 2416 int x, y;
2905
2906 //int i;
2907 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2908
2909 /* int z;
2910 int num_stats_lose;
2911 int lost_a_stat;
2912 int lose_this_stat;
2913 int this_stat; */
2914 int will_kill_again; 2418 int will_kill_again;
2915 archetype *at; 2419 archetype *at;
2916 object *tmp; 2420 object *tmp;
2917 2421
2918 if (save_life (op)) 2422 if (save_life (op))
2919 return; 2423 return;
2920 2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find (shstr_poisoning);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find (shstr_confusion);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447 max_it (op->stats.food , 200);
2448
2449 // remove all spell effects that are active
2450 // to avoid long-term effects such as word-of-recall
2451 for (object *item = op->inv; item; )
2452 {
2453 object *next = item->below;
2454
2455 if (item->type == SPELL_EFFECT && item->active)
2456 item->destroy ();
2457
2458 item = next;
2459 }
2921 2460
2922 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2461 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2923 * in cities ONLY!!! It is very important that this doesn't get abused. 2462 * in cities ONLY!!! It is very important that this doesn't get abused.
2924 * Look at op_on_battleground() for more info --AndreasV 2463 * Look at op_on_battleground() for more info --AndreasV
2925 */ 2464 */
2926 if (op_on_battleground (op, &x, &y)) 2465 if (op_on_battleground (op, &x, &y))
2927 { 2466 {
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2467 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930
2931 /* restore player */
2932 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op);
2934 if (tmp)
2935 {
2936 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 }
2939
2940 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op);
2942 if (tmp)
2943 {
2944 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 }
2947
2948 cure_disease (op, 0); /* remove any disease */
2949 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0)
2951 op->stats.food = 999;
2952 2468
2953 /* create a bodypart-trophy to make the winner happy */ 2469 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2470 object *tmp = archetype::find (shstr_finger)->instance ();
2955 if (tmp != NULL) 2471
2956 { 2472 tmp->name = format ("%s's finger" , &op->name);
2957 sprintf (buf, "%s's finger", &op->name); 2473 tmp->name_pl = format ("%s's fingers", &op->name);
2958 tmp->name = buf; 2474 tmp->msg = format (
2959 sprintf (buf, " This finger has been cut off %s\n" 2475 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2476 &op->name, op->contr->title,
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2477 (int)op->level,
2962 tmp->msg = buf; 2478 op->contr->killer_name ()
2479 );
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2480 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2481 tmp->material = name_to_material (shstr_organic);
2965 tmp->x = op->x, tmp->y = op->y; 2482 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 }
2968 2483
2969 /* teleport defeated player to new destination */ 2484 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2485 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2486 op->contr->braced = 0;
2487
2488 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2972 return; 2489 return;
2973 } 2490 }
2974 2491
2492 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2493 deathtab << "T<YOU HAVE DIED>\n\n";
2494
2975 INVOKE_PLAYER (DEATH, op->contr); 2495 INVOKE_PLAYER (DEATH, op->contr);
2976 2496
2977 command_kill_pets (op, 0); 2497 command_kill_pets (op, 0);
2978 2498
2979 if (op->stats.food < 0) 2499 op->contr->play_sound (sound_find ("player_dies"));
2500
2501 /* save the map location for corpse, gravestone */
2502 x = op->x;
2503 y = op->y;
2504 map = op->map;
2505
2506 /* NOT_PERMADEATH code. This basically brings the character back to
2507 * life if they are dead - it takes some exp and a random stat.
2508 * See the config.h file for a little more in depth detail about this.
2509 */
2510
2511 /* Basically two ways to go - remove a stat permanently, or just
2512 * make it depletion. This bunch of code deals with that aspect
2513 * of death.
2514 */
2515#ifndef COZY_SERVER
2516 if (settings.balanced_stat_loss)
2980 { 2517 {
2981 if (op->contr->explore) 2518 /* If stat loss is permanent, lose one stat only. */
2982 { 2519 /* Lower level chars don't lose as many stats because they suffer
2983 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2520 more if they do. */
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2521 /* Higher level characters can afford things such as potions of
2985 op->stats.food = 999; 2522 restoration, or better, stat potions. So we slug them that
2986 return; 2523 little bit harder. */
2987 } 2524 /* GD */
2988 sprintf (buf, "%s starved to death.", &op->name); 2525 if (settings.stat_loss_on_death)
2989 strcpy (op->contr->killer, "starvation"); 2526 num_stats_lose = 1;
2527 else
2528 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2990 } 2529 }
2991 else 2530 else
2992 { 2531 num_stats_lose = 1;
2993 if (op->contr->explore) 2532
2994 { 2533 lost_a_stat = 0;
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2534
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2535 for (z = 0; z < num_stats_lose; z++)
2997 op->stats.hp = op->stats.maxhp;
2998 return;
2999 }
3000 sprintf (buf, "%s died.", &op->name);
3001 } 2536 {
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2537 i = rndm (NUM_STATS);
3003 2538
3004 /* save the map location for corpse, gravestone */
3005 x = op->x;
3006 y = op->y;
3007 map = op->map;
3008
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this.
3015 */
3016
3017 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect
3019 * of death.
3020 */
3021#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss)
3023 {
3024 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */
3027 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */
3030 /* GD */
3031 if (settings.stat_loss_on_death) 2539 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2540 {
3033 else 2541 /* Pick a random stat and take a point off it. Tell the player
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2542 * what he lost.
2543 */
2544 change_attr_value (&(op->stats), i, -1);
2545 check_stat_bounds (&(op->stats));
2546 change_attr_value (&(op->contr->orig_stats), i, -1);
2547 check_stat_bounds (&(op->contr->orig_stats));
2548 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2549 lost_a_stat = 1;
3035 } 2550 }
3036 else 2551 else
3037 { 2552 {
3038 num_stats_lose = 1; 2553 /* deplete a stat */
3039 } 2554 archetype *deparch = archetype::find (shstr_depletion);
3040 lost_a_stat = 0; 2555 object *dep;
3041 2556
3042 for (z = 0; z < num_stats_lose; z++) 2557 dep = present_arch_in_ob (deparch, op);
3043 { 2558 if (!dep)
3044 i = RANDOM () % NUM_STATS;
3045
3046 if (settings.stat_loss_on_death)
3047 { 2559 {
3048 /* Pick a random stat and take a point off it. Tell the player 2560 dep = deparch->instance ();
3049 * what he lost. 2561 insert_ob_in_ob (dep, op);
3050 */
3051 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1;
3057 } 2562 }
3058 else 2563 lose_this_stat = 1;
2564 if (settings.balanced_stat_loss)
3059 { 2565 {
3060 /* deplete a stat */ 2566 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2567 /* Get the stat that we're about to deplete. */
3062 object *dep; 2568 this_stat = get_attr_value (&(dep->stats), i);
3063 2569 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2570 {
3067 dep = arch_to_object (deparch); 2571 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2572 int keep_chance = this_stat * this_stat;
3069 } 2573
3070 lose_this_stat = 1; 2574 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2575 if (keep_chance < 1)
2576 keep_chance = 1;
2577
2578 /* There is a maximum depletion total per level. */
2579 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2580 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2581 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2582 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2583 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2584 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2585 else
3112 if (this_stat >= -50)
3113 { 2586 {
3114 change_attr_value (&(dep->stats), i, -1); 2587 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2588 lose_this_stat = 0;
2589 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2590 this_stat, keep_chance, loss_chance,
2591 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2592 }
3120 } 2593 }
3121 } 2594 }
2595
2596 if (lose_this_stat)
2597 {
2598 this_stat = get_attr_value (&dep->stats, i);
2599 /* We could try to do something clever like find another
2600 * stat to reduce if this fails. But chances are, if
2601 * stats have been depleted to -50, all are pretty low
2602 * and should be roughly the same, so it shouldn't make a
2603 * difference.
2604 */
2605 if (this_stat >= -50)
2606 {
2607 change_attr_value (&(dep->stats), i, -1);
2608 dep->set_flag (FLAG_APPLIED);
2609 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2610 op->update_stats ();
2611 lost_a_stat = 1;
2612 }
3122 } 2613 }
2614 }
2615 }
2616
3123 /* If no stat lost, tell the player. */ 2617 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2618 if (!lost_a_stat)
3125 { 2619 {
3126 /* determine_god() seems to not work sometimes... why is this? 2620 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2621 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2622 shstr_tmp god = determine_god (op);
3129 2623
3130 if (god && (strcmp (god, "none"))) 2624 if (god != shstr_none)
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2625 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3132 else 2626 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2627 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3134 } 2628 }
3135#else 2629#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3137#endif 2631#endif
3138 2632
3139 /* Put a gravestone up where the character 'almost' died. List the 2633 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2634 * exp loss on the stone.
3141 */ 2635 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2636 tmp = archetype::find (shstr_gravestone)->instance ();
3143 sprintf (buf, "%s's gravestone", &op->name); 2637 tmp->name = format ("%s's gravestone", &op->name);
3144 tmp->name = buf; 2638 tmp->name_pl = format ("%s's gravestones", &op->name);
3145 sprintf (buf, "%s's gravestones", &op->name); 2639 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3146 tmp->name_pl = buf; 2640 &op->name, op->contr->title, op->contr->killer_name ());
3147 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);
3148 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2641 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2642 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2643
3152 /**************************************/ 2644 /**************************************/
3153 /* */ 2645 /* */
3154 /* Subtract the experience points, */ 2646 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */
3157 /* */ 2647 /* */
3158 /**************************************/ 2648 /**************************************/
3159 2649
3160 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */
3162 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op);
3164
3165 if (tmp)
3166 {
3167 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 }
3170
3171 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op);
3173 if (tmp)
3174 {
3175 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 }
3178
3179 cure_disease (op, 0); /* remove any disease */
3180
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2650 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2651 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100)
3184 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2652
3189 /* 2653 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2654 * Check to see if the player has any unpaid items. If so, remove them
3191 * the player has any unpaid items. If so, remove them and put them back 2655 * and put them back in the map.
3192 * in the map. 2656 */
3193 */ 2657 op->drop_unpaid_items ();
3194 2658
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op);
3197
3198 /****************************************/ 2659 /****************************************/
3199 /* */ 2660 /* */
3200 /* Move player to his current respawn- */ 2661 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2662 /* position (usually last savebed) */
3202 /* */ 2663 /* */
3203 /****************************************/ 2664 /****************************************/
3204 2665
3205 enter_player_savebed (op); 2666 enter_player_savebed (op);
3206 2667
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2668 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2669
3213 /* it is possible that the player has blown something up 2670 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2671 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2672 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2673 * on the space that might harm the player.
3217 */ 2674 */
3218 will_kill_again = 0; 2675 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2676 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2677 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2678 will_kill_again |= tmp->attacktype;
3222 2679
3223 if (will_kill_again) 2680 if (will_kill_again)
3224 { 2681 {
3225 object *force; 2682 object *force;
3226 int at; 2683 int at;
3227 2684
3228 force = get_archetype (FORCE_NAME); 2685 force = archetype::get (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2686 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1;
3231 force->speed_left = -5.0; 2687 force->speed_left = -5.f;
3232 SET_FLAG (force, FLAG_APPLIED); 2688 force->set_speed (0.1f);
2689 force->set_flag (FLAG_APPLIED);
2690
3233 for (at = 0; at < NROFATTACKS; at++) 2691 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2692 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2693 force->resist[at] = 100;
3236 2694
3237 insert_ob_in_ob (force, op); 2695 insert_ob_in_ob (force, op);
3238 fix_player (op); 2696 op->update_stats ();
3239
3240 }
3241
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 { 2697 }
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250 2698
3251 op->contr->party = NULL; 2699 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 2700}
3311 2701
3312 2702static void
3313void
3314loot_object (object *op) 2703loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2704{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2705 object *tmp, *tmp2, *next;
3317 2706
3318 if (op->container) 2707 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2708
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2709 for (tmp = op->inv; tmp; tmp = next)
3324 { 2710 {
3325 next = tmp->below; 2711 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2712
2713 if (tmp->invisible)
3327 continue; 2714 continue;
2715
3328 tmp->remove (); 2716 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2717 tmp->x = op->x, tmp->y = op->y;
2718
3330 if (tmp->type == CONTAINER) 2719 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2720 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2721
3333 } 2722 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3335 { 2723 {
3336 if (tmp->nrof > 1) 2724 if (tmp->nrof > 1)
3337 { 2725 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2726 tmp->decrease (rndm (1, tmp->nrof - 1));
3339 tmp2->destroy ();
3340 insert_ob_in_map (tmp, op->map, NULL, 0); 2727 insert_ob_in_map (tmp, op->map, NULL, 0);
3341 } 2728 }
3342 else 2729 else
3343 tmp->destroy (); 2730 tmp->destroy ();
3344 } 2731 }
3350/* 2737/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2738 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2739 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2740 * was changed.
3354 */ 2741 */
3355
3356void 2742void
3357fix_weight (void) 2743fix_weight ()
3358{ 2744{
3359 player *pl; 2745 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2746 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2747 sint32 old = pl->ob->carrying;
3364 2748
3365 if (old == sum) 2749 pl->ob->update_weight ();
3366 continue; 2750
3367 fix_player (pl->ob); 2751 if (old != pl->ob->carrying)
2752 {
2753 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2754 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2755 }
3369 } 2756 }
3370} 2757}
3371 2758
3372void 2759void
3373fix_luck (void) 2760fix_luck ()
3374{ 2761{
3375 player *pl; 2762 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 2763 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 2764 pl->ob->change_luck (0);
3380} 2765}
3381
3382 2766
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 2767/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 2768 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 2769 * just treat this as any other spell casting object.
3386 */ 2770 */
3387
3388void 2771void
3389cast_dust (object *op, object *throw_ob, int dir) 2772cast_dust (object *op, object *throw_ob, int dir)
3390{ 2773{
3391 object *skop, *spob; 2774 object *skop, *spob;
3392 2775
3419} 2802}
3420 2803
3421void 2804void
3422make_visible (object *op) 2805make_visible (object *op)
3423{ 2806{
3424 op->hide = 0; 2807 op->flag [FLAG_HIDDEN] = 0;
3425 op->invisible = 0; 2808 op->invisible = 0;
2809
3426 if (op->type == PLAYER) 2810 if (op->type == PLAYER)
3427 { 2811 {
3428 op->contr->tmp_invis = 0; 2812 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 2813 op->contr->invis_race = 0;
3430 } 2814 }
2815
3431 update_object (op, UP_OBJ_FACE); 2816 update_object (op, UP_OBJ_CHANGE);
3432} 2817}
3433 2818
3434int 2819int
3435is_true_undead (object *op) 2820is_true_undead (object *op)
3436{ 2821{
3437 object *tmp = NULL; 2822 if (op->arch->flag [FLAG_UNDEAD])
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 2823 return 1;
3441 2824
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 2825 return 0;
3448} 2826}
3449 2827
3450/* look at the surrounding terrain to determine 2828/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 2829 * the hideability of this object. Positive levels
3452 * indicate greater hideability. 2830 * indicate greater hideability.
3453 */ 2831 */
3454
3455int 2832int
3456hideability (object *ob) 2833hideability (object *ob)
3457{ 2834{
3458 int i, level = 0, mflag; 2835 int i, level = 0, mflag;
3459 sint16 x, y; 2836 sint16 x, y;
3460 2837
3461 if (!ob || !ob->map) 2838 if (!ob || !ob->map)
3462 return 0; 2839 return 0;
3463 2840
3464 /* so, on normal lighted maps, its hard to hide */ 2841 /* so, on normal lighted maps, its hard to hide */
3465 level = ob->map->darkness - 2; 2842 level = ob->map->darklevel () - 2;
3466 2843
3467 /* this also picks up whether the object is glowing. 2844 /* this also picks up whether the object is glowing.
3468 * If you carry a light on a non-dark map, its not 2845 * If you carry a light on a non-dark map, its not
3469 * as bad as carrying a light on a pitch dark map */ 2846 * as bad as carrying a light on a pitch dark map */
3470 if (has_carried_lights (ob)) 2847 if (ob->has_carried_lights ())
3471 level = -(10 + (2 * ob->map->darkness)); 2848 level = -(10 + (2 * ob->map->darklevel ()));
3472 2849
3473 /* scan through all nearby squares for terrain to hide in */ 2850 /* scan through all nearby squares for terrain to hide in */
3474 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2851 for (i = 0, x = ob->x, y = ob->y;
2852 i <= SIZEOFFREE1;
2853 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3475 { 2854 {
3476 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2855 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3477 if (mflag & P_OUT_OF_MAP) 2856 if (mflag & P_OUT_OF_MAP)
3478 {
3479 continue; 2857 continue;
3480 } 2858
3481 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2859 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3482 level += 2; 2860 level += 2;
3483 else /* open terrain! */ 2861 else /* open terrain! */
3484 level -= 1; 2862 level -= 1;
3485 } 2863 }
3493/* For Hidden creatures - a chance of becoming 'unhidden' 2871/* For Hidden creatures - a chance of becoming 'unhidden'
3494 * every time they move - as we subtract off 'invisibility' 2872 * every time they move - as we subtract off 'invisibility'
3495 * AND, for players, if they move into a ridiculously unhideable 2873 * AND, for players, if they move into a ridiculously unhideable
3496 * spot (surrounded by clear terrain in broad daylight). -b.t. 2874 * spot (surrounded by clear terrain in broad daylight). -b.t.
3497 */ 2875 */
3498
3499void 2876void
3500do_hidden_move (object *op) 2877do_hidden_move (object *op)
3501{ 2878{
3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2879 int hide = 0;
3503 object *skop;
3504 2880
3505 if (!op || !op->map) 2881 if (!op || !op->map)
3506 return; 2882 return;
3507 2883
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2884 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2885 int num = random_roll (0, 19, op, PREFER_LOW);
3509 2886
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 2887 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 2888 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 2889 if (!skop || num >= skop->level)
3514 { 2890 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2891 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 2892 make_visible (op);
3517 return; 2893 return;
3518 } 2894 }
3519 else 2895 else
3520 num += 20; 2896 num += 20;
3521 } 2897
3522 num += op->map->difficulty; 2898 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 2899 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 2900 num -= hide;
2901
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2902 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 2903 {
3527 make_visible (op); 2904 make_visible (op);
2905
3528 if (op->type == PLAYER) 2906 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2907 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 2908 }
3531 else if (op->type == PLAYER && skop) 2909 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2910 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 2911}
3536 2912
3537/* determine if who is standing near a hostile creature. */ 2913/* determine if who is standing near a hostile creature. */
3538 2914
3539int 2915int
3549 2925
3550 if (who->type == PLAYER) 2926 if (who->type == PLAYER)
3551 player = 1; 2927 player = 1;
3552 2928
3553 else 2929 else
3554 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2930 friendly = who->flag [FLAG_FRIENDLY];
3555 2931
3556 /* search adjacent squares */ 2932 /* search adjacent squares */
3557 for (i = 1; i < 9; i++) 2933 for (i = 1; i < 9; i++)
3558 { 2934 {
3559 x = who->x + freearr_x[i]; 2935 x = who->x + freearr_x[i];
3566 if (mflags & P_OUT_OF_MAP) 2942 if (mflags & P_OUT_OF_MAP)
3567 continue; 2943 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2944 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 2945 continue;
3570 2946
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2947 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 2948 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2949 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3574 return 1; 2950 return 1;
3575 else if (tmp->type == PLAYER) 2951 else if (tmp->type == PLAYER)
3576 { 2952 {
3577 /*don't let a hidden DM prevent you from hiding */ 2953 /*don't let a hidden DM prevent you from hiding */
3578 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2954 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3579 return 1; 2955 return 1;
3580 } 2956 }
3581 } 2957 }
3582 } 2958 }
3583 return 0; 2959 return 0;
3587 * object op. This function works fine for monsters, 2963 * object op. This function works fine for monsters,
3588 * but we dont worry if the object isnt the top one in 2964 * but we dont worry if the object isnt the top one in
3589 * a pile (say a coin under a table would return "viewable" 2965 * a pile (say a coin under a table would return "viewable"
3590 * by this routine). Another question, should we be 2966 * by this routine). Another question, should we be
3591 * concerned with the direction the player is looking 2967 * concerned with the direction the player is looking
3592 * in? Realistically, most of use cant see stuff behind 2968 * in? Realistically, most of us can't see stuff behind
3593 * our backs...on the other hand, does the "facing" direction 2969 * our backs...on the other hand, does the "facing" direction
3594 * imply the way your head, or body is facing? Its possible 2970 * imply the way your head, or body is facing? It's possible
3595 * for them to differ. Sigh, this fctn could get a bit more complex. 2971 * for them to differ. Sigh, this fctn could get a bit more complex.
3596 * -b.t. 2972 * -b.t.
3597 * This function is now map tiling safe. 2973 * This function is now map tiling safe.
3598 */ 2974 */
3599
3600int 2975int
3601player_can_view (object *pl, object *op) 2976player_can_view (object *pl, object *op)
3602{ 2977{
3603 rv_vector rv; 2978 rv_vector rv;
3604 int dx, dy; 2979 int dx, dy;
3606 if (pl->type != PLAYER) 2981 if (pl->type != PLAYER)
3607 { 2982 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 2983 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 2984 return -1;
3610 } 2985 }
2986
3611 if (!pl || !op) 2987 if (!pl || !op)
3612 return 0; 2988 return 0;
3613 2989
3614 if (op->head)
3615 {
3616 op = op->head; 2990 op = op->head_ ();
3617 } 2991
3618 get_rangevector (pl, op, &rv, 0x1); 2992 get_rangevector (pl, op, &rv, 0x1);
3619 2993
3620 /* starting with the 'head' part, lets loop 2994 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 2995 * through the object and find if it has any
3622 * part that is in the los array but isnt on 2996 * part that is in the los array but isn't on
3623 * a blocked los square. 2997 * a blocked los square.
3624 * we use the archetype to figure out offsets. 2998 * we use the archetype to figure out offsets.
3625 */ 2999 */
3626 while (op) 3000 while (op)
3627 { 3001 {
3628 dx = rv.distance_x + op->arch->clone.x; 3002 dx = rv.distance_x + op->arch->x;
3629 dy = rv.distance_y + op->arch->clone.y; 3003 dy = rv.distance_y + op->arch->y;
3630 3004
3631 /* only the viewable area the player sees is updated by LOS 3005 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3632 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values.
3634 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3638 return 1; 3006 return 1;
3007
3639 op = op->more; 3008 op = op->more;
3640 } 3009 }
3641 return 0;
3642}
3643 3010
3644/* routine for both players and monsters. We call this when
3645 * there is a possibility for our action distrubing our hiding
3646 * place or invisiblity spell. Artefact invisiblity is not
3647 * effected by this. If we arent invisible to begin with, we
3648 * return 0.
3649 */
3650int
3651action_makes_visible (object *op)
3652{
3653
3654 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3655 {
3656 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3657 return 0;
3658
3659 if (op->contr && op->contr->tmp_invis == 0)
3660 return 0;
3661
3662 /* If monsters, they should become visible */
3663 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3664 {
3665 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3666 return 1;
3667 }
3668 }
3669 return 0; 3011 return 0;
3670} 3012}
3671 3013
3672/* op_on_battleground - checks if the given object op (usually 3014/* op_on_battleground - checks if the given object op (usually
3673 * a player) is standing on a valid battleground-tile, 3015 * a player) is standing on a valid battleground-tile,
3678 * Default is to do the same as before, so only people wanting to have different points need worry about this 3020 * Default is to do the same as before, so only people wanting to have different points need worry about this
3679 */ 3021 */
3680int 3022int
3681op_on_battleground (object *op, int *x, int *y) 3023op_on_battleground (object *op, int *x, int *y)
3682{ 3024{
3683 object *tmp;
3684
3685 /* A battleground-tile needs the following attributes to be valid: 3025 /* A battleground-tile needs the following attributes to be valid:
3686 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3026 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3687 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3027 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3688 * and the exit-coordinates sp/hp must both be > 0. 3028 * and the exit-coordinates sp/hp must both be > 0.
3689 * => The intention here is to prevent abuse of the battleground- 3029 * => The intention here is to prevent abuse of the battleground-
3690 * feature (like pickable or hidden battleground tiles). */ 3030 * feature (like pickable or hidden battleground tiles). */
3691 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3031 for (object *tmp = op->below; tmp; tmp = tmp->below)
3692 { 3032 {
3693 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3033 if (tmp->flag [FLAG_IS_FLOOR])
3694 { 3034 {
3695 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3035 if (tmp->flag [FLAG_NO_PICK]
3696 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3036 && tmp->type == BATTLEGROUND
3037 && tmp->name == shstr_battleground
3038 && EXIT_X (tmp) && EXIT_Y (tmp))
3697 { 3039 {
3698 /*before we assign the exit, check if this is a teambattle */ 3040 /* before we assign the exit, check if this is a teambattle */
3699 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3041 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3700 {
3701 object *invtmp;
3702
3703 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3042 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3043 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3704 { 3044 {
3705 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3706 {
3707 if (x != NULL && y != NULL) 3045 if (x && y)
3708 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3046 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3047
3709 return 1; 3048 return 1;
3710 }
3711 } 3049 }
3712 } 3050
3713 if (x != NULL && y != NULL) 3051 if (x && y)
3714 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3052 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3053
3715 return 1; 3054 return 1;
3716 } 3055 }
3717 } 3056 }
3718 } 3057 }
3058
3719 /* If we got here, did not find a battleground */ 3059 /* If we got here, did not find a battleground */
3720 return 0; 3060 return 0;
3721} 3061}
3722 3062
3723/* 3063/*
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3079 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3080 int i = 0, j = 0;
3741 3081
3742 /* get the appropriate treasurelist */ 3082 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3083 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3084 trlist = treasurelist::find (shstr_dragon_ability_fire);
3745 else if (atnr == ATNR_COLD) 3085 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3086 trlist = treasurelist::find (shstr_dragon_ability_cold);
3747 else if (atnr == ATNR_ELECTRICITY) 3087 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3088 trlist = treasurelist::find (shstr_dragon_ability_elec);
3749 else if (atnr == ATNR_POISON) 3089 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3090 trlist = treasurelist::find (shstr_dragon_ability_poison);
3751 3091
3752 if (trlist == NULL || who->type != PLAYER) 3092 if (trlist == NULL || who->type != PLAYER)
3753 return; 3093 return;
3754 3094
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3095 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3096
3757 if (tr == NULL || tr->item == NULL) 3097 if (!tr || !tr->item)
3758 { 3098 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3099 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3100 return;
3761 } 3101 }
3762 3102
3763 /* everything seems okay - now bring on the gift: */ 3103 /* everything seems okay - now bring on the gift: */
3764 item = &(tr->item->clone); 3104 item = tr->item;
3765 3105
3766 if (item->type == SPELL) 3106 if (item->type == SPELL)
3767 { 3107 {
3768 if (check_spell_known (who, item->name)) 3108 if (check_spell_known (who, item->name))
3769 return; 3109 return;
3828 { 3168 {
3829 /* forces in the treasurelist can alter the player's stats */ 3169 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3170 object *skin;
3831 3171
3832 /* first get the dragon skin force */ 3172 /* first get the dragon skin force */
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3173 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3174 ;
3175
3834 if (skin == NULL) 3176 if (!skin)
3835 return; 3177 return;
3836 3178
3837 /* adding new spellpath attunements */ 3179 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3180 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3181 {
3850 else 3192 else
3851 j = 1; 3193 j = 1;
3852 strcat (buf, spellpathnames[i]); 3194 strcat (buf, spellpathnames[i]);
3853 } 3195 }
3854 } 3196 }
3197
3855 strcat (buf, "."); 3198 strcat (buf, ".");
3856 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3199 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3857 } 3200 }
3858 3201
3859 /* evtl. adding flags: */ 3202 /* evtl. adding flags: */
3860 if (QUERY_FLAG (item, FLAG_XRAYS)) 3203 if (item->flag [FLAG_XRAYS])
3861 SET_FLAG (skin, FLAG_XRAYS); 3204 skin->set_flag (FLAG_XRAYS);
3862 if (QUERY_FLAG (item, FLAG_STEALTH)) 3205 if (item->flag [FLAG_STEALTH])
3863 SET_FLAG (skin, FLAG_STEALTH); 3206 skin->set_flag (FLAG_STEALTH);
3864 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3207 if (item->flag [FLAG_SEE_IN_DARK])
3865 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3208 skin->set_flag (FLAG_SEE_IN_DARK);
3866 3209
3867 /* print message if there is one */ 3210 /* print message if there is one */
3868 if (item->msg != NULL) 3211 if (item->msg != NULL)
3869 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3212 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3870 } 3213 }
3871 else 3214 else
3872 { 3215 {
3873 /* generate misc. treasure */ 3216 /* generate misc. treasure */
3874 tmp = arch_to_object (tr->item); 3217 tmp = tr->item->instance ();
3875 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3218 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3876 tmp = insert_ob_in_ob (tmp, who); 3219 who->insert (tmp);
3877 if (who->type == PLAYER)
3878 esrv_send_item (who, tmp);
3879 } 3220 }
3880} 3221}
3881 3222
3882/** 3223//-GPL
3883 * Unready an object for a player. This function does nothing if the object was 3224
3884 * not readied. 3225sint8
3885 */ 3226player::darkness_at (maptile *map, int x, int y) const
3227{
3228 if (!ns)
3229 return LOS_BLOCKED;
3230
3231 int dx, dy;
3232 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3233 return LOS_BLOCKED;
3234
3235 x += dx - ns->current_x;
3236 y += dy - ns->current_y;
3237
3238 return blocked_los (x, y);
3239}
3240
3886void 3241void
3887player_unready_range_ob (player *pl, object *ob) 3242player::infobox (const char *title, const char *msg, int color)
3888{ 3243{
3889 rangetype i; 3244 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3890
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3892 {
3893 if (pl->ranges[i] == ob)
3894 {
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3245}
3246
3247void
3248player::statusmsg (const char *msg, int color)
3249{
3250 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3251}
3252
3253void
3254player::failmsg (const char *msg, int color)
3255{
3256 play_sound (sound_find ("generic_failure"));
3257 statusmsg (msg, color);
3258}
3259
3260void
3261object::failmsgf (const char *format, ...)
3262{
3263 if (!contr)
3264 return;
3265
3266 va_list ap;
3267 va_start (ap, format);
3268 contr->failmsg (vformat (format, ap));
3269 va_end (ap);
3270}
3271
3272void
3273player::failmsgf (const char *format, ...)
3274{
3275 va_list ap;
3276 va_start (ap, format);
3277 failmsg (vformat (format, ap));
3278 va_end (ap);
3279}
3280

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