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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 37
33#ifdef COZY_SERVER 38playervec players;
34extern int same_party (partylist *a, partylist *b);
35#endif
36
37player *
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100
101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete (fp, comp);
103}
104
105void
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
178 }
179 strncat (news + size, buf, HUGE_BUF - size);
180 size += strlen (buf);
181 }
182 }
183
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296 39
297/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
298static void 41static void
299set_first_map (object *op) 42set_first_map (object *op)
300{ 43{
301 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
302 op->x = -1; 45 op->x = -1;
303 op->y = -1; 46 op->y = -1;
304 enter_exit (op, 0);
305} 47}
306 48
307/* Tries to add player on the connection passwd in ns. 49void
308 * All we can really get in this is some settings like host and display 50player::activate ()
309 * mode.
310 */
311
312int
313add_player (client *ns)
314{ 51{
315 player *p = new player; 52 if (active)
53 return;
316 54
317 p->socket = ns; 55 players.insert (this);
318 ns->pl = p; 56 ob->remove ();
319 57 ob->map = 0;
320 p->next = first_player; 58 ob->activate_recursive ();
321 first_player = p; 59 ob->clr_flag (FLAG_FRIENDLY);
322
323 p = get_player (p);
324
325 set_first_map (p->ob);
326
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob); 60 add_friendly_object (ob);
329 send_rules (p->ob); 61}
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333 62
63void
64player::deactivate ()
65{
66 if (!active)
334 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 {
239 ob->contr = 0;
240 ob->destroy ();
241 }
242
243 ob = observe = viewpoint = 0;
244}
245
246player::~player ()
247{
248 /* Clear item stack */
249 free (stack_items);
335} 250}
336 251
337/* 252/*
338 * get_player_archetype() return next player archetype from archetype 253 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 254 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 255 * Note: there MUST be at least one player archetype!
341 */ 256 */
342archetype * 257static archetype *
343get_player_archetype (archetype *at) 258get_player_archetype (archetype *at)
344{ 259{
345 archetype *start = at; 260 // archetypes could have been reloaded
261 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
262
263 if (!nat)
264 return at;
265
266 archvec::iterator i = archetypes.find (nat);
346 267
347 for (;;) 268 for (;;)
348 { 269 {
349 if (at == NULL || at->next == NULL) 270 if (++i == archetypes.end ())
350 at = first_archetype; 271 i = archetypes.begin ();
351 else 272 else if (*i == at)
352 at = at->next; 273 cleanup ("not a single player archetype found");
353 274
354 if (at->clone.type == PLAYER) 275 if ((*i)->type == PLAYER)
355 return at; 276 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 277 }
278}
279
280/* Tries to add player on the connection passed in ns.
281 * All we can really get in this is some settings like host and display
282 * mode.
283 */
284player *
285player::create ()
286{
287 player *pl = new player;
288
289 pl->set_object (get_player_archetype (0)->instance ());
290
291 pl->ob->roll_stats ();
292 pl->ob->stats.wc = 2;
293 pl->ob->run_away = 25; /* Then we panick... */
294
295 set_first_map (pl->ob);
296
297 return pl;
363} 298}
364 299
365object * 300object *
366get_nearest_player (object *mon) 301get_nearest_player (object *mon)
367{ 302{
368 object *op = NULL; 303 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 304 objectlink *ol;
371 unsigned lastdist; 305 unsigned lastdist;
372 rv_vector rv; 306 rv_vector rv;
373 307
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 308 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 309 {
376 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop.
380 */
381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
383 object *tmp = ol->ob;
384
385 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared.
387 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389 ol = ol->next;
390 remove_friendly_object (tmp);
391 if (!ol)
392 return op;
393 }
394
395 /* Remove special check for player from this. First, it looks to cause
396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
397 * complicated method of state checking would be needed in any case -
398 * as it was, a clever player could type quit, and the function would
399 * skip them over while waiting for confirmation. Remove
400 * on_same_map check, as can_detect_enemy also does this
401 */
402 if (!can_detect_enemy (mon, ol->ob, &rv)) 310 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue; 311 continue;
404 312
405 if (lastdist > rv.distance) 313 if (lastdist > rv.distance)
406 { 314 {
407 op = ol->ob; 315 op = ol->ob;
408 lastdist = rv.distance; 316 lastdist = rv.distance;
409 } 317 }
410 } 318 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 319
412 { 320 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 321 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 322 if (lastdist > rv.distance)
417 { 323 {
418 op = pl->ob; 324 op = pl->ob;
419 lastdist = rv.distance; 325 lastdist = rv.distance;
420 } 326 }
421 } 327
422 }
423#if 0 328#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 329 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 330#endif
426 return op; 331 return op;
427} 332}
428 333
429/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* I believe this can safely go to 2, 3 is questionable, 4 will likely
430 * result in a monster paths backtracking. It basically determines how large a 335 * result in a monster paths backtracking. It basically determines how large a
431 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
432 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
433 * the deviation is 338 * the deviation is
434 */ 339 */
435#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
445 * circling behaviour. Unfortunately, this function is also used to determined 350 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 351 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 352 * is probably not a good thing.
448 */ 353 */
449#define MAX_SPACES 50 354#define MAX_SPACES 50
450
451 355
452/* 356/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 357 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 358 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 359 * player and if path is blocked then see if blockage is close enough to player that
472 */ 376 */
473int 377int
474path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
475{ 379{
476 rv_vector rv; 380 rv_vector rv;
477 sint16 x, y;
478 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
479 maptile *m, *lastmap;
480 382
481 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
482 384
483 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
484 return 0; 386 return 0;
485 387
486 x = mon->x; 388 mapxy pos (mon);
487 y = mon->y;
488 m = mon->map;
489 dir = rv.direction; 389 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
392
492 /* If we can't solve it within the search distance, return now. */ 393 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 394 if (diff > max)
494 return 0; 395 return 0;
396
495 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
496 { 398 {
497 lastx = x; 399 mapxy lastpos = pos;
498 lasty = y;
499 lastmap = m;
500 x = lastx + freearr_x[dir];
501 y = lasty + freearr_y[dir];
502 400
503 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
504 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
505 402
506 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
507 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
508 && (m == mon->map && blocked_link (mon, m, x, y)))) 405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
509 { 407 {
510 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
511 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
512 */ 410 */
513 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
514 if (rv.direction != dir) 412 if (rv.direction != dir)
515 { 413 {
516 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
517 * the values so it will try again. 415 * the values so it will try again.
518 */ 416 */
519 x = lastx;
520 y = lasty;
521 m = lastmap; 417 pos = lastpos;
522 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
523 } 419 }
524 else 420 else
525 { 421 {
526 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
527 * either the left or right. 423 * either the left or right.
528 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
529 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
530 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
531 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
532 * stepping back and forth 428 * stepping back and forth
533 */ 429 */
534 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535 { 431 {
536 if (i == 0) 432 if (i == 0)
537 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
538 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
539 * since the direction that the creature should move in 436 * since the direction that the creature should move in
540 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
541 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
542 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
544 * can't do that, but now finds it can move east, and 441 * can't do that, but now finds it can move east, and
545 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
546 * the last direction the creature has successfully 443 * the last direction the creature has successfully
547 * moved. 444 * moved.
548 */ 445 */
549
550 x = lastx + freearr_x[absdir (lastdir + i)];
551 y = lasty + freearr_y[absdir (lastdir + i)];
552 m = lastmap; 446 pos = lastpos;
553 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
554 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
555 continue; 450 continue;
556 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
557 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
558 continue; 455 continue;
559 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
560 continue; 458 continue;
561 459
562 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
563 break; 461 break;
564 } 462 }
463
565 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
566 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
567 */ 466 */
568 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
569 return 0; 468 return 0;
469
570 diff--; 470 diff--;
571 lastdir = dir; 471 lastdir = dir;
572 max--; 472 max--;
573 if (!firstdir) 473 if (!firstdir)
574 firstdir = dir + i; 474 firstdir = dir + i;
578 { 478 {
579 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
580 diff--; 480 diff--;
581 max--; 481 max--;
582 lastdir = dir; 482 lastdir = dir;
483
583 if (!firstdir) 484 if (!firstdir)
584 firstdir = dir; 485 firstdir = dir;
585 } 486 }
487
586 if (diff <= 1) 488 if (diff <= 1)
587 { 489 {
588 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 491 * headed toward player for entire distance.
590 */ 492 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 495 }
496
594 if (diff > max) 497 if (diff > max)
595 return 0; 498 return 0;
596 } 499 }
500
597 /* If we reached the max, didn't find a direction in time */ 501 /* If we reached the max, didn't find a direction in time */
598 if (!max) 502 if (!max)
599 return 0; 503 return 0;
600 504
601 return firstdir; 505 return firstdir;
602} 506}
603 507
604void 508void
605give_initial_items (object *pl, treasurelist * items) 509give_initial_items (object *pl, treasurelist *items)
606{ 510{
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL) 511 if (pl->randomitems)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 512 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611 513
612 for (op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
613 { 515 {
614 next = op->below; 516 next = op->below;
615 517
616 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
617 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
618 */ 520 */
619 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
620 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
621 523
622 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
623 * by this player due to race restrictions 525 * by this player due to race restrictions
624 */ 526 */
625 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
626 { 528 {
627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 529 if ((!pl->flag [FLAG_USE_ARMOUR]
530 &&
628 (op->type == ARMOUR || op->type == BOOTS || 531 (op->type == ARMOUR || op->type == BOOTS
629 op->type == CLOAK || op->type == HELMET || 532 || op->type == CLOAK || op->type == HELMET
630 op->type == SHIELD || op->type == GLOVES || 533 || op->type == SHIELD || op->type == GLOVES
631 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 534 || op->type == BRACERS || op->type == GIRDLE))
535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
632 { 536 {
633 op->destroy (); 537 op->destroy ();
634 continue; 538 continue;
635 } 539 }
636 } 540 }
637 541
638 /* This really needs to be better - we should really give 542 /* Here we remove duplicated skills (as duplicated spell objects have
639 * a substitute spellbook. The problem is that we don't really 543 * _very_ confusing effects for players), which could for instance be
640 * have a good idea what to replace it with (need something like 544 * generated by multiple treasurelists specifying the same skills.
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */ 545 */
644 if (op->type == SPELLBOOK || op->type == SKILL) 546 if (op->type == SKILL)
645 { 547 {
646 object *tmp;
647
648 for (tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 { 550 {
654 op->destroy (); 551 op->destroy ();
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 552 break;
656 continue;
657 } 553 }
658 554
659 if (op->nrof > 1) 555 if (op->nrof > 1)
660 op->nrof = 1; 556 op->nrof = 1;
661 } 557 }
662 558
663 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
664 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667 561
668 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
669 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
670 * merged properly. 564 * merged properly.
671 */ 565 */
672 if (need_identify (op)) 566 if (op->need_identify ())
673 {
674 SET_FLAG (op, FLAG_IDENTIFIED);
675 CLEAR_FLAG (op, FLAG_CURSED);
676 CLEAR_FLAG (op, FLAG_DAMNED);
677 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
678 if (op->type == SPELL) 573 if (op->type == SPELL)
679 { 574 {
680 op->destroy (); 575 op->destroy ();
681 continue; 576 continue;
682 } 577 }
683 else if (op->type == SKILL) 578 else if (op->type == SKILL)
684 { 579 {
685 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
686 op->stats.exp = 0; 581 op->stats.exp = 0;
687 op->level = 1; 582 op->level = 1;
688 } 583 }
689 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
690 else 585 op->set_flag (FLAG_INV_LOCKED);
691 SET_FLAG (op, FLAG_INV_LOCKED);
692 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
693 587
694 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
695 link_player_skills (pl); 589 pl->contr->link_skills ();
696}
697
698void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779} 590}
780 591
781void 592void
782get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
783{ 594{
784 if (party == NULL) 595 if (party == NULL)
785 { 596 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 597 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 598 return;
788 } 599 }
600
789 op->contr->write_buf[0] = '\0'; 601 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 602 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 603 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 605}
794
795 606
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 608static int
798roll_stat (void) 609roll_stat ()
799{ 610{
800 int a[4], i, j, k; 611 int a[4], i, j, k;
801 612
802 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 614 a[i] = rndm (1, 6);
804 615
805 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 617 if (a[i] < k)
807 k = a[i], j = i; 618 k = a[i], j = i;
808 619
809 for (i = 0, k = 0; i < 4; i++) 620 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 621 if (i != j)
812 k += a[i]; 622 k += a[i];
813 } 623
814 return k; 624 return k;
815} 625}
816 626
817void 627void
818roll_stats (object *op) 628object::roll_stats ()
819{ 629{
630 int statsort [NUM_STATS];
631
632 for (;;)
633 {
820 int sum = 0; 634 int sum = 0;
821 int i = 0, j = 0; 635 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 636 sum += statsort [i] = roll_stat ();
823 637
824 do 638 if (sum >= 82 && sum <= 116)
639 break;
825 { 640 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 641
837 /* Sort the stats so that rerolling is easier... */ 642 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 644
846 /* a quick and dirty bubblesort? */ 645 for (int i = 0; i < NUM_STATS; ++i)
847 do 646 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 647
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 648 stats.exp = 0;
882 op->stats.ac = 0; 649 stats.ac = 0;
883 650
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 651 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 652 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 653 stats.grace = stats.maxgrace;
654
655 if (contr)
656 {
657 contr->levhp[1] = 9;
658 contr->levsp[1] = 6;
659 contr->levgrace[1] = 3;
660
892 op->contr->orig_stats = op->stats; 661 contr->orig_stats = stats;
662 }
893} 663}
894 664
895void 665void
896Roll_Again (object *op) 666object::swap_stats (int a, int b)
897{ 667{
898 esrv_new_player (op->contr, 0); 668 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 669
903void 670 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 671 stats.stat (i) = contr->orig_stats.stat (i);
672
673 //TODO: the following code looks so borked and should, at the very least,
674 // be merged with the similar code in roll_stats
675 stats.ac = 0;
676
677 level = 1;
678 stats.exp = 0;
679 stats.ac = 0;
680
681 stats.hp = stats.maxhp;
682 stats.sp = stats.maxsp;
683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
687 contr->levhp[1] = 9;
688 contr->levsp[1] = 6;
689 contr->levgrace[1] = 3;
690
691 contr->orig_stats = stats;
692 }
693}
694
695static void
696start_info (object *op)
905{ 697{
906 signed char tmp;
907 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
908 699
909 if (op->contr->Swap_First == -1) 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf);
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 702}
1024 703
1025/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
1029 * not the class. 708 * not the class.
1030 */ 709 */
1031 710void
1032int 711player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 712{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 714 esrv_new_player (ob->contr);
1049 715
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1051 if (tl) 717 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
1053 719
1054 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr);
1056 721
1057 op->contr->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
1058 723
1059 if (op->msg) 724 if (ob->msg)
1060 op->msg = NULL; 725 ob->msg = 0;
1061 726
1062 /* We create this now because some of the unique maps will need it
1063 * to save here.
1064 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf);
1067
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 727 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 729 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op);
1075 esrv_send_inventory (op, op); 730 esrv_send_inventory (ob, ob);
1076 fix_player (op); 731 ob->update_stats ();
1077 732
1078 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
1079 * is one for this race 734 * is one for this race
1080 */ 735 */
1081 if (*first_map_ext_path) 736 if (*first_map_ext_path)
1082 { 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1083 object *tmp;
1084 char mapname[MAX_BUF];
1085
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1087 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the
1093 * default initial map */
1094 tmp->destroy ();
1095 }
1096 else 738 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
1098 741
1099 return 0; 742/*
1100 } 743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
759}
1101 760
761void
762player::chargen_race_next ()
763{
1102 /* Following actually changes the race - this is the default command 764 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 765 * if we don't match with one of the options above.
1104 */ 766 */
1105 767
1106 tmp_loop = 0; 768 do
1107 while (!tmp_loop)
1108 { 769 {
1109 shstr name = op->name; 770 shstr name = ob->name;
1110 int x = op->x, y = op->y; 771 int x = ob->x, y = ob->y;
1111 772
1112 remove_statbonus (op); 773 ob->remove_statbonus ();
1113 op->remove (); 774 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 775 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 776 ob->arch->copy_to (ob);
1116 op->instantiate (); 777 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 778 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 779 ob->name = ob->name_pl = name;
1119 op->x = x; 780 ob->x = x;
1120 op->y = y; 781 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 782 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 783 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 784 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 785 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 786 }
787 while (!allowed_class (ob));
1127 788
1128 update_object (op, UP_OBJ_FACE); 789 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 790 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 791 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 794 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140} 795}
1141 796
1142int 797static void
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189}
1190
1191void
1192flee_player (object *op) 798flee_player (object *op)
1193{ 799{
1194 int dir, diff; 800 int dir, diff;
1195 rv_vector rv; 801 rv_vector rv;
1196 802
1197 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
1198 { 804 {
1199 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
1201 return; 807 return;
1202 } 808 }
1203 809
1204 if (op->enemy == NULL) 810 if (!op->enemy)
1205 { 811 {
1206 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
1207 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
1208 return; 814 return;
1209 } 815 }
1210 816
1211 /* Seen some crashes here. Since we don't store an 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1212 * op->enemy_count, it is possible that something destroys the
1213 * actual enemy, and the object is recycled.
1214 */
1215 if (op->enemy->map == NULL)
1216 { 818 {
1217 CLEAR_FLAG (op, FLAG_SCARED);
1218 op->enemy = NULL; 819 op->enemy = NULL;
820 op->clr_flag (FLAG_SCARED);
1219 return; 821 return;
1220 } 822 }
1221 823
1222 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 {
1224 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED);
1226 return;
1227 }
1228 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1229 825
1230 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
1232 { 828 {
1233 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
1234 830
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1236 {
1237 return; 832 return;
1238 }
1239 } 833 }
834
1240 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
1242 op->enemy = NULL; 837 op->enemy = NULL;
1243} 838}
1244 839
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 842 * stop.
1249 */ 843 */
1250int 844int
1251check_pick (object *op) 845check_pick (object *op)
1252{ 846{
1253 object *tmp, *next; 847 object *tmp, *next;
1254 int stop = 0; 848 int stop = 0;
1255 int j, k, wvratio; 849 int wvratio;
1256 char putstring[128], tmpstr[16];
1257 850
1258 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1260 return 1; 853 return 1;
1261 854
1262 next = op->below; 855 next = op->below;
856
857 int cnt = MAX_ITEM_PER_ACTION;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1263 859
1264 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1265 * destroyed */ 861 * destroyed */
1266 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1267 { 863 {
1268 tmp = next; 864 tmp = next;
1269 next = tmp->below; 865 next = tmp->below;
1270 866
867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
1271 if (op->destroyed ()) 873 if (op->destroyed ())
1272 return 0; 874 return 0;
1273 875
1274 if (!can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1275 continue; 877 continue;
1276 878
1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1278 { 880 {
1279 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1280 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1281 continue; 884 continue;
1282 } 885 }
1283 886
1284 /* high not bit set? We're using the old autopickup model */ 887 /* pickup handling */
888 if (op->contr->mode & PU_DEBUG)
889 {
890 /* some debugging code to figure out item information */
891 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d",
893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
894 : format ("item name: %s item type: %d weight/value: %d",
895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
896
897 new_draw_info (NDI_UNIQUE, 0, op, str);
898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
906 /* philosophy:
907 * It's easy to grab an item type from a pile, as long as it's
908 * generic. This takes no game-time. For more detailed pickups
909 * and selections, select-items should be used. This is a
910 * grab-as-you-run type mode that's really useful for arrows for
911 * example.
912 * The drawback: right now it has no frontend, so you need to
913 * stick the bits you want into a calculator in hex mode and then
914 * convert to decimal and then 'pickup <#>
915 */
916
917 /* the first two modes are exclusive: if NOTHING we return, if
918 * STOP then we stop. All the rest are applied sequentially,
919 * meaning if any test passes, the item gets picked up. */
920
921 /* if mode is set to pick nothing up, return */
922 if (op->contr->mode == PU_NOTHING)
923 return 1;
924
925 /* if mode is set to stop when encountering objects, return */
926 /* take STOP before INHIBIT since it doesn't actually pick
927 * anything up */
928 if (op->contr->mode & PU_STOP)
929 return 0;
930
931 /* useful for going into stores and not losing your settings... */
932 /* and for battles wher you don't want to get loaded down while
933 * fighting */
934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
936
937 /* prevent us from turning into auto-thieves :) */
938 if (tmp->flag [FLAG_UNPAID])
939 continue;
940
941 /* ignore known cursed objects */
942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
943 continue;
944
945 /* all food and drink if desired */
946 /* question: don't pick up known-poisonous stuff? */
1285 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1286 { 949 {
1287 switch (op->contr->mode) 950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_DRINK)
955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_POTION)
962 if (tmp->type == POTION)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* spellbooks, skillscrolls and normal books/scrolls */
969 if (op->contr->mode & PU_SPELLBOOK)
970 if (tmp->type == SPELLBOOK)
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_SKILLSCROLL)
977 if (tmp->type == SKILLSCROLL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 if (op->contr->mode & PU_READABLES)
984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE)
992 if (tmp->type == WAND
993 || tmp->type == ROD
994 || tmp->type == HORN
995 || tmp->type == POWER_CRYSTAL)
996 {
997 CHK_PICK_PICKUP;
998 continue;
999 }
1000
1001 /* pick up all magical items */
1002 if (op->contr->mode & PU_MAGICAL)
1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1009
1010 if (op->contr->mode & PU_VALUABLES)
1011 {
1012 if (tmp->type == MONEY || tmp->type == GEM)
1288 { 1013 {
1289 case 0: 1014 CHK_PICK_PICKUP;
1290 return 1; /* don't pick up */ 1015 continue;
1291 case 1:
1292 pick_up (op, tmp);
1293 return 1;
1294 case 2:
1295 pick_up (op, tmp);
1296 return 0;
1297 case 3:
1298 return 0; /* stop before pickup */
1299 case 4:
1300 pick_up (op, tmp);
1301 break;
1302 case 5:
1303 pick_up (op, tmp);
1304 stop = 1;
1305 break;
1306 case 6:
1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1308 pick_up (op, tmp);
1309 break;
1310
1311 case 7:
1312 if (tmp->type == MONEY || tmp->type == GEM)
1313 pick_up (op, tmp);
1314 break;
1315
1316 default:
1317 /* use value density */
1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1320 pick_up (op, tmp);
1321 } 1016 }
1322 } 1017 }
1323 else 1018
1324 { /* old model */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1325 /* NEW pickup handling */
1326 if (op->contr->mode & PU_DEBUG) 1020 if (op->contr->mode & PU_JEWELS)
1021 if (tmp->type == RING
1022 || tmp->type == AMULET
1023 || tmp->type == GIRDLE
1024 || tmp->type == SKILL_TOOL)
1327 { 1025 {
1328 /* some debugging code to figure out item information */ 1026 CHK_PICK_PICKUP;
1329 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 }
1366 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for
1371 * example.
1372 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#>
1375 */
1376
1377 /* the first two modes are exclusive: if NOTHING we return, if
1378 * STOP then we stop. All the rest are applied sequentially,
1379 * meaning if any test passes, the item gets picked up. */
1380
1381 /* if mode is set to pick nothing up, return */
1382
1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1385
1386 /* if mode is set to stop when encountering objects, return */
1387 /* take STOP before INHIBIT since it doesn't actually pick
1388 * anything up */
1389
1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1392
1393 /* useful for going into stores and not losing your settings... */
1394 /* and for battles wher you don't want to get loaded down while
1395 * fighting */
1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1398
1399 /* prevent us from turning into auto-thieves :) */
1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue; 1027 continue;
1028 }
1402 1029
1403 /* ignore known cursed objects */ 1030 /* we don't forget dragon food */
1404 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1031 if (op->contr->mode & PU_FLESH)
1032 if (tmp->type == FLESH)
1033 {
1034 CHK_PICK_PICKUP;
1405 continue; 1035 continue;
1036 }
1406 1037
1407 /* all food and drink if desired */ 1038 /* bows and arrows. Bows are good for selling! */
1408 /* question: don't pick up known-poisonous stuff? */ 1039 if (op->contr->mode & PU_BOW)
1040 if (tmp->type == BOW)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_ARROW)
1047 if (tmp->type == ARROW)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 /* all kinds of armor etc. */
1054 if (op->contr->mode & PU_ARMOUR)
1055 if (tmp->type == ARMOUR)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 if (op->contr->mode & PU_HELMET)
1062 if (tmp->type == HELMET)
1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1068 if (op->contr->mode & PU_SHIELD)
1069 if (tmp->type == SHIELD)
1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1409 if (op->contr->mode & PU_FOOD) 1075 if (op->contr->mode & PU_BOOTS)
1410 if (tmp->type == FOOD) 1076 if (tmp->type == BOOTS)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_GLOVES)
1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_CLOAK)
1090 if (tmp->type == CLOAK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* hoping to catch throwing daggers here */
1097 if (op->contr->mode & PU_MISSILEWEAPON)
1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* careful: chairs and tables are weapons! */
1105 if (op->contr->mode & PU_ALLWEAPON)
1106 {
1107 if (tmp->type == WEAPON)
1108 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1411 { 1109 {
1412 pick_up (op, tmp); 1110 CHK_PICK_PICKUP;
1413 continue; 1111 continue;
1414 } 1112 }
1113 }
1415 1114
1115 /* misc stuff that's useful */
1416 if (op->contr->mode & PU_DRINK) 1116 if (op->contr->mode & PU_KEY)
1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1418 { 1118 {
1419 pick_up (op, tmp); 1119 CHK_PICK_PICKUP;
1420 continue; 1120 continue;
1421 } 1121 }
1422 1122
1123 /* any of the last 4 bits set means we use the ratio for value
1124 * pickups */
1423 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_RATIO)
1424 if (tmp->type == POTION) 1126 {
1127 /* use value density to decide what else to grab */
1128 /* >=7 was >= op->contr->mode */
1129 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 { 1130 */
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1430 /* spellbooks, skillscrolls and normal books/scrolls */
1431 if (op->contr->mode & PU_SPELLBOOK)
1432 if (tmp->type == SPELLBOOK)
1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1438 if (op->contr->mode & PU_SKILLSCROLL)
1439 if (tmp->type == SKILLSCROLL)
1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1445 if (op->contr->mode & PU_READABLES)
1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 /* wands/staves/rods/horns */
1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1460 /* pick up all magical items */
1461 if (op->contr->mode & PU_MAGICAL) 1131 wvratio = op->contr->mode & PU_RATIO;
1462 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1132 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1467
1468 if (op->contr->mode & PU_VALUABLES)
1469 { 1133 {
1470 if (tmp->type == MONEY || tmp->type == GEM) 1134#if 0
1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1136 if (tmp->name != NULL)
1471 { 1137 {
1472 pick_up (op, tmp); 1138 fprintf (stderr, "%s", tmp->name);
1473 continue;
1474 } 1139 }
1475 }
1476
1477 /* rings & amulets - talismans seems to be typed AMULET */
1478 if (op->contr->mode & PU_JEWELS)
1479 if (tmp->type == RING || tmp->type == AMULET)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1493 /* bows and arrows. Bows are good for selling! */
1494 if (op->contr->mode & PU_BOW)
1495 if (tmp->type == BOW)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 if (op->contr->mode & PU_ARROW)
1502 if (tmp->type == ARROW)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1508 /* all kinds of armor etc. */
1509 if (op->contr->mode & PU_ARMOUR)
1510 if (tmp->type == ARMOUR)
1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1516 if (op->contr->mode & PU_HELMET)
1517 if (tmp->type == HELMET)
1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1523 if (op->contr->mode & PU_SHIELD)
1524 if (tmp->type == SHIELD)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_BOOTS)
1531 if (tmp->type == BOOTS)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_GLOVES)
1538 if (tmp->type == GLOVES)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 if (op->contr->mode & PU_CLOAK)
1545 if (tmp->type == CLOAK)
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 /* hoping to catch throwing daggers here */
1552 if (op->contr->mode & PU_MISSILEWEAPON)
1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1558
1559 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON)
1561 {
1562 if (tmp->type == WEAPON && tmp->name != NULL)
1563 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1566 {
1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1572 if (tmp->type == WEAPON && tmp->name == NULL)
1573 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1575 {
1576 pick_up (op, tmp);
1577 continue;
1578 }
1579 }
1580 }
1581
1582 /* misc stuff that's useful */
1583 if (op->contr->mode & PU_KEY)
1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1589
1590 /* any of the last 4 bits set means we use the ratio for value
1591 * pickups */
1592 if (op->contr->mode & PU_RATIO)
1593 {
1594 /* use value density to decide what else to grab */
1595 /* >=7 was >= op->contr->mode */
1596 /* >=7 is the old standard setting. Now we take the last 4 bits
1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1600 {
1601 pick_up (op, tmp);
1602#if 0
1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1604 if (tmp->name != NULL)
1605 {
1606 fprintf (stderr, "%s", tmp->name);
1607 }
1608 else 1140 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1143 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1612#endif 1144#endif
1145 CHK_PICK_PICKUP;
1613 continue; 1146 continue;
1614 }
1615 } 1147 }
1616 } /* the new pickup model */ 1148 } /* the new pickup model */
1617 } 1149 }
1618 1150
1619 return !stop; 1151 return !stop;
1620} 1152}
1621 1153
1154/* routine for both players and monsters. We call this when
1155 * there is a possibility for our action distrubing our hiding
1156 * place or invisiblity spell. Artefact invisiblity causes
1157 * "noise" instead. If we arent invisible to begin with, we
1158 * return 0.
1159 */
1160static int
1161action_makes_visible (object *op)
1162{
1163 if (op->invisible && op->flag [FLAG_ALIVE])
1164 {
1165 if (op->flag [FLAG_MAKE_INVIS])
1166 {
1167 // artefact invisibility is permanent, but we still make noise
1168 // this is important for game-balance.
1169 if (op->contr)
1170 op->make_noise ();
1171
1172 return 0;
1173 }
1174
1175 if (op->contr && op->contr->tmp_invis == 0)
1176 return 0;
1177
1178 /* If monsters, they should become visible */
1179 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1180 {
1181 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1182 return 1;
1183 }
1184 }
1185
1186 return 0;
1187}
1188
1622/* 1189/*
1623 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1624 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1625 * found object is returned. 1192 * found object is returned.
1626 */ 1193 */
1627object * 1194static object *
1628find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1629{ 1196{
1630 object *tmp = NULL;
1631
1632 for (op = op->inv; op; op = op->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1199 return splay (tmp);
1200
1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1203 if (object *arrow = find_arrow (tmp, type))
1204 {
1205 splay (tmp);
1636 return op; 1206 return arrow;
1207 }
1208
1637 return tmp; 1209 return 0;
1638} 1210}
1639 1211
1640/* 1212/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1213 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1214 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1215 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1216 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1217 */
1646 1218static object *
1647object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1649{ 1220{
1650 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1652 1223
1653 if (!type) 1224 if (!type)
1654 return NULL; 1225 return NULL;
1655 1226
1656 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1657 { 1228 {
1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1659 { 1230 {
1660 i = 0; 1231 i = 0;
1661 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1662 if (i > betterby) 1234 if (i > betterby)
1663 { 1235 {
1664 tmp = ntmp; 1236 tmp = ntmp;
1665 betterby = i; 1237 betterby = i;
1666 } 1238 }
1667 } 1239 }
1668 else if (arrow->type == ARROW && arrow->race == type) 1240 else if (arrow->type == ARROW && arrow->race == type)
1669 { 1241 {
1670 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1243 if (target->race && arrow->slaying.contains (target->race))
1672 { 1244 {
1673 if (arrow->attacktype & AT_DEATH) 1245 if (arrow->attacktype & AT_DEATH)
1674 { 1246 {
1675 *better = 100; 1247 *better = 100;
1676 return arrow; 1248 return arrow;
1684 else 1256 else
1685 { 1257 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1258 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1259 {
1688 attacktype = 1 << attacknum; 1260 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1261 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1262 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1263 {
1692 tmp = arrow; 1264 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1265 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1266 }
1695 } 1267 }
1268
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1270 {
1698 tmp = arrow; 1271 tmp = arrow;
1699 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1700 } 1273 }
1274
1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1702 { 1276 {
1703 tmp = arrow; 1277 tmp = arrow;
1704 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1705 } 1279 }
1706 } 1280 }
1707 } 1281 }
1708 } 1282 }
1283
1709 if (tmp == NULL && arrow == NULL) 1284 if (tmp == NULL && arrow == NULL)
1710 return find_arrow (op, type); 1285 return find_arrow (op, type);
1711 1286
1712 *better = betterby; 1287 *better = betterby;
1713 return tmp; 1288 return tmp;
1717 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1293 * op = the shooter
1719 * type = bow->race 1294 * type = bow->race
1720 * dir = fire direction 1295 * dir = fire direction
1721 */ 1296 */
1722 1297static object *
1723object *
1724pick_arrow_target (object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1725{ 1299{
1726 object *tmp = NULL; 1300 object *tmp = NULL;
1727 maptile *m; 1301 maptile *m;
1728 int i, mflags, found, number; 1302 int i, mflags, found, number;
1729 sint16 x, y; 1303 sint16 x, y;
1744 for (i = 0, found = 0; i < 20; i++) 1318 for (i = 0, found = 0; i < 20; i++)
1745 { 1319 {
1746 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1747 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1748 mflags = get_map_flags (m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 { 1325 {
1751 tmp = NULL; 1326 tmp = 0;
1752 break; 1327 break;
1753 } 1328 }
1754 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1329 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1755 { 1330 {
1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1757 * perhaps a bad assumption. 1332 * perhaps a bad assumption.
1758 */ 1333 */
1759 tmp = NULL; 1334 tmp = 0;
1760 break; 1335 break;
1761 } 1336 }
1337
1762 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1763 {
1764 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1765 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1766 {
1767 found++;
1768 break;
1769 }
1770 if (found)
1771 break; 1341 break;
1772 }
1773 } 1342 }
1774 if (tmp == NULL) 1343
1344 if (!tmp)
1775 return find_arrow (op, type); 1345 return find_arrow (op, type);
1776 1346
1777 if (tmp->head) 1347 if (tmp->head)
1778 tmp = tmp->head; 1348 tmp = tmp->head;
1779 1349
1780 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1781} 1351}
1782 1352
1783/* 1353/*
1784 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1785 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1786 * op is the object firing the bow. 1356 * op is the object firing the bow.
1787 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1788 * dir is the direction of fire. 1358 * dir is the direction of fire.
1789 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1792 */ 1362 */
1793int 1363int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1364fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1365{
1796 object *left, *bow; 1366 object *left, *bow;
1797 int bowspeed, mflags; 1367 int mflags;
1798 maptile *m; 1368 maptile *m;
1799 1369
1800 if (!dir) 1370 if (!dir)
1801 { 1371 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1372 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1373 return 0;
1804 } 1374 }
1805 1375
1806 if (op->type == PLAYER) 1376 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1377 bow = op->current_weapon;
1808 else 1378 else
1809 { 1379 {
1810 for (bow = op->inv; bow; bow = bow->below) 1380 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1381 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1382 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1387 if (!bow)
1818 { 1388 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1390 return 0;
1821 } 1391 }
1392
1393 // optimisation: move object to top so we will find it quickly again
1394 splay (bow);
1822 } 1395 }
1823 1396
1824 if (!bow->race || !bow->skill) 1397 if (!bow->race || !bow->skill)
1825 { 1398 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1399 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1400 return 0;
1828 } 1401 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1402
1839 if (arrow == NULL) 1403 if (arrow == NULL)
1840 { 1404 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1405 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1406 {
1843 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1408 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1410 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1412
1848 return 0; 1413 return 0;
1849 } 1414 }
1850 } 1415 }
1851 1416
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1417 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1860 } 1425 }
1861 1426
1862 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1863 if (arrow->nrof == 0) 1428 if (arrow->nrof == 0)
1864 { 1429 {
1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1865 arrow->destroy (); 1431 arrow->destroy ();
1866 return 0; 1432 return 0;
1867 } 1433 }
1868 1434
1869 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1870 arrow = get_split_ob (arrow, 1); 1436 arrow = arrow->split ();
1871 if (!arrow) 1437 if (!arrow)
1872 { 1438 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1439 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1874 return 0; 1440 return 0;
1875 } 1441 }
1876 1442
1877 arrow->set_owner (op); 1443 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1444 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1445 arrow->direction = dir;
1881 arrow->x = sx; 1446
1882 arrow->y = sy; 1447 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1448 arrow->stats.hp = arrow->stats.dam;
1449 arrow->stats.grace = arrow->attacktype;
1450 arrow->custom_name = arrow->slaying;
1451
1452#if 0
1453 if (player *pl = op->contr)
1454 {
1455 float speed = pl->weapon_sp;
1456
1457 /* penalize ROF for bestarrow */
1458 if (pl->bowtype == bow_bestarrow)
1459 speed *= .9f;
1460 else
1461 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1462
1463 op->speed_left += speed - op->speed;
1464 }
1465#endif
1466
1467 SET_ANIMATION (arrow, arrow->direction);
1468
1469 /* update the speed */
1470
1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1476
1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1478
1884 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1885 { 1480 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1481 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1482 wc -= dex_bonus[op->stats.Dex];
1483
1484 if (!arrow->slaying)
1485 arrow->slaying = op->slaying;
1486
1487 arrow->attacktype |= op->attacktype;
1919 } 1488 }
1920 else 1489 else
1921 { 1490 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1491 arrow->level = op->level;
1924 } 1492 arrow->stats.wc -= bow->magic;
1925 1493
1926 if (arrow->attacktype == AT_PHYSICAL) 1494 if (!arrow->slaying)
1495 arrow->slaying = bow->slaying;
1496
1927 arrow->attacktype |= bow->attacktype; 1497 arrow->attacktype |= bow->attacktype;
1498 }
1928 1499
1929 if (bow->slaying) 1500 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1502
1932 arrow->map = m; 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1935 1507
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1508 op->play_sound (sound_find ("fire_arrow"));
1937 insert_ob_in_map (arrow, m, op, 0); 1509 m->insert (arrow, sx, sy, op);
1938 1510
1939 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1512 move_arrow (arrow);
1941
1942 if (op->type == PLAYER)
1943 {
1944 if (left->destroyed ())
1945 esrv_del_item (op->contr, left->count);
1946 else
1947 esrv_send_item (op, left);
1948 }
1949 1513
1950 return 1; 1514 return 1;
1951} 1515}
1952 1516
1953/* Special fire code for players - this takes into 1517/* Special fire code for players - this takes into
1955 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1956 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1957 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1958 * hence the function name. 1522 * hence the function name.
1959 */ 1523 */
1960int 1524static int
1961player_fire_bow (object *op, int dir) 1525player_fire_bow (object *op, int dir)
1962{ 1526{
1963 int ret = 0, wcmod = 0; 1527 int ret;
1964 1528
1965 if (op->contr->bowtype == bow_bestarrow) 1529 if (op->contr->bowtype == bow_bestarrow)
1966 { 1530 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1532 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1533 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1534 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1535 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1972 wcmod = -1;
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1536 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1537 }
1975 else if (op->contr->bowtype == bow_threewide) 1538 else if (op->contr->bowtype == bow_threewide)
1976 { 1539 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1978 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1541 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1979 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1542 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1980 } 1543 }
1981 else if (op->contr->bowtype == bow_spreadshot) 1544 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1545 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1547 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1548 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1549 }
1988 else 1550 else
1989 { 1551 {
1990 /* Simple case */ 1552 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1553 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1554 }
1555
1993 return ret; 1556 return ret;
1994} 1557}
1995
1996 1558
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1999 */ 1561 */
2000void 1562static void
2001fire_misc_object (object *op, int dir) 1563fire_misc_object (object *op, int dir)
2002{ 1564{
2003 object *item; 1565 object *item = op->contr->ranged_ob;
2004 1566
2005 if (!op->contr->ranges[range_misc]) 1567 if (!item)
2006 { 1568 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1569 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1570 return;
2009 } 1571 }
2010 1572
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1573 if (!item->inv)
2013 { 1574 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1576 return;
2016 } 1577 }
1578
1579 if (!op->apply (item))
1580 return;
1581
2017 if (item->type == WAND) 1582 if (item->type == WAND)
2018 { 1583 {
2019 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
2020 { 1585 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1586 op->contr->play_sound (sound_find ("wand_poof"));
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1587 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1588
2023 return; 1589 return;
2024 } 1590 }
2025 } 1591 }
2026 else if (item->type == ROD || item->type == HORN) 1592 else if (item->type == ROD || item->type == HORN)
2027 { 1593 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1594 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1595
1596 // using the maximum of the rods charge allows at least one spell cast
1597 // for a rod or horn, this fixes some broken rods.
1598 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2029 { 1599 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1600 op->contr->play_sound (sound_find ("wand_poof"));
1601
2031 if (item->type == ROD) 1602 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1604 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1606
2035 return; 1607 return;
2036 } 1608 }
2037 } 1609 }
2038 1610
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1611 if (cast_spell (op, item, dir, item->inv, NULL))
2040 { 1612 {
2041 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1613 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1614
2042 if (item->type == WAND) 1615 if (item->type == WAND)
2043 { 1616 {
2044 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
2045 { 1618 {
2046 object *tmp;
2047
2048 if (item->arch) 1619 if (item->arch)
2049 { 1620 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1622 item->face = item->arch->face;
2052 item->speed = 0; 1623 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1624 }
2055 if ((tmp = is_player_inv (item))) 1625
1626 if (object *pl = item->visible_to ())
2056 esrv_update_item (UPD_ANIM, tmp, item); 1627 esrv_update_item (UPD_ANIM, pl, item);
2057 } 1628 }
2058 } 1629 }
2059 else if (item->type == ROD || item->type == HORN) 1630 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1631 drain_rod_charge (item);
2062 }
2063 } 1632 }
2064} 1633}
2065 1634
2066/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
2067 */ 1636 */
2068void 1637bool
2069fire (object *op, int dir) 1638fire (object *who, int dir)
2070{ 1639{
2071 int spellcost = 0; 1640 int spellcost = 0;
2072 1641
1642 player *pl = who->contr;
1643
1644 if (pl->golem)
1645 {
1646 control_golem (who->contr->golem, dir);
1647 return false;
1648 }
1649
1650 object *ob = pl->ranged_ob;
1651
1652 if (!ob)
1653 return false;
1654
1655 if (who->speed_left > 0.f)
1656 --who->speed_left;
1657 else
1658 return false;
1659
1660 if (!who->apply (ob))
1661 return false;
1662
2073 /* check for loss of invisiblity/hide */ 1663 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1664 if (action_makes_visible (who))
2075 make_visible (op); 1665 make_visible (who);
2076 1666
2077 switch (op->contr->shoottype) 1667 switch (ob->type)
2078 { 1668 {
2079 case range_none: 1669 case BOW:
2080 return;
2081
2082 case range_bow:
2083 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
2084 return; 1671 break;
2085 1672
2086 case range_magic: /* Casting spells */ 1673 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1674 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2088 return; 1675 break;
2089 1676
2090 case range_misc: 1677 case BUILDER:
2091 fire_misc_object (op, dir);
2092 return;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
2115 return; 1679 break;
1680
1681 case SKILL:
1682 do_skill (who, who, ob, dir, 0);
1683 break;
1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
2116 default: 1689 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1690 fire_misc_object (who, dir);
2118 return; 1691 break;
2119 } 1692 }
2120}
2121 1693
1694 return true;
1695}
2122 1696
2123 1697static object *
2124/* find_key
2125 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic
2128 * for both is the same - just the specific key is different.
2129 * pl is the player,
2130 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers.
2133 */
2134
2135object *
2136find_key (object *pl, object *container, object *door) 1698find_key_ (object *pl, object *container, object *door)
2137{ 1699{
2138 object *tmp, *key; 1700 object *tmp, *key;
2139 1701
2140 /* Should not happen, but sanity checking is never bad */ 1702 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1703 if (!container->inv)
2142 return NULL; 1704 return 0;
2143 1705
2144 /* First, lets try to find a key in the top level inventory */ 1706 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1708 {
2147 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1710 break;
1711
2149 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
2151 */ 1714 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1716 break;
2154 } 1717 }
1718
2155 /* No key found - lets search inventories now */ 1719 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1720 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1721 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1722 * a key, return
2159 */ 1723 */
2160 if (!tmp) 1724 if (!tmp)
2161 { 1725 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1726 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 {
2164 /* No reason to search empty containers */ 1727 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1728 if (tmp->type == CONTAINER && tmp->inv)
2166 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1729 if ((key = find_key_ (pl, tmp, door)))
2168 return key; 1730 return key;
2169 } 1731
2170 }
2171 if (!tmp) 1732 if (!tmp)
2172 return NULL; 1733 return 0;
2173 } 1734 }
1735
2174 /* We get down here if we have found a key. Now if its in a container, 1736 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1737 * see if we actually want to use it
2176 */ 1738 */
2177 if (pl != container) 1739 if (pl != container)
2178 { 1740 {
2179 /* Only let players use keys in containers */ 1741 /* Only let players use keys in containers */
2180 if (!pl->contr) 1742 if (!pl->contr)
2181 return NULL; 1743 return 0;
1744
2182 /* cases where this fails: 1745 /* cases where this fails:
2183 * If we only search the player inventory, return now since we 1746 * If we only search the player inventory, return now since we
2184 * are not in the players inventory. 1747 * are not in the players inventory.
2185 * If the container is not active, return now since only active 1748 * If the container is not active, return now since only active
2186 * containers can be used. 1749 * containers can be used.
2190 * inv must have been an container and must have been active. 1753 * inv must have been an container and must have been active.
2191 * 1754 *
2192 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
2193 * all the others. 1756 * all the others.
2194 */ 1757 */
2195 if (pl->contr->usekeys == key_inventory || 1758 if (pl->contr->usekeys == key_inventory
2196 !QUERY_FLAG (container, FLAG_APPLIED) || 1759 || !container->flag [FLAG_APPLIED]
2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2198 { 1761 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1764 return NULL;
2202 } 1765 }
2203 } 1766 }
1767
2204 return tmp; 1768 return tmp;
1769}
1770
1771/* find_key
1772 * We try to find a key for the door as passed. If we find a key
1773 * and successfully use it, we return the key, otherwise NULL
1774 * This function merges both normal and locked door, since the logic
1775 * for both is the same - just the specific key is different.
1776 * pl is the player,
1777 * inv is the objects inventory to searched
1778 * door is the door we are trying to match against.
1779 * This function can be called recursively to search containers.
1780 */
1781object *
1782find_key (object *pl, object *container, object *door)
1783{
1784 if (door->slaying && is_match_expr (door->slaying))
1785 {
1786 // for match expressions, we try to find the key by applying the match
1787 // to the op itself, which is supposed to find the "key", instead
1788 // of searching through containers ourselves.
1789
1790 return match_one (door->slaying, container, door, pl, pl);
1791 }
1792 else
1793 return find_key_ (pl, container, door);
2205} 1794}
2206 1795
2207/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
2209 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
2210 * 0 otherwise 1799 * 0 otherwise
2211 */ 1800 */
2212static int 1801static int
2213player_attack_door (object *op, object *door) 1802player_attack_door (object *op, object *door)
2214{ 1803{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1804 /* If its a door, try to find a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1805 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1806 * otherwise, we fall through to the rest of the code.
2219 */ 1807 */
2220 object *key = find_key (op, op, door); 1808 object *key = find_key (op, op, door);
2221 1809
2222 /* IF we found a key, do some extra work */ 1810 /* If we found a key, do some extra work */
2223 if (key) 1811 if (key)
2224 { 1812 {
2225 object *container = key->env; 1813 object *container = key->env;
2226 1814
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2228 if (action_makes_visible (op)) 1815 if (action_makes_visible (op))
2229 make_visible (op); 1816 make_visible (op);
1817
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1818 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1819 spring_trap (door->inv, op);
1820
2232 if (door->type == DOOR) 1821 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1822 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1823 else if (door->type == LOCKED_DOOR)
2237 { 1824 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1825 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2239 remove_door2 (door); /* remove door without violence ;-) */ 1826 remove_door2 (door); /* remove door without violence ;-) */
2240 } 1827 }
1828
2241 /* Do this after we print the message */ 1829 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 1830 key->decrease (); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 1831
2244 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container);
2246 return 1; /* Nothing more to do below */ 1832 return 1; /* Nothing more to do below */
2247 } 1833 }
2248 else if (door->type == LOCKED_DOOR) 1834 else if (door->type == LOCKED_DOOR)
2249 { 1835 {
2250 /* Might as well return now - no other way to open this */ 1836 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1837 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2252 return 1; 1838 return 1;
2253 } 1839 }
1840
2254 return 0; 1841 return 0;
2255} 1842}
2256 1843
2257/* This function is just part of a breakup from move_player. 1844/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 1845 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 1846 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 1847 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
2262 */ 1849 */
2263 1850bool
2264void
2265move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
2266{ 1852{
2267 object *tmp, *mon; 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2268 sint16 nx, ny; 1854 {
2269 int on_battleground; 1855 --op->speed_left;
2270 maptile *m; 1856 return true;
1857 }
2271 1858
2272 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
2274 1861
2275 on_battleground = op_on_battleground (op, NULL, NULL); 1862 if (out_of_map (op->map, nx, ny))
1863 return false;
2276 1864
2277 /* If braced, or can't move to the square, and it is not out of the 1865 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 1866 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 1867 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
2281 * move to some space, it then means that if we are braced, we should 1869 * move to some space, it then means that if we are braced, we should
2282 * do nothing at all. As it is, if we are braced, we go through 1870 * do nothing at all. As it is, if we are braced, we go through
2283 * quite a bit of processing. However, it probably is less than what 1871 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 1872 * move_ob uses.
2285 */ 1873 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1874 maptile *m = op->map->xy_find (nx, ny);
1875
1876 /* Go through all the objects, and find ones of interest. Only stop if
1877 * we find a monster - that is something we know we want to attack.
1878 * if its a door or barrel (can roll) see if there may be monsters
1879 * on the space
1880 */
1881 object *mon;
1882 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1883 {
1884 if ((mon->flag [FLAG_ALIVE]
1885 || mon->type == LOCKED_DOOR
1886 || mon->flag [FLAG_CAN_ROLL])
1887 && mon != op)
1888 break;
2287 { 1889 }
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1890
1891 /* no monster == player tries to move into a wall or so */
1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
2289 { 1896 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 1897 if (ob->move_block == MOVE_ALL)
2291 if (!m) 1898 move_into_wall (op, ob);
2292 return; /* Don't think this should happen */ 1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
1916 }
1917
1918 mon = mon->head_ ();
1919
1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1921 if (op->contr->weapon_sp_left > 0.f)
1922 if (player_attack_door (op, mon))
1923 {
1924 --op->contr->weapon_sp_left;
1925 return true;
1926 }
1927
1928 /* The following deals with possibly attacking peaceful
1929 * or friendly creatures. Basically, all players are considered
1930 * unaggressive. If the moving player has peaceful set, then the
1931 * object should be pushed instead of attacked. It is assumed that
1932 * if you are braced, you will not attack friends accidently,
1933 * and thus will not push them.
1934 */
1935
1936 /* If the creature is a pet, push it even if the player is not
1937 * peaceful. Our assumption is the creature is a pet if the
1938 * player owns it and it is either friendly or unagressive.
1939 */
1940 if (op->type == PLAYER
1941 && ((mon->owner && mon->owner->contr
1942 && same_party (mon->owner->contr->party, op->contr->party))
1943 || mon->owner == op)
1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1945 {
1946 /* If we're braced, we don't want to switch places with it */
1947 if (op->contr->braced)
1948 return false;
1949
1950 if (op->speed_left > 0.f)
1951 {
1952 --op->speed_left;
1953
1954 op->play_sound (sound_find ("push_player"));
1955 push_ob (mon, dir, op);
1956
1957 if (action_makes_visible (op))
1958 make_visible (op);
1959
1960 return true;
2293 } 1961 }
2294 else 1962 else
2295 m = op->map;
2296
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return; 1963 return false;
2301 } 1964 }
2302 1965
2303 mon = NULL; 1966 bool on_battleground = op_on_battleground (op, 0, 0);
2304 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space
2308 */
2309 while (tmp != NULL)
2310 {
2311 if (tmp == op)
2312 {
2313 tmp = tmp->above;
2314 continue;
2315 }
2316 1967
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp;
2320 break;
2321 }
2322
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (mon == NULL) /* This happens anytime the player tries to move */
2330 return; /* into a wall */
2331
2332 if (mon->head != NULL)
2333 mon = mon->head;
2334
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon))
2337 return;
2338
2339 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them.
2345 */
2346
2347 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive.
2350 */
2351 if ((op->type == PLAYER)
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2356#else
2357 && mon->owner == op
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 {
2361 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced)
2363 return;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op);
2368 return;
2369 }
2370
2371 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 1970 * someone, but put it inside this loop so that you won't
2374 * attack them either. 1971 * attack them either.
2375 */ 1972 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 1973 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2378#ifdef PROHIBIT_PLAYERKILL 1975 && ((op->contr->peaceful
2379 (op->contr->peaceful 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 1977 && !on_battleground))
2381 && mon->contr-> 1978 {
2382 peaceful)) && 1979 if (op->speed_left > 0.f)
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 1980 {
1981 --op->speed_left;
1982
2388 if (!op->contr->braced) 1983 if (!op->contr->braced)
2389 { 1984 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1985 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 1986 push_ob (mon, dir, op);
2392 } 1987 }
2393 else 1988 else
2394 { 1989 op->statusmsg ("You withhold your attack");
2395 new_draw_info (0, 0, op, "You withhold your attack"); 1990
2396 }
2397 if (op->contr->tmp_invis || op->hide) 1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2398 make_visible (op); 1992 make_visible (op);
2399 }
2400 1993
1994 return true;
1995 }
1996 }
2401 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2402 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
2403 */ 1999 */
2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2001 {
2002 if (op->speed_left > 0.f)
2405 { 2003 {
2004 --op->speed_left;
2005
2406 recursive_roll (mon, dir, op); 2006 recursive_roll (mon, dir, op);
2407 if (action_makes_visible (op)) 2007 if (action_makes_visible (op))
2408 make_visible (op); 2008 make_visible (op);
2409 }
2410 2009
2010 return true;
2011 }
2012 }
2411 /* Any generic living creature. Including things like doors. 2013 /* Any generic living creature. Including things like doors.
2412 * Way it works is like this: First, it must have some hit points 2014 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2018 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2021 {
2421 2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2422 /* If the player hasn't hit something this tick, and does
2423 * so, give them speed boost based on weapon speed. Doing
2424 * it here is better than process_players2, which basically
2425 * incurred a 1 tick offset.
2426 */
2427 if (!op->contr->has_hit)
2428 { 2023 {
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2024 --op->contr->weapon_sp_left;
2430 2025
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 }
2433
2434 skill_attack (mon, op, 0, NULL, NULL); 2026 skill_attack (mon, op, 0, 0, 0);
2435 2027
2436 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is
2439 * the wiz.
2440 */
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 {
2443 short luck = mon->stats.luck;
2444
2445 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL);
2447 mon->stats.luck = luck;
2448 }
2449 if (action_makes_visible (op)) 2028 if (action_makes_visible (op))
2450 make_visible (op); 2029 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2030
2455int 2031 return true;
2032 }
2033 }
2034
2035 return false;
2036}
2037
2038bool
2456move_player (object *op, int dir) 2039move_player (object *op, int dir)
2457{ 2040{
2458 int pick; 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2459
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2042 return 0;
2462 2043
2463 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2465 { 2046 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2048 return 0;
2468 } 2049 }
2469 2050
2470 /* peterm: added following line */ 2051 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2054
2474 op->facing = dir; 2055 op->facing = dir;
2475 2056
2476 if (op->hide) 2057 if (op->flag [FLAG_HIDDEN])
2477 do_hidden_move (op); 2058 do_hidden_move (op);
2478 2059
2060 bool retval;
2061 int pick = 0;
2062
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2064 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2065 else if (op->contr->fire_on)
2482 fire (op, dir); 2066 retval = fire (op, dir);
2483 else 2067 else
2484 { 2068 {
2485 move_player_attack (op, dir); 2069 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2070 pick = check_pick (op);
2487 } 2071 }
2488 2072
2489 /* Add special check for newcs players and fire on - this way, the 2073 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2074 * server can handle repeat firing.
2491 */ 2075 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2076 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2077 op->direction = dir;
2495 }
2496 else 2078 else
2497 {
2498 op->direction = 0; 2079 op->direction = 0;
2499 } 2080
2500 /* Update how the player looks. Use the facing, so direction may 2081 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2082 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2083 * for players.
2503 */ 2084 */
2504 animate_object (op, op->facing); 2085 animate_object (op, op->facing);
2505 return 0; 2086
2087 return retval;
2506} 2088}
2507 2089
2508/* This is similar to handle_player, below, but is only used by the 2090/* This is similar to handle_player, below, but is only used by the
2509 * new client/server stuff. 2091 * new client/server stuff.
2510 * This is sort of special, in that the new client/server actually uses 2092 * This is sort of special, in that the new client/server actually uses
2511 * the new speed values for commands. 2093 * the new speed values for commands.
2512 * 2094 *
2513 * Returns true if there are more actions we can do. 2095 * Returns true if there are more actions we can do. Should not do
2096 * many actions in a row, as that would be too unfair to other
2097 * players.
2514 */ 2098 */
2515int 2099bool
2516handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2517{ 2101{
2518 if (op->contr->hidden) 2102 if (op->flag [FLAG_SCARED])
2519 {
2520 op->invisible = 1000;
2521 /* the socket code flashes the player visible/invisible
2522 * depending on the value of invisible, so we need to
2523 * alternate it here for it to work correctly.
2524 */
2525 if (pticks & 2)
2526 op->invisible--;
2527 } 2103 {
2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2104 if (op->speed_left > 0.f)
2529 {
2530 op->invisible--;
2531 if (!op->invisible)
2532 {
2533 make_visible (op);
2534 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2535 } 2105 {
2536 }
2537
2538 if (QUERY_FLAG (op, FLAG_SCARED))
2539 {
2540 flee_player (op);
2541 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED))
2543 {
2544 op->speed_left--; 2106 --op->speed_left;
2107 flee_player (op);
2108
2545 return 0; 2109 return true;
2546 } 2110 }
2111 else
2112 return false;
2547 } 2113 }
2548
2549 /* I've been seeing crashes where the golem has been destroyed, but
2550 * the player object still points to the defunct golem. The code that
2551 * destroys the golem looks correct, and it doesn't always happen, so
2552 * put this in a a workaround to clean up the golem pointer.
2553 */
2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2555 op->contr->ranges[range_golem] = 0;
2556 2114
2557 /* call this here - we also will call this in do_ericserver, but 2115 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2116 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2117 * called, so we recheck it here.
2560 */ 2118 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2119 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2120 return true;
2563 ;
2564 2121
2565 if (op->speed_left < 0) 2122 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2123 return move_player (op, op->direction);
2124
2125 return false;
2126}
2127
2128static int
2129save_life (object *op)
2130{
2131 if (!op->flag [FLAG_LIFESAVE])
2566 return 0; 2132 return 0;
2567 2133
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 {
2570 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--;
2572
2573 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff.
2576 */
2577 move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2581 return 0;
2582 }
2583
2584 return 0;
2585}
2586
2587int
2588save_life (object *op)
2589{
2590 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2591 return 0;
2592
2593 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2594 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2595 { 2136 {
2596 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2137 op->play_sound (sound_find ("ob_evaporate"));
2597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2598 2139
2599 if (op->contr)
2600 esrv_del_item (op->contr, tmp->count);
2601
2602 tmp->destroy (); 2140 tmp->destroy ();
2603 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2604 2142
2605 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2606 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2607 2145
2608 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2609 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2610 2148
2611 fix_player (op); 2149 op->update_stats ();
2612 return 1; 2150 return 1;
2613 } 2151 }
2614 2152
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2617 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2618 return 0; 2156 return 0;
2619} 2157}
2620 2158
2621/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* This goes throws the inventory and removes unpaid objects, and puts them
2622 * back in the map (location and map determined by values of env). This 2160 * back in the map (location and map determined by values of env). This
2623 * function will descend into containers. op is the object to start the search 2161 * function will descend into containers. op is the object to start the search
2624 * from. 2162 * from.
2625 */ 2163 */
2164static void
2165drop_unpaid_items (object *op, object *env)
2166{
2167 while (op)
2168 {
2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2170
2171 if (op->flag [FLAG_UNPAID])
2172 op->insert_at (env);
2173 else if (op->inv)
2174 drop_unpaid_items (op->inv, env);
2175
2176 op = next;
2177 }
2178}
2179
2626void 2180void
2627remove_unpaid_objects (object *op, object *env) 2181object::drop_unpaid_items ()
2628{ 2182{
2629 object *next; 2183 if (!flag [FLAG_REMOVED])
2630 2184 ::drop_unpaid_items (inv, this);
2631 while (op)
2632 {
2633 next = op->below; /* Make sure we have a good value, in case
2634 * we remove object 'op'
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0);
2644 }
2645 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env);
2647
2648 op = next;
2649 }
2650} 2185}
2651
2652
2653/*
2654 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the
2657 * best, a misc file for object actions is probably better,
2658 * but there isn't one in the server directory.
2659 */
2660char *
2661gravestone_text (object *op)
2662{
2663 static char buf2[MAX_BUF];
2664 char buf[MAX_BUF];
2665 time_t now = time (NULL);
2666
2667 strcpy (buf2, " R.I.P.\n\n");
2668 if (op->type == PLAYER)
2669 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2670 else
2671 sprintf (buf, "%s\n", &op->name);
2672
2673 strncat (buf2, " ", 20 - strlen (buf) / 2);
2674 strcat (buf2, buf);
2675 if (op->type == PLAYER)
2676 sprintf (buf, "who was in level %d when killed\n", op->level);
2677 else
2678 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2679
2680 strncat (buf2, " ", 20 - strlen (buf) / 2);
2681 strcat (buf2, buf);
2682 if (op->type == PLAYER)
2683 {
2684 sprintf (buf, "by %s.\n\n", op->contr->killer);
2685 strncat (buf2, " ", 21 - strlen (buf) / 2);
2686 strcat (buf2, buf);
2687 }
2688
2689 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2690 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf);
2692
2693 return buf2;
2694}
2695
2696
2697 2186
2698void 2187void
2699do_some_living (object *op) 2188do_some_living (object *op)
2700{ 2189{
2701 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2702 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2703 int over_hp, over_sp, over_grace;
2704 int i;
2705 int rate_hp = 1200; 2192 int rate_hp = 1200;
2706 int rate_sp = 2500; 2193 int rate_sp = 2500;
2707 int rate_grace = 2000; 2194 int rate_grace = 2000;
2708 const int max_hp = 1; 2195 const int max_hp = 1;
2709 const int max_sp = 1; 2196 const int max_sp = 1;
2710 const int max_grace = 1; 2197 const int max_grace = 1;
2711 2198
2712 if (op->contr->outputs_sync) 2199#if 0
2713 { 2200 if (op->contr->hidden)
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2201 {
2202 op->invisible = 1000;
2203 /* the socket code flashes the player visible/invisible
2204 * depending on the value of invisible, so we need to
2205 * alternate it here for it to work correctly.
2206 */
2207 if (server_tick & 2)
2208 op->invisible--;
2209 }
2210 else
2211#endif
2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2213 {
2214 if (!op->invisible--)
2215 {
2216 make_visible (op);
2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2218 }
2219 }
2718 2220
2719 if (op->contr->state == ST_PLAYING) 2221 if (op->contr->ns->state == ST_PLAYING)
2720 { 2222 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2223 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2224 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2225 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2226 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2227 else
2727 { 2228 {
2728 gen_hp = op->stats.maxhp; 2229 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2230 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2231 }
2232
2731 if (op->contr->gen_sp >= 0) 2233 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2234 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2235 else
2734 { 2236 {
2735 gen_sp = op->stats.maxsp; 2237 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2238 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2239 }
2240
2738 if (op->contr->gen_grace >= 0) 2241 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2242 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2243 else
2741 { 2244 {
2742 gen_grace = op->stats.maxgrace; 2245 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2246 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2247 }
2745 2248
2746 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2748 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2750 if (op->stats.sp < op->stats.maxsp)
2751 {
2752 op->stats.sp++;
2753 /* dms do not consume food */
2754 if (!QUERY_FLAG (op, FLAG_WIZ))
2755 {
2756 op->stats.food--;
2757 if (op->contr->digestion < 0)
2758 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food;
2761 }
2762 }
2763 if (max_sp > 1)
2764 {
2765 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0)
2767 {
2768 if (op->stats.sp < op->stats.maxsp)
2769 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--;
2773 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp;
2775 }
2776 op->last_sp = 0;
2777 }
2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 }
2783 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 }
2788
2789 /* Regenerate Grace */ 2249 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2250 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2792 { 2252 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2795 if (max_grace > 1) 2258 if (max_grace > 1)
2796 { 2259 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2798 if (over_grace > 0) 2262 if (over_grace > 0)
2799 { 2263 {
2800 op->stats.sp += over_grace 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2801 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2802 op->last_grace = 0; 2265 op->last_grace = 0;
2803 } 2266 }
2804 else 2267 else
2805 { 2268 op->last_grace = rate_grace / temp;
2806 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2807 }
2808 } 2269 }
2809 else 2270 else
2271 op->last_grace = rate_grace / temp;
2272
2273 /* wearing stuff doesn't detract from grace generation. */
2274 }
2275
2276 if (op->stats.food > 0)
2277 {
2278 /* Regenerate Spell Points */
2279 if (!op->contr->golem && --op->last_sp < 0)
2810 { 2280 {
2811 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2281 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2812 }
2813 /* wearing stuff doesn't detract from grace generation. */
2814 }
2815 2282
2816 /* Regenerate Hit Points */
2817 if (--op->last_heal < 0)
2818 {
2819 if (op->stats.hp < op->stats.maxhp) 2283 if (op->stats.sp < op->stats.maxsp)
2820 {
2821 op->stats.hp++;
2822 /* dms do not consume food */
2823 if (!QUERY_FLAG (op, FLAG_WIZ))
2824 { 2284 {
2285 op->stats.sp++;
2286
2287 /* dms do not consume food */
2288 if (!op->flag [FLAG_WIZ])
2289 {
2825 op->stats.food--; 2290 op->stats.food--;
2291
2826 if (op->contr->digestion < 0) 2292 if (op->contr->digestion < 0)
2827 op->stats.food += op->contr->digestion; 2293 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2294 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2295 op->stats.food = last_food;
2296 }
2830 } 2297 }
2831 } 2298
2832 if (max_hp > 1) 2299 if (max_sp > 1)
2833 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0)
2836 { 2300 {
2837 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2302 if (over_sp > 0)
2303 {
2304 if (op->stats.sp < op->stats.maxsp)
2305 {
2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2307
2308 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2309 op->stats.sp--;
2310
2311 if (op->stats.sp > op->stats.maxsp)
2312 op->stats.sp = op->stats.maxsp;
2313 }
2314
2838 op->last_heal = 0; 2315 op->last_sp = 0;
2316 }
2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2839 } 2319 }
2840 else 2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2322 }
2323
2324 /* Regenerate Hit Points */
2325 if (--op->last_heal < 0)
2326 {
2327 if (op->stats.hp < op->stats.maxhp)
2841 { 2328 {
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2329 op->stats.hp++;
2330
2331 /* dms do not consume food */
2332 if (!op->flag [FLAG_WIZ])
2333 {
2334 op->stats.food--;
2335
2336 if (op->contr->digestion < 0)
2337 op->stats.food += op->contr->digestion;
2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2339 op->stats.food = last_food;
2340 }
2843 } 2341 }
2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2345 if (max_hp > 1)
2346 {
2347 int over_hp = temp / rate_hp;
2348
2349 if (over_hp > 0)
2350 {
2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2352 op->last_heal = 0;
2353 }
2354 else
2355 op->last_heal = rate_hp / temp;
2844 } 2356 }
2845 else 2357 else
2846 { 2358 op->last_heal = rate_hp / temp;
2847 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2848 } 2359 }
2849 } 2360 }
2850 2361
2851 /* Digestion */ 2362 /* Digestion */
2852 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2853 { 2364 {
2854#ifdef COZY_SERVER 2365 int bonus = max (0, op->contr->digestion),
2855 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2366 penalty = max (0, -op->contr->digestion);
2856 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2857#else
2858 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2859#endif
2860 2367
2861 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2863 else 2369
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2865 /* dms do not consume food */ 2370 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2867 op->stats.food--; 2372 op->stats.food--;
2868 } 2373 }
2869 }
2870 2374
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2376 {
2873 object *tmp, *flesh = NULL; 2377 object *flesh = 0;
2874 2378
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2379 for_inv_removable (op, tmp)
2876 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 { 2380 {
2381 if (tmp->flag [FLAG_UNPAID])
2382 continue;
2383
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2385 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2882 manual_apply (op, tmp, 0); 2388 op->apply (tmp);
2389
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2391 break;
2885 } 2392 }
2886 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2887 flesh = tmp; 2394 flesh = tmp;
2888 } /* End if paid for object */ 2395 }
2889 } /* end of for loop */ 2396
2890 /* If player is still starving, it means they don't have any food, so 2397 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2398 * eat flesh instead.
2892 */ 2399 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2401 {
2402 op->statusmsg ("You blindly grab for a bite of food. "
2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2404 op->apply (flesh);
2405 }
2406
2407 // If player is still starving, alert him!
2408 if (op->stats.food < 0)
2409 op->failmsg ("You are starving! "
2410 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2894 { 2411 }
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2412
2896 manual_apply (op, flesh, 0); 2413 if (op->stats.food < 0)
2897 } 2414 {
2898 } /* end if player is starving */ 2415 op->stats.hp += op->stats.food;
2416 op->stats.food = 0;
2899 2417
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2418 if (op->stats.hp < 0)
2901 op->stats.food++, op->stats.hp--; 2419 {
2420 op->contr->killer = archetype::get ("killer_starvation");
2421 op->contr->killer->destroy ();
2422 }
2423 }
2902 2424
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2425 /* killer should be set here already */
2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2904 kill_player (op); 2427 kill_player (op);
2428 }
2905} 2429}
2906
2907
2908 2430
2909/* If the player should die (lack of hp, food, etc), we call this. 2431/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2432 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2433 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2434 * file.
2913 */ 2435 */
2914void 2436void
2915kill_player (object *op) 2437kill_player (object *op)
2916{ 2438{
2917 char buf[MAX_BUF];
2918 int x, y; 2439 int x, y;
2919
2920 //int i;
2921 maptile *map; /* this is for resurrection */ 2440 maptile *map; /* this is for resurrection */
2922
2923 /* int z;
2924 int num_stats_lose;
2925 int lost_a_stat;
2926 int lose_this_stat;
2927 int this_stat; */
2928 int will_kill_again; 2441 int will_kill_again;
2929 archetype *at; 2442 archetype *at;
2930 object *tmp; 2443 object *tmp;
2931 2444
2932 if (save_life (op)) 2445 if (save_life (op))
2933 return; 2446 return;
2934 2447
2448 dynbuf_text deathtab;
2449
2450 /* restore player */
2451 at = archetype::find (shstr_poisoning);
2452 if (object *tmp = present_arch_in_ob (at, op))
2453 {
2454 tmp->destroy ();
2455 deathtab << "Your body feels cleansed...\r";
2456 }
2457
2458 at = archetype::find (shstr_confusion);
2459 if (object *tmp = present_arch_in_ob (at, op))
2460 {
2461 tmp->destroy ();
2462 deathtab << "Your mind feels clearer...\r";
2463 }
2464
2465 cure_disease (op, 0, 0); /* remove any disease */
2466
2467 max_it (op->stats.hp , op->stats.maxhp);
2468 max_it (op->stats.sp , op->stats.maxsp);
2469 max_it (op->stats.grace, op->stats.maxgrace);
2470 max_it (op->stats.food , 200);
2471
2472 // remove all spell effects that are active
2473 // to avoid long-term effects such as word-of-recall
2474 for (object *item = op->inv; item; )
2475 {
2476 object *next = item->below;
2477
2478 if (item->type == SPELL_EFFECT && item->active)
2479 item->destroy ();
2480
2481 item = next;
2482 }
2935 2483
2936 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2484 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2937 * in cities ONLY!!! It is very important that this doesn't get abused. 2485 * in cities ONLY!!! It is very important that this doesn't get abused.
2938 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2939 */ 2487 */
2940 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2941 { 2489 {
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2490 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944
2945 /* restore player */
2946 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op);
2948 if (tmp)
2949 {
2950 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 }
2953
2954 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op);
2956 if (tmp)
2957 {
2958 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 }
2961
2962 cure_disease (op, 0); /* remove any disease */
2963 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0)
2965 op->stats.food = 999;
2966 2491
2967 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2969 if (tmp != NULL) 2494
2970 { 2495 tmp->name = format ("%s's finger" , &op->name);
2971 sprintf (buf, "%s's finger", &op->name); 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2972 tmp->name = buf; 2497 tmp->msg = format (
2973 sprintf (buf, " This finger has been cut off %s\n" 2498 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2499 &op->name, op->contr->title,
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2500 (int)op->level,
2976 tmp->msg = buf; 2501 op->contr->killer_name ()
2502 );
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2504 tmp->material = name_to_material (shstr_organic);
2979 tmp->x = op->x, tmp->y = op->y; 2505 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 }
2982 2506
2983 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2509 op->contr->braced = 0;
2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2986 return; 2512 return;
2987 } 2513 }
2988 2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2517
2989 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2990 2519
2991 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2992 2521
2993 if (op->stats.food < 0) 2522 op->contr->play_sound (sound_find ("player_dies"));
2523
2524 /* save the map location for corpse, gravestone */
2525 x = op->x;
2526 y = op->y;
2527 map = op->map;
2528
2529 /* NOT_PERMADEATH code. This basically brings the character back to
2530 * life if they are dead - it takes some exp and a random stat.
2531 * See the config.h file for a little more in depth detail about this.
2532 */
2533
2534 /* Basically two ways to go - remove a stat permanently, or just
2535 * make it depletion. This bunch of code deals with that aspect
2536 * of death.
2537 */
2538#ifndef COZY_SERVER
2539 if (settings.balanced_stat_loss)
2994 { 2540 {
2995 if (op->contr->explore) 2541 /* If stat loss is permanent, lose one stat only. */
2996 { 2542 /* Lower level chars don't lose as many stats because they suffer
2997 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2543 more if they do. */
2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2544 /* Higher level characters can afford things such as potions of
2999 op->stats.food = 999; 2545 restoration, or better, stat potions. So we slug them that
3000 return; 2546 little bit harder. */
3001 } 2547 /* GD */
3002 sprintf (buf, "%s starved to death.", &op->name); 2548 if (settings.stat_loss_on_death)
3003 strcpy (op->contr->killer, "starvation"); 2549 num_stats_lose = 1;
2550 else
2551 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3004 } 2552 }
3005 else 2553 else
3006 { 2554 num_stats_lose = 1;
3007 if (op->contr->explore) 2555
3008 { 2556 lost_a_stat = 0;
3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2557
3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2558 for (z = 0; z < num_stats_lose; z++)
3011 op->stats.hp = op->stats.maxhp;
3012 return;
3013 }
3014 sprintf (buf, "%s died.", &op->name);
3015 } 2559 {
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2560 i = rndm (NUM_STATS);
3017 2561
3018 /* save the map location for corpse, gravestone */
3019 x = op->x;
3020 y = op->y;
3021 map = op->map;
3022
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this.
3029 */
3030
3031 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect
3033 * of death.
3034 */
3035#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss)
3037 {
3038 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */
3041 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */
3044 /* GD */
3045 if (settings.stat_loss_on_death) 2562 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2563 {
3047 else 2564 /* Pick a random stat and take a point off it. Tell the player
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2565 * what he lost.
2566 */
2567 change_attr_value (&(op->stats), i, -1);
2568 check_stat_bounds (&(op->stats));
2569 change_attr_value (&(op->contr->orig_stats), i, -1);
2570 check_stat_bounds (&(op->contr->orig_stats));
2571 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2572 lost_a_stat = 1;
3049 } 2573 }
3050 else 2574 else
3051 { 2575 {
3052 num_stats_lose = 1; 2576 /* deplete a stat */
3053 } 2577 archetype *deparch = archetype::find (shstr_depletion);
3054 lost_a_stat = 0; 2578 object *dep;
3055 2579
3056 for (z = 0; z < num_stats_lose; z++) 2580 dep = present_arch_in_ob (deparch, op);
3057 { 2581 if (!dep)
3058 i = RANDOM () % NUM_STATS;
3059
3060 if (settings.stat_loss_on_death)
3061 { 2582 {
3062 /* Pick a random stat and take a point off it. Tell the player 2583 dep = deparch->instance ();
3063 * what he lost. 2584 insert_ob_in_ob (dep, op);
3064 */
3065 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1;
3071 } 2585 }
3072 else 2586 lose_this_stat = 1;
2587 if (settings.balanced_stat_loss)
3073 { 2588 {
3074 /* deplete a stat */ 2589 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2590 /* Get the stat that we're about to deplete. */
3076 object *dep; 2591 this_stat = get_attr_value (&(dep->stats), i);
3077 2592 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2593 {
3081 dep = arch_to_object (deparch); 2594 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2595 int keep_chance = this_stat * this_stat;
3083 } 2596
3084 lose_this_stat = 1; 2597 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2598 if (keep_chance < 1)
2599 keep_chance = 1;
2600
2601 /* There is a maximum depletion total per level. */
2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2603 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2604 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2606 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2607 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2608 else
3126 if (this_stat >= -50)
3127 { 2609 {
3128 change_attr_value (&(dep->stats), i, -1); 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2611 lose_this_stat = 0;
2612 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2613 this_stat, keep_chance, loss_chance,
2614 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2615 }
3134 } 2616 }
3135 } 2617 }
2618
2619 if (lose_this_stat)
2620 {
2621 this_stat = get_attr_value (&dep->stats, i);
2622 /* We could try to do something clever like find another
2623 * stat to reduce if this fails. But chances are, if
2624 * stats have been depleted to -50, all are pretty low
2625 * and should be roughly the same, so it shouldn't make a
2626 * difference.
2627 */
2628 if (this_stat >= -50)
2629 {
2630 change_attr_value (&(dep->stats), i, -1);
2631 dep->set_flag (FLAG_APPLIED);
2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2633 op->update_stats ();
2634 lost_a_stat = 1;
2635 }
3136 } 2636 }
2637 }
2638 }
2639
3137 /* If no stat lost, tell the player. */ 2640 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2641 if (!lost_a_stat)
3139 { 2642 {
3140 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2644 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2645 shstr_tmp god = determine_god (op);
3143 2646
3144 if (god && (strcmp (god, "none"))) 2647 if (god != shstr_none)
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2648 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3146 else 2649 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3148 } 2651 }
3149#else 2652#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3151#endif 2654#endif
3152 2655
3153 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2657 * exp loss on the stone.
3155 */ 2658 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
3157 sprintf (buf, "%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
3158 tmp->name = buf; 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
3159 sprintf (buf, "%s's gravestones", &op->name); 2662 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3160 tmp->name_pl = buf; 2663 &op->name, op->contr->title, op->contr->killer_name ());
3161 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);
3162 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2666
3166 /**************************************/ 2667 /**************************************/
3167 /* */ 2668 /* */
3168 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */
3171 /* */ 2670 /* */
3172 /**************************************/ 2671 /**************************************/
3173 2672
3174 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */
3176 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op);
3178
3179 if (tmp)
3180 {
3181 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 }
3184
3185 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op);
3187 if (tmp)
3188 {
3189 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 }
3192
3193 cure_disease (op, 0); /* remove any disease */
3194
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2674 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100)
3198 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2675
3203 /* 2676 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2677 * Check to see if the player has any unpaid items. If so, remove them
3205 * the player has any unpaid items. If so, remove them and put them back 2678 * and put them back in the map.
3206 * in the map. 2679 */
3207 */ 2680 op->drop_unpaid_items ();
3208 2681
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op);
3211
3212 /****************************************/ 2682 /****************************************/
3213 /* */ 2683 /* */
3214 /* Move player to his current respawn- */ 2684 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2685 /* position (usually last savebed) */
3216 /* */ 2686 /* */
3217 /****************************************/ 2687 /****************************************/
3218 2688
3219 enter_player_savebed (op); 2689 enter_player_savebed (op);
3220 2690
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2691 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2692
3227 /* it is possible that the player has blown something up 2693 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2694 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2695 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2696 * on the space that might harm the player.
3231 */ 2697 */
3232 will_kill_again = 0; 2698 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2699 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2700 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2701 will_kill_again |= tmp->attacktype;
3236 2702
3237 if (will_kill_again) 2703 if (will_kill_again)
3238 { 2704 {
3239 object *force; 2705 object *force;
3240 int at; 2706 int at;
3241 2707
3242 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1;
3245 force->speed_left = -5.0; 2710 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
3247 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2716 force->resist[at] = 100;
3250 2717
3251 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
3252 fix_player (op); 2719 op->update_stats ();
3253
3254 }
3255
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 { 2720 }
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264 2721
3265 op->contr->party = NULL; 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 2723}
3325 2724
3326 2725static void
3327void
3328loot_object (object *op) 2726loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
3331 2729
3332 if (op->container) 2730 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2731
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
3338 { 2733 {
3339 next = tmp->below; 2734 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2735
2736 if (tmp->invisible)
3341 continue; 2737 continue;
2738
3342 tmp->remove (); 2739 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2741
3344 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2744
3347 } 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3349 { 2746 {
3350 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
3351 { 2748 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
3353 tmp2->destroy ();
3354 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
3355 } 2751 }
3356 else 2752 else
3357 tmp->destroy (); 2753 tmp->destroy ();
3358 } 2754 }
3364/* 2760/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2762 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2763 * was changed.
3368 */ 2764 */
3369
3370void 2765void
3371fix_weight (void) 2766fix_weight ()
3372{ 2767{
3373 player *pl; 2768 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2769 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2770 weight_t old = pl->ob->carrying;
3378 2771
3379 if (old == sum) 2772 pl->ob->update_weight ();
3380 continue; 2773
3381 fix_player (pl->ob); 2774 if (old != pl->ob->carrying)
2775 {
2776 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2777 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2778 }
3383 } 2779 }
3384} 2780}
3385 2781
3386void 2782void
3387fix_luck (void) 2783fix_luck ()
3388{ 2784{
3389 player *pl; 2785 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2786 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2787 pl->ob->change_luck (0);
3394} 2788}
3395
3396 2789
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 2790/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 2791 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 2792 * just treat this as any other spell casting object.
3400 */ 2793 */
3401
3402void 2794void
3403cast_dust (object *op, object *throw_ob, int dir) 2795cast_dust (object *op, object *throw_ob, int dir)
3404{ 2796{
3405 object *skop, *spob; 2797 object *skop, *spob;
3406 2798
3433} 2825}
3434 2826
3435void 2827void
3436make_visible (object *op) 2828make_visible (object *op)
3437{ 2829{
3438 op->hide = 0; 2830 op->flag [FLAG_HIDDEN] = 0;
3439 op->invisible = 0; 2831 op->invisible = 0;
2832
3440 if (op->type == PLAYER) 2833 if (op->type == PLAYER)
3441 { 2834 {
3442 op->contr->tmp_invis = 0; 2835 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 2836 op->contr->invis_race = 0;
3444 } 2837 }
2838
3445 update_object (op, UP_OBJ_FACE); 2839 update_object (op, UP_OBJ_CHANGE);
3446} 2840}
3447 2841
3448int 2842int
3449is_true_undead (object *op) 2843is_true_undead (object *op)
3450{ 2844{
3451 object *tmp = NULL; 2845 if (op->arch->flag [FLAG_UNDEAD])
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 2846 return 1;
3455 2847
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 2848 return 0;
3462} 2849}
3463 2850
3464/* look at the surrounding terrain to determine 2851/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 2852 * the hideability of this object. Positive levels
3466 * indicate greater hideability. 2853 * indicate greater hideability.
3467 */ 2854 */
3468
3469int 2855int
3470hideability (object *ob) 2856hideability (object *ob)
3471{ 2857{
3472 int i, level = 0, mflag; 2858 int i, level = 0, mflag;
3473 sint16 x, y; 2859 sint16 x, y;
3474 2860
3475 if (!ob || !ob->map) 2861 if (!ob || !ob->map)
3476 return 0; 2862 return 0;
3477 2863
3478 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3479 level = ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3480 2866
3481 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3482 * If you carry a light on a non-dark map, its not 2868 * If you carry a light on a non-dark map, its not
3483 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3484 if (has_carried_lights (ob)) 2870 if (ob->has_carried_lights ())
3485 level = -(10 + (2 * ob->map->darkness)); 2871 level = -(10 + (2 * ob->map->darklevel ()));
3486 2872
3487 /* scan through all nearby squares for terrain to hide in */ 2873 /* scan through all nearby squares for terrain to hide in */
3488 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2874 for (i = 0, x = ob->x, y = ob->y;
2875 i <= SIZEOFFREE1;
2876 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3489 { 2877 {
3490 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2878 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3491 if (mflag & P_OUT_OF_MAP) 2879 if (mflag & P_OUT_OF_MAP)
3492 {
3493 continue; 2880 continue;
3494 } 2881
3495 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2882 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3496 level += 2; 2883 level += 2;
3497 else /* open terrain! */ 2884 else /* open terrain! */
3498 level -= 1; 2885 level -= 1;
3499 } 2886 }
3507/* For Hidden creatures - a chance of becoming 'unhidden' 2894/* For Hidden creatures - a chance of becoming 'unhidden'
3508 * every time they move - as we subtract off 'invisibility' 2895 * every time they move - as we subtract off 'invisibility'
3509 * AND, for players, if they move into a ridiculously unhideable 2896 * AND, for players, if they move into a ridiculously unhideable
3510 * spot (surrounded by clear terrain in broad daylight). -b.t. 2897 * spot (surrounded by clear terrain in broad daylight). -b.t.
3511 */ 2898 */
3512
3513void 2899void
3514do_hidden_move (object *op) 2900do_hidden_move (object *op)
3515{ 2901{
3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2902 int hide = 0;
3517 object *skop;
3518 2903
3519 if (!op || !op->map) 2904 if (!op || !op->map)
3520 return; 2905 return;
3521 2906
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2907 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2908 int num = random_roll (0, 19, op, PREFER_LOW);
3523 2909
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 2910 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 2911 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 2912 if (!skop || num >= skop->level)
3528 { 2913 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 2915 make_visible (op);
3531 return; 2916 return;
3532 } 2917 }
3533 else 2918 else
3534 num += 20; 2919 num += 20;
3535 } 2920
3536 num += op->map->difficulty; 2921 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 2922 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 2923 num -= hide;
2924
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2925 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 2926 {
3541 make_visible (op); 2927 make_visible (op);
2928
3542 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2930 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 2931 }
3545 else if (op->type == PLAYER && skop) 2932 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2933 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 2934}
3550 2935
3551/* determine if who is standing near a hostile creature. */ 2936/* determine if who is standing near a hostile creature. */
3552 2937
3553int 2938int
3563 2948
3564 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
3565 player = 1; 2950 player = 1;
3566 2951
3567 else 2952 else
3568 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
3569 2954
3570 /* search adjacent squares */ 2955 /* search adjacent squares */
3571 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
3572 { 2957 {
3573 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
3580 if (mflags & P_OUT_OF_MAP) 2965 if (mflags & P_OUT_OF_MAP)
3581 continue; 2966 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 2968 continue;
3584 2969
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 2971 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3588 return 1; 2973 return 1;
3589 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
3590 {
3591 /*don't let a hidden DM prevent you from hiding */
3592 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3593 return 1; 2975 return 1;
3594 }
3595 } 2976 }
3596 } 2977 }
3597 return 0; 2978 return 0;
3598} 2979}
3599 2980
3600/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3601 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3602 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
3603 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3604 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3605 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3606 * in? Realistically, most of use cant see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3607 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3608 * imply the way your head, or body is facing? Its possible 2989 * imply the way your head, or body is facing? It's possible
3609 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
3610 * -b.t. 2991 * -b.t.
3611 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3612 */ 2993 */
3613
3614int 2994int
3615player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
3616{ 2996{
3617 rv_vector rv; 2997 rv_vector rv;
3618 int dx, dy; 2998 int dx, dy;
3620 if (pl->type != PLAYER) 3000 if (pl->type != PLAYER)
3621 { 3001 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3002 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3003 return -1;
3624 } 3004 }
3005
3625 if (!pl || !op) 3006 if (!pl || !op)
3626 return 0; 3007 return 0;
3627 3008
3628 if (op->head)
3629 {
3630 op = op->head; 3009 op = op->head_ ();
3631 } 3010
3632 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3633 3012
3634 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3014 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3015 * part that is in the los array but isn't on
3637 * a blocked los square. 3016 * a blocked los square.
3638 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3639 */ 3018 */
3640 while (op) 3019 while (op)
3641 { 3020 {
3642 dx = rv.distance_x + op->arch->clone.x; 3021 dx = rv.distance_x + op->arch->x;
3643 dy = rv.distance_y + op->arch->clone.y; 3022 dy = rv.distance_y + op->arch->y;
3644 3023
3645 /* only the viewable area the player sees is updated by LOS 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3646 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values.
3648 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3652 return 1; 3025 return 1;
3026
3653 op = op->more; 3027 op = op->more;
3654 } 3028 }
3655 return 0;
3656}
3657 3029
3658/* routine for both players and monsters. We call this when
3659 * there is a possibility for our action distrubing our hiding
3660 * place or invisiblity spell. Artefact invisiblity is not
3661 * effected by this. If we arent invisible to begin with, we
3662 * return 0.
3663 */
3664int
3665action_makes_visible (object *op)
3666{
3667
3668 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3669 {
3670 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3671 return 0;
3672
3673 if (op->contr && op->contr->tmp_invis == 0)
3674 return 0;
3675
3676 /* If monsters, they should become visible */
3677 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3678 {
3679 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3680 return 1;
3681 }
3682 }
3683 return 0; 3030 return 0;
3684} 3031}
3685 3032
3686/* op_on_battleground - checks if the given object op (usually 3033/* op_on_battleground - checks if the given object op (usually
3687 * a player) is standing on a valid battleground-tile, 3034 * a player) is standing on a valid battleground-tile,
3692 * Default is to do the same as before, so only people wanting to have different points need worry about this 3039 * Default is to do the same as before, so only people wanting to have different points need worry about this
3693 */ 3040 */
3694int 3041int
3695op_on_battleground (object *op, int *x, int *y) 3042op_on_battleground (object *op, int *x, int *y)
3696{ 3043{
3697 object *tmp;
3698
3699 /* A battleground-tile needs the following attributes to be valid: 3044 /* A battleground-tile needs the following attributes to be valid:
3700 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3045 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3701 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3046 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3702 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3703 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3704 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3705 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3706 { 3051 {
3707 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3708 { 3053 {
3709 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3054 if (tmp->flag [FLAG_NO_PICK]
3710 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && tmp->type == BATTLEGROUND
3056 && tmp->name == shstr_battleground
3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3711 { 3058 {
3712 /*before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3713 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3060 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3714 {
3715 object *invtmp;
3716
3717 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3061 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3062 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3718 { 3063 {
3719 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3720 {
3721 if (x != NULL && y != NULL) 3064 if (x && y)
3722 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3066
3723 return 1; 3067 return 1;
3724 }
3725 } 3068 }
3726 } 3069
3727 if (x != NULL && y != NULL) 3070 if (x && y)
3728 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3072
3729 return 1; 3073 return 1;
3730 } 3074 }
3731 } 3075 }
3732 } 3076 }
3077
3733 /* If we got here, did not find a battleground */ 3078 /* If we got here, did not find a battleground */
3734 return 0; 3079 return 0;
3735} 3080}
3736 3081
3737/* 3082/*
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3098 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3099 int i = 0, j = 0;
3755 3100
3756 /* get the appropriate treasurelist */ 3101 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3102 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3103 trlist = treasurelist::find (shstr_dragon_ability_fire);
3759 else if (atnr == ATNR_COLD) 3104 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3105 trlist = treasurelist::find (shstr_dragon_ability_cold);
3761 else if (atnr == ATNR_ELECTRICITY) 3106 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3107 trlist = treasurelist::find (shstr_dragon_ability_elec);
3763 else if (atnr == ATNR_POISON) 3108 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3109 trlist = treasurelist::find (shstr_dragon_ability_poison);
3765 3110
3766 if (trlist == NULL || who->type != PLAYER) 3111 if (trlist == NULL || who->type != PLAYER)
3767 return; 3112 return;
3768 3113
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3114 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3115
3771 if (tr == NULL || tr->item == NULL) 3116 if (!tr || !tr->item)
3772 { 3117 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3118 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3119 return;
3775 } 3120 }
3776 3121
3777 /* everything seems okay - now bring on the gift: */ 3122 /* everything seems okay - now bring on the gift: */
3778 item = &(tr->item->clone); 3123 item = tr->item;
3779 3124
3780 if (item->type == SPELL) 3125 if (item->type == SPELL)
3781 { 3126 {
3782 if (check_spell_known (who, item->name)) 3127 if (check_spell_known (who, item->name))
3783 return; 3128 return;
3842 { 3187 {
3843 /* forces in the treasurelist can alter the player's stats */ 3188 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3189 object *skin;
3845 3190
3846 /* first get the dragon skin force */ 3191 /* first get the dragon skin force */
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3192 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3193 ;
3194
3848 if (skin == NULL) 3195 if (!skin)
3849 return; 3196 return;
3850 3197
3851 /* adding new spellpath attunements */ 3198 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3199 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3200 {
3864 else 3211 else
3865 j = 1; 3212 j = 1;
3866 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3867 } 3214 }
3868 } 3215 }
3216
3869 strcat (buf, "."); 3217 strcat (buf, ".");
3870 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3871 } 3219 }
3872 3220
3873 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3874 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3875 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3876 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3877 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3878 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3879 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3880 3228
3881 /* print message if there is one */ 3229 /* print message if there is one */
3882 if (item->msg != NULL) 3230 if (item->msg != NULL)
3883 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3884 } 3232 }
3885 else 3233 else
3886 { 3234 {
3887 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3888 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3889 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3237 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3890 tmp = insert_ob_in_ob (tmp, who); 3238 who->insert (tmp);
3891 if (who->type == PLAYER)
3892 esrv_send_item (who, tmp);
3893 } 3239 }
3894} 3240}
3895 3241
3896/** 3242//-GPL
3897 * Unready an object for a player. This function does nothing if the object was 3243
3898 * not readied. 3244sint8
3899 */ 3245player::darkness_at (maptile *map, int x, int y) const
3246{
3247 if (!ns)
3248 return LOS_BLOCKED;
3249
3250 int dx, dy;
3251 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3252 return LOS_BLOCKED;
3253
3254 x += dx - ns->current_x;
3255 y += dy - ns->current_y;
3256
3257 return blocked_los (x, y);
3258}
3259
3900void 3260void
3901player_unready_range_ob (player *pl, object *ob) 3261player::infobox (const char *title, const char *msg, int color)
3902{ 3262{
3903 rangetype i; 3263 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3904
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3906 {
3907 if (pl->ranges[i] == ob)
3908 {
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3264}
3265
3266void
3267player::statusmsg (const char *msg, int color)
3268{
3269 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3270}
3271
3272void
3273player::failmsg (const char *msg, int color)
3274{
3275 play_sound (sound_find ("generic_failure"));
3276 statusmsg (msg, color);
3277}
3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3283 return;
3284
3285 va_list ap;
3286 va_start (ap, format);
3287 contr->failmsg (vformat (format, ap));
3288 va_end (ap);
3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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