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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.219 by root, Sun Dec 28 10:20:29 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 if (size > 0)
163 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 */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
164 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
165 strip_endline (subject); 133 strip_endline (subject);
166 size = 0; 134 size = 0;
167 news[0] = '\0'; 135 news[0] = '\0';
168 } 136 }
177 size += strlen (buf); 145 size += strlen (buf);
178 } 146 }
179 } 147 }
180 148
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 152}
310 153
311/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
312static void 155static void
313set_first_map (object *op) 156set_first_map (object *op)
314{ 157{
315 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
316 op->x = -1; 159 op->x = -1;
317 op->y = -1; 160 op->y = -1;
318 enter_exit (op, NULL);
319} 161}
320 162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los ();
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
321/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
323 * mode. 385 * mode.
324 */ 386 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
330 391
331 p = get_player (NULL); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 393
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 394 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 395 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 396 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 397
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 398 set_first_map (pl->ob);
343 399
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 400 return pl;
351} 401}
352 402
353/* 403/*
354 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
356 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
357 */ 407 */
358archetype * 408archetype *
359get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
360{ 410{
361 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
362 418
363 for (;;) 419 for (;;)
364 { 420 {
365 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
366 at = first_archetype; 422 i = archetypes.begin ();
367 else 423 else if (*i == at)
368 at = at->next; 424 cleanup ("not a single player archetype found");
425
369 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
370 return at; 427 return *i;
371 if (at == start)
372 {
373 LOG (llevError, "No Player archetypes\n");
374 exit (-1);
375 }
376 } 428 }
377} 429}
378
379 430
380object * 431object *
381get_nearest_player (object *mon) 432get_nearest_player (object *mon)
382{ 433{
383 object *op = NULL; 434 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 435 objectlink *ol;
386 unsigned lastdist; 436 unsigned lastdist;
387 rv_vector rv; 437 rv_vector rv;
388 438
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 440 {
391 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop.
395 */
396 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
397 {
398 object *tmp = ol->ob;
399
400 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared.
402 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
404 ol = ol->next;
405 remove_friendly_object (tmp);
406 if (!ol)
407 return op;
408 }
409
410 /* Remove special check for player from this. First, it looks to cause
411 * some crashes (ol->ob->contr not set properly?), but secondly, a more
412 * complicated method of state checking would be needed in any case -
413 * as it was, a clever player could type quit, and the function would
414 * skip them over while waiting for confirmation. Remove
415 * on_same_map check, as can_detect_enemy also does this
416 */
417 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
418 continue; 442 continue;
419 443
420 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
421 { 445 {
422 op = ol->ob; 446 op = ol->ob;
423 lastdist = rv.distance; 447 lastdist = rv.distance;
424 } 448 }
425 } 449 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 450
427 { 451 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
432 { 454 {
433 op = pl->ob; 455 op = pl->ob;
434 lastdist = rv.distance; 456 lastdist = rv.distance;
435 } 457 }
436 } 458
437 }
438#if 0 459#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 461#endif
441 return op; 462 return op;
442} 463}
460 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 483 * is probably not a good thing.
463 */ 484 */
464#define MAX_SPACES 50 485#define MAX_SPACES 50
465
466 486
467/* 487/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 509path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 510{
491 rv_vector rv; 511 rv_vector rv;
492 sint16 x, y; 512 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 514 maptile *m, *lastmap;
495 515
496 get_rangevector (mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
497 517
498 if (rv.distance < mindiff) 518 if (rv.distance < mindiff)
499 return 0; 519 return 0;
501 x = mon->x; 521 x = mon->x;
502 y = mon->y; 522 y = mon->y;
503 m = mon->map; 523 m = mon->map;
504 dir = rv.direction; 524 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
507 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 529 if (diff > max)
509 return 0; 530 return 0;
531
510 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
511 { 533 {
512 lastx = x; 534 lastx = x;
513 lasty = y; 535 lasty = y;
514 lastmap = m; 536 lastmap = m;
596 max--; 618 max--;
597 lastdir = dir; 619 lastdir = dir;
598 if (!firstdir) 620 if (!firstdir)
599 firstdir = dir; 621 firstdir = dir;
600 } 622 }
623
601 if (diff <= 1) 624 if (diff <= 1)
602 { 625 {
603 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 627 * headed toward player for entire distance.
605 */ 628 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 631 }
632
609 if (diff > max) 633 if (diff > max)
610 return 0; 634 return 0;
611 } 635 }
636
612 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
613 if (!max) 638 if (!max)
614 return 0; 639 return 0;
615 640
616 return firstdir; 641 return firstdir;
617} 642}
618 643
619void 644void
620give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
621{ 646{
622 object *op, *next = NULL;
623
624 if (pl->randomitems != NULL) 647 if (pl->randomitems)
625 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
626 649
627 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
628 { 651 {
629 next = op->below; 652 next = op->below;
630 653
631 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
632 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
637 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
638 * by this player due to race restrictions 661 * by this player due to race restrictions
639 */ 662 */
640 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
641 { 664 {
642 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
643 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
644 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
645 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 672 {
648 remove_ob (op); 673 op->destroy ();
649 free_object (op);
650 continue; 674 continue;
651 } 675 }
652 } 676 }
653 677
654 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
666 break; 690 break;
667 691
668 if (tmp) 692 if (tmp)
669 { 693 {
670 remove_ob (op); 694 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 696 continue;
674 } 697 }
698
675 if (op->nrof > 1) 699 if (op->nrof > 1)
676 op->nrof = 1; 700 op->nrof = 1;
677 } 701 }
678 702
679 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
680 {
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683 705
684 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
685 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
686 * merged properly. 708 * merged properly.
687 */ 709 */
688 if (need_identify (op)) 710 if (need_identify (op))
689 { 711 {
690 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 715 }
716
694 if (op->type == SPELL) 717 if (op->type == SPELL)
695 { 718 {
696 remove_ob (op); 719 op->destroy ();
697 free_object (op);
698 continue; 720 continue;
699 } 721 }
700 else if (op->type == SKILL) 722 else if (op->type == SKILL)
701 { 723 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0; 725 op->stats.exp = 0;
704 op->level = 1; 726 op->level = 1;
705 } 727 }
706 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
707 else
708 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
710 731
711 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
712 link_player_skills (pl); 733 pl->contr->link_skills ();
713}
714
715void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796} 734}
797 735
798void 736void
799get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
800{ 738{
801 if (party == NULL) 739 if (party == NULL)
802 { 740 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 742 return;
805 } 743 }
744
806 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 749}
811
812 750
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 752static int
815roll_stat (void) 753roll_stat (void)
816{ 754{
817 int a[4], i, j, k; 755 int a[4], i, j, k;
818 756
819 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
821 759
822 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 761 if (a[i] < k)
824 k = a[i], j = i; 762 k = a[i], j = i;
825 763
826 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 765 if (i != j)
829 k += a[i]; 766 k += a[i];
830 } 767
831 return k; 768 return k;
832} 769}
833 770
834void 771void
835roll_stats (object *op) 772object::roll_stats ()
836{ 773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
837 int sum = 0; 778 int sum = 0;
838 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
840 781
841 do 782 if (sum >= 82 && sum <= 116)
783 break;
842 { 784 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 785
854 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 788
863 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
864 do 790 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 791
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 792 stats.exp = 0;
899 op->stats.ac = 0; 793 stats.ac = 0;
900 794
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 795 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 796 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
801 contr->levhp[1] = 9;
802 contr->levsp[1] = 6;
803 contr->levgrace[1] = 3;
804
909 op->contr->orig_stats = op->stats; 805 contr->orig_stats = stats;
806 }
910} 807}
911 808
912void 809void
913Roll_Again (object *op) 810object::swap_stats (int a, int b)
914{ 811{
915 esrv_new_player (op->contr, 0); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 813
920void 814 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
837}
838
839static void
840start_info (object *op)
922{ 841{
923 signed char tmp;
924 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
925 843
926 if (op->contr->Swap_First == -1) 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 846}
1041 847
1042/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1046 * not the class. 852 * not the class.
1047 */ 853 */
1048 854void
1049int 855player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 856{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
1068 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
1070 866
1071 op->contr->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
1072 868
1073 if (op->msg) 869 if (ob->msg)
1074 op->msg = NULL; 870 ob->msg = 0;
1075 871
1076 /* We create this now because some of the unique maps will need it
1077 * to save here.
1078 */
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080 make_path_to_file (buf);
1081
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 872 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op);
1089 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
1090 fix_player (op); 876 ob->update_stats ();
1091 877
1092 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
1093 * is one for this race 879 * is one for this race
1094 */ 880 */
1095 if (*first_map_ext_path) 881 if (*first_map_ext_path)
1096 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1097 object *tmp;
1098 char mapname[MAX_BUF];
1099
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object ();
1102 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the
1107 * default initial map */
1108 free_object (tmp);
1109 }
1110 else 883 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 885}
1114 return 0;
1115 }
1116 886
887void
888player::chargen_race_next ()
889{
1117 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1119 */ 892 */
1120 893
1121 tmp_loop = 0; 894 do
1122 while (!tmp_loop)
1123 { 895 {
1124 shstr name = op->name; 896 shstr name = ob->name;
1125 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
1126 898
1127 remove_statbonus (op); 899 ob->remove_statbonus ();
1128 remove_ob (op); 900 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 902 ob->arch->copy_to (ob);
1131 op->instantiate (); 903 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
1134 op->x = x; 906 ob->x = x;
1135 op->y = y; 907 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 911 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 912 }
913 while (!allowed_class (ob));
1142 914
1143 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 917 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 920 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 921}
1205 922
1206void 923void
1207flee_player (object *op) 924flee_player (object *op)
1208{ 925{
1214 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
1215 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
1216 return; 933 return;
1217 } 934 }
1218 935
1219 if (op->enemy == NULL) 936 if (!op->enemy)
1220 { 937 {
1221 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
1222 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
1223 return; 940 return;
1224 } 941 }
1225 942
1226 /* Seen some crashes here. Since we don't store an
1227 * op->enemy_count, it is possible that something destroys the
1228 * actual enemy, and the object is recycled.
1229 */
1230 if (op->enemy->map == NULL)
1231 {
1232 CLEAR_FLAG (op, FLAG_SCARED);
1233 op->enemy = NULL;
1234 return;
1235 }
1236
1237 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238 { 944 {
1239 op->enemy = NULL; 945 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 947 return;
1242 } 948 }
949
1243 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1244 951
1245 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1247 { 954 {
1248 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1249 956
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 958 return;
1253 }
1254 } 959 }
960
1255 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 963 op->enemy = NULL;
1258} 964}
1259 965
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 967 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 968 * stop.
1264 */ 969 */
1265int 970int
1266check_pick (object *op) 971check_pick (object *op)
1267{ 972{
1268 object *tmp, *next; 973 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 974 int stop = 0;
1271 int j, k, wvratio; 975 int wvratio;
1272 char putstring[128], tmpstr[16];
1273
1274 976
1275 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1277 return 1; 979 return 1;
1278 980
1279 op_tag = op->count;
1280
1281 next = op->below; 981 next = op->below;
1282 if (next) 982
1283 next_tag = next->count; 983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1284 985
1285 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 987 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 988 while (next && !next->destroyed ())
1288 { 989 {
1289 tmp = next; 990 tmp = next;
1290 next = tmp->below; 991 next = tmp->below;
992
1291 if (next) 993 if (cnt <= 0)
1292 next_tag = next->count; 994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
1293 998
1294 if (was_destroyed (op, op_tag)) 999 if (op->destroyed ())
1295 return 0; 1000 return 0;
1296 1001
1297 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1298 continue; 1003 continue;
1299 1004
1300 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1301 { 1006 {
1302 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1303 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1304 continue; 1010 continue;
1305 } 1011 }
1306 1012
1307 /* high not bit set? We're using the old autopickup model */ 1013 /* NEW pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode & PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1308 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1309 { 1069 {
1310 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1311 { 1129 {
1312 case 0: 1130 CHK_PICK_PICKUP;
1313 return 1; /* don't pick up */ 1131 continue;
1314 case 1:
1315 pick_up (op, tmp);
1316 return 1;
1317 case 2:
1318 pick_up (op, tmp);
1319 return 0;
1320 case 3:
1321 return 0; /* stop before pickup */
1322 case 4:
1323 pick_up (op, tmp);
1324 break;
1325 case 5:
1326 pick_up (op, tmp);
1327 stop = 1;
1328 break;
1329 case 6:
1330 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1331 pick_up (op, tmp);
1332 break;
1333
1334 case 7:
1335 if (tmp->type == MONEY || tmp->type == GEM)
1336 pick_up (op, tmp);
1337 break;
1338
1339 default:
1340 /* use value density */
1341 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1342 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1343 pick_up (op, tmp);
1344 } 1132 }
1345 } 1133 }
1346 else 1134
1347 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1348 /* NEW pickup handling */ 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1138 {
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 /* we don't forget dragon food */
1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 /* bows and arrows. Bows are good for selling! */
1349 if (op->contr->mode & PU_DEBUG) 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_BOOTS)
1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON && tmp->name != NULL)
1350 { 1221 {
1351 /* some debugging code to figure out item information */ 1222 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1352 if (tmp->name != NULL) 1223 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 { 1224 {
1363 for (j = 0; j < 32; j++) 1225 CHK_PICK_PICKUP;
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 }
1389 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for
1394 * example.
1395 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#>
1398 */
1399
1400 /* the first two modes are exclusive: if NOTHING we return, if
1401 * STOP then we stop. All the rest are applied sequentially,
1402 * meaning if any test passes, the item gets picked up. */
1403
1404 /* if mode is set to pick nothing up, return */
1405
1406 if (op->contr->mode & PU_NOTHING)
1407 return 1;
1408
1409 /* if mode is set to stop when encountering objects, return */
1410 /* take STOP before INHIBIT since it doesn't actually pick
1411 * anything up */
1412
1413 if (op->contr->mode & PU_STOP)
1414 return 0;
1415
1416 /* useful for going into stores and not losing your settings... */
1417 /* and for battles wher you don't want to get loaded down while
1418 * fighting */
1419 if (op->contr->mode & PU_INHIBIT)
1420 return 1;
1421
1422 /* prevent us from turning into auto-thieves :) */
1423 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1424 continue;
1425
1426 /* ignore known cursed objects */
1427 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1428 continue;
1429
1430 /* all food and drink if desired */
1431 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD)
1434 {
1435 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue;
1439 }
1440 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 {
1443 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue;
1447 }
1448
1449 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION)
1451 {
1452 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue;
1456 }
1457
1458 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK)
1461 {
1462 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue;
1466 }
1467 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL)
1469 {
1470 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue;
1474 }
1475 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 {
1478 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue;
1482 }
1483
1484 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 {
1488 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue;
1492 }
1493
1494 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 {
1498 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue;
1502 }
1503
1504 if (op->contr->mode & PU_VALUABLES)
1505 {
1506 if (tmp->type == MONEY || tmp->type == GEM)
1507 {
1508 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1226 continue;
1512 } 1227 }
1513 } 1228 }
1514 1229
1515 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1230 if (tmp->type == WEAPON && tmp->name == NULL)
1518 {
1519 pick_up (op, tmp);
1520 if (0)
1521 fprintf (stderr, "JEWELS\n");
1522 continue;
1523 }
1524
1525 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW)
1528 {
1529 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue;
1533 }
1534 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW)
1536 {
1537 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue;
1541 }
1542
1543 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR)
1546 {
1547 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue;
1551 }
1552 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET)
1554 {
1555 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue;
1559 }
1560 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD)
1562 {
1563 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue;
1567 }
1568 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS)
1570 {
1571 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue;
1575 }
1576 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES)
1578 {
1579 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue;
1583 }
1584 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK)
1586 {
1587 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue;
1591 }
1592
1593 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 {
1597 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue;
1601 }
1602
1603 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON)
1605 { 1231 {
1606 if (tmp->type == WEAPON && tmp->name != NULL) 1232 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1607 { 1233 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1234 CHK_PICK_PICKUP;
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 {
1611 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue;
1615 }
1616 }
1617 if (tmp->type == WEAPON && tmp->name == NULL)
1618 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 {
1621 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue;
1625 }
1626 }
1627 }
1628
1629 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 {
1633 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue;
1637 }
1638
1639 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */
1641 if (op->contr->mode & PU_RATIO)
1642 {
1643 /* use value density to decide what else to grab */
1644 /* >=7 was >= op->contr->mode */
1645 /* >=7 is the old standard setting. Now we take the last 4 bits
1646 * and multiply them by 5, giving 0..15*5== 5..75 */
1647 wvratio = (op->contr->mode & PU_RATIO) * 5;
1648 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1649 {
1650 pick_up (op, tmp);
1651#if 0
1652 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1653 if (tmp->name != NULL)
1654 {
1655 fprintf (stderr, "%s", tmp->name);
1656 }
1657 else
1658 fprintf (stderr, "%s", tmp->arch->name);
1659 fprintf (stderr, ",%d] = ", tmp->type);
1660 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1661#endif
1662 continue; 1235 continue;
1663 } 1236 }
1664 } 1237 }
1238 }
1239
1240 /* misc stuff that's useful */
1241 if (op->contr->mode & PU_KEY)
1242 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1243 {
1244 CHK_PICK_PICKUP;
1245 continue;
1246 }
1247
1248 /* any of the last 4 bits set means we use the ratio for value
1249 * pickups */
1250 if (op->contr->mode & PU_RATIO)
1251 {
1252 /* use value density to decide what else to grab */
1253 /* >=7 was >= op->contr->mode */
1254 /* >=7 is the old standard setting. Now we take the last 4 bits
1255 */
1256 wvratio = op->contr->mode & PU_RATIO;
1257 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1258 {
1259#if 0
1260 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1261 if (tmp->name != NULL)
1262 {
1263 fprintf (stderr, "%s", tmp->name);
1264 }
1265 else
1266 fprintf (stderr, "%s", tmp->arch->archname);
1267 fprintf (stderr, ",%d] = ", tmp->type);
1268 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1269#endif
1270 CHK_PICK_PICKUP;
1271 continue;
1272 }
1665 } /* the new pickup model */ 1273 } /* the new pickup model */
1666 } 1274 }
1275
1667 return !stop; 1276 return !stop;
1668} 1277}
1669 1278
1670/* 1279/*
1671 * Find an arrow in the inventory and after that 1280 * Find an arrow in the inventory and after that
1673 * found object is returned. 1282 * found object is returned.
1674 */ 1283 */
1675object * 1284object *
1676find_arrow (object *op, const char *type) 1285find_arrow (object *op, const char *type)
1677{ 1286{
1678 object *tmp = NULL;
1679
1680 for (op = op->inv; op; op = op->below) 1287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1288 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1289 return splay (tmp);
1290
1291 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1292 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1293 if (object *arrow = find_arrow (tmp, type))
1294 {
1295 splay (tmp);
1684 return op; 1296 return arrow;
1297 }
1298
1685 return tmp; 1299 return 0;
1686} 1300}
1687 1301
1688/* 1302/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1303 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1690 * against the target. A full test is not performed, simply a basic test 1304 * against the target. A full test is not performed, simply a basic test
1691 * of resistances. The archer is making a quick guess at what he sees down 1305 * of resistances. The archer is making a quick guess at what he sees down
1692 * the hall. Failing that it does it's best to pick the highest plus arrow. 1306 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1307 */
1694
1695object * 1308object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1309find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1310{
1698 object *tmp = NULL, *arrow, *ntmp; 1311 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1312 int attacknum, attacktype, betterby = 0, i;
1714 } 1327 }
1715 } 1328 }
1716 else if (arrow->type == ARROW && arrow->race == type) 1329 else if (arrow->type == ARROW && arrow->race == type)
1717 { 1330 {
1718 /* allways prefer assasination/slaying */ 1331 /* allways prefer assasination/slaying */
1719 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1332 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1720 { 1333 {
1721 if (arrow->attacktype & AT_DEATH) 1334 if (arrow->attacktype & AT_DEATH)
1722 { 1335 {
1723 *better = 100; 1336 *better = 100;
1724 return arrow; 1337 return arrow;
1732 else 1345 else
1733 { 1346 {
1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1347 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 { 1348 {
1736 attacktype = 1 << attacknum; 1349 attacktype = 1 << attacknum;
1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1350 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1738 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1351 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1739 { 1352 {
1740 tmp = arrow; 1353 tmp = arrow;
1741 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1354 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1742 } 1355 }
1743 } 1356 }
1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1357 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1358 {
1746 tmp = arrow; 1359 tmp = arrow;
1752 betterby = 1 + arrow->magic + arrow->stats.dam; 1365 betterby = 1 + arrow->magic + arrow->stats.dam;
1753 } 1366 }
1754 } 1367 }
1755 } 1368 }
1756 } 1369 }
1370
1757 if (tmp == NULL && arrow == NULL) 1371 if (tmp == NULL && arrow == NULL)
1758 return find_arrow (op, type); 1372 return find_arrow (op, type);
1759 1373
1760 *better = betterby; 1374 *better = betterby;
1761 return tmp; 1375 return tmp;
1765 * find_better_arrow to find a decent arrow to use. 1379 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1380 * op = the shooter
1767 * type = bow->race 1381 * type = bow->race
1768 * dir = fire direction 1382 * dir = fire direction
1769 */ 1383 */
1770
1771object * 1384object *
1772pick_arrow_target (object *op, const char *type, int dir) 1385pick_arrow_target (object *op, const char *type, int dir)
1773{ 1386{
1774 object *tmp = NULL; 1387 object *tmp = NULL;
1775 mapstruct *m; 1388 maptile *m;
1776 int i, mflags, found, number; 1389 int i, mflags, found, number;
1777 sint16 x, y; 1390 sint16 x, y;
1778 1391
1779 if (op->map == NULL) 1392 if (op->map == NULL)
1780 return find_arrow (op, type); 1393 return find_arrow (op, type);
1792 for (i = 0, found = 0; i < 20; i++) 1405 for (i = 0, found = 0; i < 20; i++)
1793 { 1406 {
1794 x += freearr_x[dir]; 1407 x += freearr_x[dir];
1795 y += freearr_y[dir]; 1408 y += freearr_y[dir];
1796 mflags = get_map_flags (m, &m, x, y, &x, &y); 1409 mflags = get_map_flags (m, &m, x, y, &x, &y);
1410
1797 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1411 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1798 { 1412 {
1799 tmp = NULL; 1413 tmp = 0;
1800 break; 1414 break;
1801 } 1415 }
1802 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1416 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1803 { 1417 {
1804 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1418 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1805 * perhaps a bad assumption. 1419 * perhaps a bad assumption.
1806 */ 1420 */
1807 tmp = NULL; 1421 tmp = 0;
1808 break; 1422 break;
1809 } 1423 }
1424
1810 if (mflags & P_IS_ALIVE) 1425 if (mflags & P_IS_ALIVE)
1811 {
1812 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1426 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1813 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1427 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1814 {
1815 found++;
1816 break;
1817 }
1818 if (found)
1819 break; 1428 break;
1820 }
1821 } 1429 }
1822 if (tmp == NULL) 1430
1431 if (!tmp)
1823 return find_arrow (op, type); 1432 return find_arrow (op, type);
1824 1433
1825 if (tmp->head) 1434 if (tmp->head)
1826 tmp = tmp->head; 1435 tmp = tmp->head;
1827 1436
1840 */ 1449 */
1841int 1450int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1451fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1452{
1844 object *left, *bow; 1453 object *left, *bow;
1845 tag_t left_tag, tag; 1454 int mflags;
1846 int bowspeed, mflags; 1455 maptile *m;
1847 mapstruct *m;
1848 1456
1849 if (!dir) 1457 if (!dir)
1850 { 1458 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1459 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1460 return 0;
1853 } 1461 }
1854 if (op->type == PLAYER) 1462
1855 bow = op->contr->ranges[range_bow]; 1463 if (op->contr)
1464 bow = op->current_weapon;
1856 else 1465 else
1857 { 1466 {
1858 for (bow = op->inv; bow; bow = bow->below) 1467 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1468 /* Don't check for applied - monsters don't apply bows - in that way, they
1860 * don't need to switch back and forth between bows and weapons. 1469 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1474 if (!bow)
1866 { 1475 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1476 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1477 return 0;
1869 } 1478 }
1479
1480 // optimisation: move object to top so we will find it quickly again
1481 if (bow->below)
1482 {
1483 bow->remove ();
1484 op->insert (bow);
1485 }
1870 } 1486 }
1487
1871 if (!bow->race || !bow->skill) 1488 if (!bow->race || !bow->skill)
1872 { 1489 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1490 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1491 return 0;
1875 } 1492 }
1876
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878
1879 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1882 if (bowspeed < 1)
1883 bowspeed = 1;
1884 1493
1885 if (arrow == NULL) 1494 if (arrow == NULL)
1886 { 1495 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1496 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1497 {
1889 if (op->type == PLAYER) 1498 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1499 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1500 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1501 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1502 CLEAR_FLAG (op, FLAG_READY_BOW);
1503
1894 return 0; 1504 return 0;
1895 } 1505 }
1896 } 1506 }
1507
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1508 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1509 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1510 return 0;
1901 } 1511
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1512 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1513 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1514 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1515 return 0;
1906 } 1516 }
1907 1517
1908 /* this should not happen, but sometimes does */ 1518 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1519 if (arrow->nrof == 0)
1910 { 1520 {
1911 remove_ob (arrow); 1521 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1912 free_object (arrow); 1522 arrow->destroy ();
1913 return 0; 1523 return 0;
1914 } 1524 }
1915 1525
1916 left = arrow; /* these are arrows left to the player */ 1526 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count; 1527 arrow = arrow->split ();
1918 arrow = get_split_ob (arrow, 1); 1528 if (!arrow)
1919 if (arrow == NULL)
1920 { 1529 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1530 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1531 return 0;
1923 } 1532 }
1924 set_owner (arrow, op); 1533
1534 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1535 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1536 arrow->direction = dir;
1928 arrow->x = sx; 1537
1929 arrow->y = sy; 1538 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1539 arrow->stats.hp = arrow->stats.dam;
1540 arrow->stats.grace = arrow->attacktype;
1541
1542 if (arrow->slaying)
1543 arrow->spellarg = strdup (arrow->slaying);
1544
1545#if 0
1546 if (player *pl = op->contr)
1547 {
1548 float speed = pl->weapon_sp;
1549
1550 /* penalize ROF for bestarrow */
1551 if (pl->bowtype == bow_bestarrow)
1552 speed *= .9f;
1553 else
1554 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1555
1556 op->speed_left += speed - op->speed;
1557 }
1558#endif
1559
1560 SET_ANIMATION (arrow, arrow->direction);
1561
1562 /* update the speed */
1563 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1564 + bow->stats.dam / 7.f;
1565
1566 arrow->set_speed (max (arrow->speed, 2.f));
1567 arrow->speed_left = 0;
1568
1569 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1570
1931 if (op->type == PLAYER) 1571 if (op->type == PLAYER)
1932 { 1572 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op);
1935 }
1936
1937 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying);
1943
1944 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1950 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953
1954 if (arrow->speed < 1.0)
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0;
1958
1959 if (op->type == PLAYER)
1960 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1573 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1574 wc -= dex_bonus[op->stats.Dex];
1575
1576 if (!arrow->slaying)
1577 arrow->slaying = op->slaying;
1578
1579 arrow->attacktype |= op->attacktype;
1966 } 1580 }
1967 else 1581 else
1968 { 1582 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1583 arrow->level = op->level;
1972 } 1584 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1585
1586 if (!arrow->slaying)
1587 arrow->slaying = bow->slaying;
1588
1974 arrow->attacktype |= bow->attacktype; 1589 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1590 }
1976 arrow->slaying = bow->slaying;
1977 1591
1978 arrow->map = m; 1592 wc -= arrow->level;
1593 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1594
1595 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1596 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1597 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1598
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1599 op->play_sound (sound_find ("fire_arrow"));
1983 tag = arrow->count; 1600 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1601
1986 if (!was_destroyed (arrow, tag)) 1602 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1603 move_arrow (arrow);
1988 1604
1989 if (op->type == PLAYER)
1990 {
1991 if (was_destroyed (left, left_tag))
1992 esrv_del_item (op->contr, left_tag);
1993 else
1994 esrv_send_item (op, left);
1995 }
1996 return 1; 1605 return 1;
1997} 1606}
1998 1607
1999/* Special fire code for players - this takes into 1608/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1609 * account the special fire modes players can have
2004 * hence the function name. 1613 * hence the function name.
2005 */ 1614 */
2006int 1615int
2007player_fire_bow (object *op, int dir) 1616player_fire_bow (object *op, int dir)
2008{ 1617{
2009 int ret = 0, wcmod = 0; 1618 int ret;
2010 1619
2011 if (op->contr->bowtype == bow_bestarrow) 1620 if (op->contr->bowtype == bow_bestarrow)
2012 { 1621 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1622 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1623 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1624 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1625 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1626 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
2018 wcmod = -1;
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1627 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1628 }
2021 else if (op->contr->bowtype == bow_threewide) 1629 else if (op->contr->bowtype == bow_threewide)
2022 { 1630 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1631 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1632 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2025 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1633 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2026 } 1634 }
2027 else if (op->contr->bowtype == bow_spreadshot) 1635 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1636 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1637 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2030 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1638 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2031 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1639 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1640 }
2034 else 1641 else
2035 { 1642 {
2036 /* Simple case */ 1643 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1644 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1645 }
1646
2039 return ret; 1647 return ret;
2040} 1648}
2041
2042 1649
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1650/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1651 * Broken apart from 'fire' to keep it more readable.
2045 */ 1652 */
2046void 1653void
2047fire_misc_object (object *op, int dir) 1654fire_misc_object (object *op, int dir)
2048{ 1655{
2049 object *item; 1656 object *item = op->contr->ranged_ob;
2050 1657
2051 if (!op->contr->ranges[range_misc]) 1658 if (!item)
2052 { 1659 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1660 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1661 return;
2055 } 1662 }
2056 1663
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1664 if (!item->inv)
2059 { 1665 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1666 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1667 return;
2062 } 1668 }
1669
1670 if (!op->change_weapon (item))
1671 return;
1672
2063 if (item->type == WAND) 1673 if (item->type == WAND)
2064 { 1674 {
2065 if (item->stats.food <= 0) 1675 if (item->stats.food <= 0)
2066 { 1676 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1677 op->contr->play_sound (sound_find ("wand_poof"));
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1678 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1679
2069 return; 1680 return;
2070 } 1681 }
2071 } 1682 }
2072 else if (item->type == ROD || item->type == HORN) 1683 else if (item->type == ROD || item->type == HORN)
2073 { 1684 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1685 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1686
1687 // using the maximum of the rods charge allows at least one spell cast
1688 // for a rod or horn, this fixes some broken rods.
1689 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2075 { 1690 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1691 op->contr->play_sound (sound_find ("wand_poof"));
1692
2077 if (item->type == ROD) 1693 if (item->type == ROD)
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1694 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1695 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1696 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1697
2081 return; 1698 return;
2082 } 1699 }
2083 } 1700 }
2084 1701
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1702 if (cast_spell (op, item, dir, item->inv, NULL))
2086 { 1703 {
2087 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1704 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1705
2088 if (item->type == WAND) 1706 if (item->type == WAND)
2089 { 1707 {
2090 if (!(--item->stats.food)) 1708 if (!(--item->stats.food))
2091 { 1709 {
2092 object *tmp; 1710 object *tmp;
2093 1711
2094 if (item->arch) 1712 if (item->arch)
2095 { 1713 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1714 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1715 item->face = item->arch->face;
2098 item->speed = 0; 1716 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1717 }
2101 if ((tmp = is_player_inv (item))) 1718
1719 if (object *pl = item->visible_to ())
2102 esrv_update_item (UPD_ANIM, tmp, item); 1720 esrv_update_item (UPD_ANIM, pl, item);
2103 } 1721 }
2104 } 1722 }
2105 else if (item->type == ROD || item->type == HORN) 1723 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1724 drain_rod_charge (item);
2108 }
2109 } 1725 }
2110} 1726}
2111 1727
2112/* Received a fire command for the player - go and do it. 1728/* Received a fire command for the player - go and do it.
2113 */ 1729 */
2114void 1730bool
2115fire (object *op, int dir) 1731fire (object *op, int dir)
2116{ 1732{
2117 int spellcost = 0; 1733 int spellcost = 0;
1734
1735 player *pl = op->contr;
1736
1737 if (pl->golem)
1738 {
1739 control_golem (op->contr->golem, dir);
1740 return false;
1741 }
1742
1743 object *ob = pl->ranged_ob;
1744
1745 if (!ob)
1746 return false;
1747
1748 if (op->speed_left > 0.f)
1749 --op->speed_left;
1750 else
1751 return false;
1752
1753 if (!op->change_weapon (ob))
1754 return false;
2118 1755
2119 /* check for loss of invisiblity/hide */ 1756 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1757 if (action_makes_visible (op))
2121 make_visible (op); 1758 make_visible (op);
2122 1759
2123 switch (op->contr->shoottype) 1760 switch (ob->type)
2124 { 1761 {
2125 case range_none: 1762 case BOW:
2126 return;
2127
2128 case range_bow:
2129 player_fire_bow (op, dir); 1763 player_fire_bow (op, dir);
2130 return; 1764 break;
2131 1765
2132 case range_magic: /* Casting spells */ 1766 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1767 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1768 break;
2135 1769
2136 case range_misc: 1770 case BUILDER:
1771 apply_map_builder (op, dir);
1772 break;
1773
1774 case SKILL:
1775 do_skill (op, op, ob, dir, 0);
1776 break;
1777
1778 default:
2137 fire_misc_object (op, dir); 1779 fire_misc_object (op, dir);
2138 return; 1780 break;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
2163 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return;
2166 } 1781 }
2167}
2168 1782
2169 1783 return true;
1784}
2170 1785
2171/* find_key 1786/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1787 * We try to find a key for the door as passed. If we find a key
2173 * and successfully use it, we return the key, otherwise NULL 1788 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1789 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1791 * pl is the player,
2177 * inv is the objects inventory to searched 1792 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1793 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1794 * This function can be called recursively to search containers.
2180 */ 1795 */
2181
2182object * 1796object *
2183find_key (object *pl, object *container, object *door) 1797find_key (object *pl, object *container, object *door)
2184{ 1798{
2185 object *tmp, *key; 1799 object *tmp, *key;
2186 1800
2187 /* Should not happen, but sanity checking is never bad */ 1801 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1802 if (!container->inv)
2189 return NULL; 1803 return 0;
2190 1804
2191 /* First, lets try to find a key in the top level inventory */ 1805 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1806 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1807 {
2194 if (door->type == DOOR && tmp->type == KEY) 1808 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1809 break;
2196 /* For sanity, we should really check door type, but other stuff 1810 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1811 * (like containers) can be locked with special keys
2198 */ 1812 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1813 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1814 break;
2201 } 1815 }
1816
2202 /* No key found - lets search inventories now */ 1817 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1818 /* If we find and use a key in an inventory, return at that time.
2204 * otherwise, if we search all the inventories and still don't find 1819 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1820 * a key, return
2206 */ 1821 */
2207 if (!tmp) 1822 if (!tmp)
2208 { 1823 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1824 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1825 {
2211 /* No reason to search empty containers */ 1826 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1827 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1828 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1829 if ((key = find_key (pl, tmp, door)))
2215 return key; 1830 return key;
2216 } 1831 }
2217 } 1832 }
1833
2218 if (!tmp) 1834 if (!tmp)
2219 return NULL; 1835 return NULL;
2220 } 1836 }
1837
2221 /* We get down here if we have found a key. Now if its in a container, 1838 /* We get down here if we have found a key. Now if its in a container,
2222 * see if we actually want to use it 1839 * see if we actually want to use it
2223 */ 1840 */
2224 if (pl != container) 1841 if (pl != container)
2225 { 1842 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1863 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1864 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1865 return NULL;
2249 } 1866 }
2250 } 1867 }
1868
2251 return tmp; 1869 return tmp;
2252} 1870}
2253 1871
2254/* moved door processing out of move_player_attack. 1872/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1873 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1875 * 0 otherwise
2258 */ 1876 */
2259static int 1877static int
2260player_attack_door (object *op, object *door) 1878player_attack_door (object *op, object *door)
2261{ 1879{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1880 /* If its a door, try to find a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1881 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1882 * otherwise, we fall through to the rest of the code.
2266 */ 1883 */
2267 object *key = find_key (op, op, door); 1884 object *key = find_key (op, op, door);
2268 1885
2269 /* IF we found a key, do some extra work */ 1886 /* If we found a key, do some extra work */
2270 if (key) 1887 if (key)
2271 { 1888 {
2272 object *container = key->env; 1889 object *container = key->env;
2273 1890
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2275 if (action_makes_visible (op)) 1891 if (action_makes_visible (op))
2276 make_visible (op); 1892 make_visible (op);
1893
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1894 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1895 spring_trap (door->inv, op);
1896
2279 if (door->type == DOOR) 1897 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1898 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1899 else if (door->type == LOCKED_DOOR)
2284 { 1900 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1901 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2286 remove_door2 (door); /* remove door without violence ;-) */ 1902 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1903 }
1904
2288 /* Do this after we print the message */ 1905 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1906 key->decrease (); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1907
2291 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container);
2293 return 1; /* Nothing more to do below */ 1908 return 1; /* Nothing more to do below */
2294 } 1909 }
2295 else if (door->type == LOCKED_DOOR) 1910 else if (door->type == LOCKED_DOOR)
2296 { 1911 {
2297 /* Might as well return now - no other way to open this */ 1912 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1913 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2299 return 1; 1914 return 1;
2300 } 1915 }
1916
2301 return 0; 1917 return 0;
2302} 1918}
2303 1919
2304/* This function is just part of a breakup from move_player. 1920/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 1921 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 1922 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 1923 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 1924 * going to try and move (not fire weapons).
2309 */ 1925 */
2310 1926bool
2311void
2312move_player_attack (object *op, int dir) 1927move_player_attack (object *op, int dir)
2313{ 1928{
2314 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 1929 int on_battleground;
2317 mapstruct *m;
2318 1930
2319 nx = freearr_x[dir] + op->x; 1931 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 1932 sint16 ny = freearr_y[dir] + op->y;
2321 1933
2322 on_battleground = op_on_battleground (op, NULL, NULL); 1934 on_battleground = op_on_battleground (op, 0, 0);
1935
1936 if (out_of_map (op->map, nx, ny))
1937 return false;
1938
1939 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1940 {
1941 --op->speed_left;
1942 return true;
1943 }
2323 1944
2324 /* If braced, or can't move to the square, and it is not out of the 1945 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 1946 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 1947 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 1948 * player. This is a pretty nasty hack, because if we could
2328 * move to some space, it then means that if we are braced, we should 1949 * move to some space, it then means that if we are braced, we should
2329 * do nothing at all. As it is, if we are braced, we go through 1950 * do nothing at all. As it is, if we are braced, we go through
2330 * quite a bit of processing. However, it probably is less than what 1951 * quite a bit of processing. However, it probably is less than what
2331 * move_ob uses. 1952 * move_ob uses.
2332 */ 1953 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1954 maptile *m = op->map->xy_find (nx, ny);
1955
1956 /* Go through all the objects, and find ones of interest. Only stop if
1957 * we find a monster - that is something we know we want to attack.
1958 * if its a door or barrel (can roll) see if there may be monsters
1959 * on the space
1960 */
1961 object *mon;
1962 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1963 {
1964 if ((mon->flag [FLAG_ALIVE]
1965 || mon->type == LOCKED_DOOR
1966 || mon->flag [FLAG_CAN_ROLL])
1967 && mon != op)
1968 break;
2334 { 1969 }
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1970
1971 if (!mon) /* This happens anytime the player tries to move */
1972 return false; /* into a wall */
1973
1974 mon = mon->head_ ();
1975
1976 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1977 if (op->contr->weapon_sp_left > 0.f)
1978 if (player_attack_door (op, mon))
1979 {
1980 --op->contr->weapon_sp_left;
1981 return true;
2336 { 1982 }
2337 m = get_map_from_coord (op->map, &nx, &ny); 1983
2338 if (!m) 1984 /* The following deals with possibly attacking peaceful
2339 return; /* Don't think this should happen */ 1985 * or friendly creatures. Basically, all players are considered
1986 * unaggressive. If the moving player has peaceful set, then the
1987 * object should be pushed instead of attacked. It is assumed that
1988 * if you are braced, you will not attack friends accidently,
1989 * and thus will not push them.
1990 */
1991
1992 /* If the creature is a pet, push it even if the player is not
1993 * peaceful. Our assumption is the creature is a pet if the
1994 * player owns it and it is either friendly or unagressive.
1995 */
1996 if (op->type == PLAYER
1997 && ((mon->owner && mon->owner->contr
1998 && same_party (mon->owner->contr->party, op->contr->party))
1999 || mon->owner == op)
2000 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2001 {
2002 /* If we're braced, we don't want to switch places with it */
2003 if (op->contr->braced)
2004 return false;
2005
2006 if (op->speed_left > 0.f)
2007 {
2008 --op->speed_left;
2009
2010 op->play_sound (sound_find ("push_player"));
2011 push_ob (mon, dir, op);
2012
2013 if (action_makes_visible (op))
2014 make_visible (op);
2015
2016 return true;
2340 } 2017 }
2341 else 2018 else
2342 m = op->map;
2343
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return; 2019 return false;
2348 } 2020 }
2349 2021
2350 mon = NULL;
2351 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space
2355 */
2356 while (tmp != NULL)
2357 {
2358 if (tmp == op)
2359 {
2360 tmp = tmp->above;
2361 continue;
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 {
2365 mon = tmp;
2366 break;
2367 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372
2373 if (mon == NULL) /* This happens anytime the player tries to move */
2374 return; /* into a wall */
2375
2376 if (mon->head != NULL)
2377 mon = mon->head;
2378
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon))
2381 return;
2382
2383 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them.
2389 */
2390
2391 /* If the creature is a pet, push it even if the player is not
2392 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive.
2394 */
2395 if ((op->type == PLAYER)
2396#if COZY_SERVER
2397 &&
2398 ((get_owner (mon) && get_owner (mon)->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2400#else
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 {
2405 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced)
2407 return;
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op);
2412 return;
2413 }
2414
2415 /* in certain circumstances, you shouldn't attack friendly 2022 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2023 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 2024 * someone, but put it inside this loop so that you won't
2418 * attack them either. 2025 * attack them either.
2419 */ 2026 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2027 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2028 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2422#ifdef PROHIBIT_PLAYERKILL 2029 && ((op->contr->peaceful
2423 (op->contr->peaceful 2030 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 2031 && !on_battleground))
2425 && mon->contr-> 2032 {
2426 peaceful)) && 2033 if (op->speed_left > 0.f)
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 2034 {
2035 --op->speed_left;
2036
2432 if (!op->contr->braced) 2037 if (!op->contr->braced)
2433 { 2038 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2039 op->play_sound (sound_find ("push_player"));
2435 (void) push_ob (mon, dir, op); 2040 push_ob (mon, dir, op);
2436 } 2041 }
2437 else 2042 else
2438 { 2043 op->statusmsg ("You withhold your attack");
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2044
2440 }
2441 if (op->contr->tmp_invis || op->hide) 2045 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2442 make_visible (op); 2046 make_visible (op);
2443 }
2444 2047
2048 return true;
2049 }
2050 }
2445 /* If the object is a boulder or other rollable object, then 2051 /* If the object is a boulder or other rollable object, then
2446 * roll it if not braced. You can't roll it if you are braced. 2052 * roll it if not braced. You can't roll it if you are braced.
2447 */ 2053 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2054 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2055 {
2056 if (op->speed_left > 0.f)
2449 { 2057 {
2058 --op->speed_left;
2059
2450 recursive_roll (mon, dir, op); 2060 recursive_roll (mon, dir, op);
2451 if (action_makes_visible (op)) 2061 if (action_makes_visible (op))
2452 make_visible (op); 2062 make_visible (op);
2453 }
2454 2063
2064 return true;
2065 }
2066 }
2455 /* Any generic living creature. Including things like doors. 2067 /* Any generic living creature. Including things like doors.
2456 * Way it works is like this: First, it must have some hit points 2068 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2069 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2070 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2071 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2072 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2073 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2074 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2075 {
2465 2076 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2466 /* If the player hasn't hit something this tick, and does
2467 * so, give them speed boost based on weapon speed. Doing
2468 * it here is better than process_players2, which basically
2469 * incurred a 1 tick offset.
2470 */
2471 if (!op->contr->has_hit)
2472 { 2077 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2078 --op->contr->weapon_sp_left;
2474 2079
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 }
2477
2478 skill_attack (mon, op, 0, NULL, NULL); 2080 skill_attack (mon, op, 0, 0, 0);
2479 2081
2480 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is
2483 * the wiz.
2484 */
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 {
2487 short luck = mon->stats.luck;
2488
2489 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL);
2491 mon->stats.luck = luck;
2492 }
2493 if (action_makes_visible (op)) 2082 if (action_makes_visible (op))
2494 make_visible (op); 2083 make_visible (op);
2495 }
2496 } /* if player should attack something */
2497}
2498 2084
2499int 2085 return true;
2086 }
2087 }
2088
2089 return false;
2090}
2091
2092bool
2500move_player (object *op, int dir) 2093move_player (object *op, int dir)
2501{ 2094{
2502 int pick; 2095 int pick;
2503 2096
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2097 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2505 return 0; 2098 return 0;
2506 2099
2507 /* Sanity check: make sure dir is valid */ 2100 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2101 if ((dir < 0) || (dir >= 9))
2509 { 2102 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2103 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2104 return 0;
2512 } 2105 }
2513 2106
2514 /* peterm: added following line */ 2107 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2108 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2109 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2110
2518 op->facing = dir; 2111 op->facing = dir;
2519 2112
2520 if (op->hide) 2113 if (op->flag [FLAG_HIDDEN])
2521 do_hidden_move (op); 2114 do_hidden_move (op);
2522 2115
2116 bool retval;
2117
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2118 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ; 2119 retval = RESULT_INT (0);
2525 else if (op->contr->fire_on) 2120 else if (op->contr->fire_on)
2526 fire (op, dir); 2121 retval = fire (op, dir);
2527 else 2122 else
2528 { 2123 {
2529 move_player_attack (op, dir); 2124 retval = move_player_attack (op, dir);
2530 pick = check_pick (op); 2125 pick = check_pick (op);
2531 } 2126 }
2532 2127
2533 /* Add special check for newcs players and fire on - this way, the 2128 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2129 * server can handle repeat firing.
2535 */ 2130 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2131 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2132 op->direction = dir;
2539 }
2540 else 2133 else
2541 {
2542 op->direction = 0; 2134 op->direction = 0;
2543 } 2135
2544 /* Update how the player looks. Use the facing, so direction may 2136 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2137 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2138 * for players.
2547 */ 2139 */
2548 animate_object (op, op->facing); 2140 animate_object (op, op->facing);
2549 return 0; 2141
2142 return retval;
2550} 2143}
2551 2144
2552/* This is similar to handle_player, below, but is only used by the 2145/* This is similar to handle_player, below, but is only used by the
2553 * new client/server stuff. 2146 * new client/server stuff.
2554 * This is sort of special, in that the new client/server actually uses 2147 * This is sort of special, in that the new client/server actually uses
2555 * the new speed values for commands. 2148 * the new speed values for commands.
2556 * 2149 *
2557 * Returns true if there are more actions we can do. 2150 * Returns true if there are more actions we can do. Should not do
2151 * many actions in a row, as that would be too unfair to other
2152 * players.
2558 */ 2153 */
2559int 2154bool
2560handle_newcs_player (object *op) 2155handle_newcs_player (object *op)
2561{ 2156{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2157 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2158 {
2584 flee_player (op); 2159 if (op->speed_left > 0.f)
2585 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 { 2160 {
2588 op->speed_left--; 2161 --op->speed_left;
2162 flee_player (op);
2163
2589 return 0; 2164 return true;
2590 } 2165 }
2591 } 2166 else
2592 2167 return false;
2593 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer.
2597 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600 {
2601 op->contr->ranges[range_golem] = NULL;
2602 op->contr->golem_count = 0;
2603 } 2168 }
2604 2169
2605 /* call this here - we also will call this in do_ericserver, but 2170 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2171 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2172 * called, so we recheck it here.
2608 */ 2173 */
2609 HandleClient (&op->contr->socket, op->contr); 2174 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2175 return true;
2612 2176
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2177 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2617
2618 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff.
2621 */
2622 move_player (op, op->direction); 2178 return move_player (op, op->direction);
2623 if (op->speed_left > 0) 2179
2624 return 1;
2625 else
2626 return 0;
2627 }
2628 return 0; 2180 return false;
2629} 2181}
2630 2182
2631int 2183int
2632save_life (object *op) 2184save_life (object *op)
2633{ 2185{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2186 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2187 return 0;
2638 2188
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2189 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2190 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2191 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2192 op->play_sound (sound_find ("ob_evaporate"));
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2193 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2644 if (op->contr) 2194
2645 esrv_del_item (op->contr, tmp->count); 2195 tmp->destroy ();
2646 remove_ob (tmp);
2647 free_object (tmp);
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2196 CLEAR_FLAG (op, FLAG_LIFESAVE);
2197
2649 if (op->stats.hp < 0) 2198 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2199 op->stats.hp = op->stats.maxhp;
2200
2651 if (op->stats.food < 0) 2201 if (op->stats.food < 0)
2652 op->stats.food = 999; 2202 op->stats.food = 999;
2653 fix_player (op); 2203
2204 op->update_stats ();
2654 return 1; 2205 return 1;
2655 } 2206 }
2207
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2208 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2209 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2210 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2211 return 0;
2660} 2212}
2661 2213
2662/* This goes throws the inventory and removes unpaid objects, and puts them 2214/* This goes throws the inventory and removes unpaid objects, and puts them
2663 * back in the map (location and map determined by values of env). This 2215 * back in the map (location and map determined by values of env). This
2664 * function will descend into containers. op is the object to start the search 2216 * function will descend into containers. op is the object to start the search
2665 * from. 2217 * from.
2666 */ 2218 */
2219static void
2220drop_unpaid_items (object *op, object *env)
2221{
2222 while (op)
2223 {
2224 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2225
2226 if (QUERY_FLAG (op, FLAG_UNPAID))
2227 op->insert_at (env);
2228 else if (op->inv)
2229 drop_unpaid_items (op->inv, env);
2230
2231 op = next;
2232 }
2233}
2234
2667void 2235void
2668remove_unpaid_objects (object *op, object *env) 2236object::drop_unpaid_items ()
2669{ 2237{
2670 object *next; 2238 if (!flag [FLAG_REMOVED])
2671 2239 ::drop_unpaid_items (inv, this);
2672 while (op)
2673 {
2674 next = op->below; /* Make sure we have a good value, in case
2675 * we remove object 'op'
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0);
2685 }
2686 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env);
2688 op = next;
2689 }
2690} 2240}
2691
2692 2241
2693/* 2242/*
2694 * Returns pointer a static string containing gravestone text 2243 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2244 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2245 * actually uses this function. player.c may not be quite the
2697 * best, a misc file for object actions is probably better, 2246 * best, a misc file for object actions is probably better,
2698 * but there isn't one in the server directory. 2247 * but there isn't one in the server directory.
2699 */ 2248 */
2700char * 2249const char *
2701gravestone_text (object *op) 2250gravestone_text (object *op)
2702{ 2251{
2703 static char buf2[MAX_BUF]; 2252 static dynbuf_text buf;
2704 char buf[MAX_BUF];
2705 time_t now = time (NULL);
2706 2253
2707 strcpy (buf2, " R.I.P.\n\n"); 2254 buf << "---- R.I.P. ----\n\n"
2255 << op->name;
2256
2708 if (op->type == PLAYER) 2257 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2258 buf << " the " << op->contr->title;
2710 else 2259
2711 sprintf (buf, "%s\n", &op->name); 2260 buf << "\n\n";
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2261
2713 strcat (buf2, buf); 2262 buf << "who was level ";
2263 buf << (sint32)op->level << "\n\n" // OO breakdown
2264 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2265
2714 if (op->type == PLAYER) 2266 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2267 buf << "by " << op->contr->killer_name () << ".\n\n";
2716 else 2268
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf);
2720 if (op->type == PLAYER)
2721 { 2269 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2270 static char buf2[128];
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2271 time_t now = time (NULL);
2724 strcat (buf2, buf);
2725 }
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2272 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2273 buf << buf2;
2728 strcat (buf2, buf); 2274 }
2275
2729 return buf2; 2276 return buf;
2730} 2277}
2731
2732
2733 2278
2734void 2279void
2735do_some_living (object *op) 2280do_some_living (object *op)
2736{ 2281{
2737 int last_food = op->stats.food; 2282 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2288 int rate_grace = 2000;
2744 const int max_hp = 1; 2289 const int max_hp = 1;
2745 const int max_sp = 1; 2290 const int max_sp = 1;
2746 const int max_grace = 1; 2291 const int max_grace = 1;
2747 2292
2748 if (op->contr->outputs_sync) 2293 if (op->contr->hidden)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2294 {
2295 op->invisible = 1000;
2296 /* the socket code flashes the player visible/invisible
2297 * depending on the value of invisible, so we need to
2298 * alternate it here for it to work correctly.
2299 */
2300 if (pticks & 2)
2301 op->invisible--;
2302 }
2303 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2304 {
2305 if (!op->invisible--)
2306 {
2307 make_visible (op);
2308 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2309 }
2310 }
2754 2311
2755 if (op->contr->state == ST_PLAYING) 2312 if (op->contr->ns->state == ST_PLAYING)
2756 { 2313 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2314 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2315 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2316 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2317 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2318 else
2763 { 2319 {
2764 gen_hp = op->stats.maxhp; 2320 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2321 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2322 }
2323
2767 if (op->contr->gen_sp >= 0) 2324 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2325 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2326 else
2770 { 2327 {
2771 gen_sp = op->stats.maxsp; 2328 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2329 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2330 }
2331
2774 if (op->contr->gen_grace >= 0) 2332 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2333 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2334 else
2777 { 2335 {
2778 gen_grace = op->stats.maxgrace; 2336 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2337 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2338 }
2781 2339
2782 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2784 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2786 if (op->stats.sp < op->stats.maxsp)
2787 {
2788 op->stats.sp++;
2789 /* dms do not consume food */
2790 if (!QUERY_FLAG (op, FLAG_WIZ))
2791 {
2792 op->stats.food--;
2793 if (op->contr->digestion < 0)
2794 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food;
2797 }
2798 }
2799 if (max_sp > 1)
2800 {
2801 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0)
2803 {
2804 if (op->stats.sp < op->stats.maxsp)
2805 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--;
2809 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp;
2811 }
2812 op->last_sp = 0;
2813 }
2814 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 }
2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824
2825 /* Regenerate Grace */ 2340 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2341 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2342 if (--op->last_grace < 0)
2828 { 2343 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2344 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2345 op->stats.grace++; /* no penalty in food for regaining grace */
2346
2831 if (max_grace > 1) 2347 if (max_grace > 1)
2832 { 2348 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2349 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2350 if (over_grace > 0)
2835 { 2351 {
2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2363 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2848 } 2364 }
2849 /* wearing stuff doesn't detract from grace generation. */ 2365 /* wearing stuff doesn't detract from grace generation. */
2850 } 2366 }
2851 2367
2368 if (op->stats.food > 0)
2369 {
2852 /* Regenerate Hit Points */ 2370 /* Regenerate Spell Points */
2853 if (--op->last_heal < 0) 2371 if (!op->contr->golem && --op->last_sp < 0)
2854 {
2855 if (op->stats.hp < op->stats.maxhp)
2856 { 2372 {
2857 op->stats.hp++; 2373 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2858 /* dms do not consume food */ 2374
2859 if (!QUERY_FLAG (op, FLAG_WIZ)) 2375 if (op->stats.sp < op->stats.maxsp)
2860 { 2376 {
2377 op->stats.sp++;
2378
2379 /* dms do not consume food */
2380 if (!QUERY_FLAG (op, FLAG_WIZ))
2381 {
2861 op->stats.food--; 2382 op->stats.food--;
2383
2862 if (op->contr->digestion < 0) 2384 if (op->contr->digestion < 0)
2863 op->stats.food += op->contr->digestion; 2385 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2386 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2387 op->stats.food = last_food;
2388 }
2866 } 2389 }
2867 } 2390
2868 if (max_hp > 1) 2391 if (max_sp > 1)
2869 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0)
2872 { 2392 {
2873 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2393 over_sp = (gen_sp + 10) / rate_sp;
2394 if (over_sp > 0)
2395 {
2396 if (op->stats.sp < op->stats.maxsp)
2397 {
2398 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2399
2400 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2401 op->stats.sp--;
2402
2403 if (op->stats.sp > op->stats.maxsp)
2404 op->stats.sp = op->stats.maxsp;
2405 }
2406
2874 op->last_heal = 0; 2407 op->last_sp = 0;
2408 }
2409 else
2410 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2875 } 2411 }
2876 else 2412 else
2413 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2414 }
2415
2416 /* Regenerate Hit Points */
2417 if (--op->last_heal < 0)
2418 {
2419 if (op->stats.hp < op->stats.maxhp)
2877 { 2420 {
2878 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2421 op->stats.hp++;
2422
2423 /* dms do not consume food */
2424 if (!QUERY_FLAG (op, FLAG_WIZ))
2425 {
2426 op->stats.food--;
2427
2428 if (op->contr->digestion < 0)
2429 op->stats.food += op->contr->digestion;
2430 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2431 op->stats.food = last_food;
2432 }
2879 } 2433 }
2434
2435 if (max_hp > 1)
2436 {
2437 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2438
2439 if (over_hp > 0)
2440 {
2441 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2442 op->last_heal = 0;
2443 }
2444 else
2445 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2880 } 2446 }
2881 else 2447 else
2882 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2448 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884 } 2449 }
2885 } 2450 }
2886 2451
2887 /* Digestion */ 2452 /* Digestion */
2888 if (--op->last_eat < 0) 2453 if (--op->last_eat < 0)
2889 { 2454 {
2890#ifdef COZY_SERVER 2455 int bonus = max (0, op->contr->digestion),
2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2456 penalty = max (0, -op->contr->digestion);
2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2893#else
2894 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895#endif
2896 2457
2897 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2458 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2899 else 2459
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2901 /* dms do not consume food */ 2460 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2462 op->stats.food--;
2904 } 2463 }
2905 }
2906 2464
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2465 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2466 {
2909 object *tmp, *flesh = NULL; 2467 object *flesh = 0;
2910 2468
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2469 for_inv_removable (op, tmp)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2470 {
2471 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2472 continue;
2473
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2474 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2475 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2476 op->statusmsg ("You blindly grab for a bite of food. "
2477 "H<To prevent you from starving, you ate some random item from your backpack.>");
2918 manual_apply (op, tmp, 0); 2478 manual_apply (op, tmp, 0);
2479
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2480 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2481 break;
2921 } 2482 }
2922 else if (tmp->type == FLESH) 2483 else if (tmp->type == FLESH)
2923 flesh = tmp; 2484 flesh = tmp;
2924 } /* End if paid for object */ 2485 }
2925 } /* end of for loop */ 2486
2926 /* If player is still starving, it means they don't have any food, so 2487 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2488 * eat flesh instead.
2928 */ 2489 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2490 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2491 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2492 op->statusmsg ("You blindly grab for a bite of food. "
2493 "H<To prevent you from starving, you ate some random item from your backpack.>");
2932 manual_apply (op, flesh, 0); 2494 manual_apply (op, flesh, 0);
2495 }
2496
2497 // If player is still starving, alert him!
2498 if (op->stats.food < 0)
2499 op->failmsg ("You are starving! "
2500 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2501 }
2502
2503 if (op->stats.food < 0)
2933 } 2504 {
2934 } /* end if player is starving */ 2505 op->stats.hp += op->stats.food;
2506 op->stats.food = 0;
2935 2507
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2508 if (op->stats.hp < 0)
2937 op->stats.food++, op->stats.hp--; 2509 {
2510 op->contr->killer = archetype::get ("killer_starvation");
2511 op->contr->killer->destroy ();
2512 }
2513 }
2938 2514
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2515 /* killer should be set here already */
2516 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2517 kill_player (op);
2518 }
2941} 2519}
2942
2943
2944 2520
2945/* If the player should die (lack of hp, food, etc), we call this. 2521/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2522 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2523 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2524 * file.
2949 */ 2525 */
2950void 2526void
2951kill_player (object *op) 2527kill_player (object *op)
2952{ 2528{
2529 int x, y;
2953 char buf[MAX_BUF]; 2530 char buf[MAX_BUF];
2954 int x, y;
2955
2956 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2531 maptile *map; /* this is for resurrection */
2958
2959 /* int z;
2960 int num_stats_lose;
2961 int lost_a_stat;
2962 int lose_this_stat;
2963 int this_stat; */
2964 int will_kill_again; 2532 int will_kill_again;
2965 archetype *at; 2533 archetype *at;
2966 object *tmp; 2534 object *tmp;
2967 2535
2968 if (save_life (op)) 2536 if (save_life (op))
2969 return; 2537 return;
2970
2971 2538
2972 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2539 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2973 * in cities ONLY!!! It is very important that this doesn't get abused. 2540 * in cities ONLY!!! It is very important that this doesn't get abused.
2974 * Look at op_on_battleground() for more info --AndreasV 2541 * Look at op_on_battleground() for more info --AndreasV
2975 */ 2542 */
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2545 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2546 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2547
2981 /* restore player */ 2548 /* restore player */
2982 at = archetype::find ("poisoning"); 2549 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2550 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2551 {
2986 remove_ob (tmp); 2552 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2553 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2554 }
2990 2555
2991 at = archetype::find ("confusion"); 2556 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2557 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2558 {
2995 remove_ob (tmp); 2559 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2560 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2561 }
2999 2562
3000 cure_disease (op, 0); /* remove any disease */ 2563 cure_disease (op, 0, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2564 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2565 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2566 op->stats.food = 999;
3004 2567
3005 /* create a bodypart-trophy to make the winner happy */ 2568 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2569 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2570 {
3009 sprintf (buf, "%s's finger", &op->name); 2571 tmp->name = format ("%s's finger" , &op->name);
3010 tmp->name = buf; 2572 tmp->name_pl = format ("%s's fingers", &op->name);
3011 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2573 tmp->msg = format (
2574 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2575 &op->name, op->contr->title,
2576 (int)op->level,
2577 op->contr->killer_name ()
2578 );
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2579 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2580 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2581 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2582 }
3020 2583
3021 /* teleport defeated player to new destination */ 2584 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2585 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2586 op->contr->braced = 0;
3026 2589
3027 INVOKE_PLAYER (DEATH, op->contr); 2590 INVOKE_PLAYER (DEATH, op->contr);
3028 2591
3029 command_kill_pets (op, 0); 2592 command_kill_pets (op, 0);
3030 2593
3031 if (op->stats.food < 0) 2594 op->contr->play_sound (sound_find ("player_dies"));
2595
2596 /* save the map location for corpse, gravestone */
2597 x = op->x;
2598 y = op->y;
2599 map = op->map;
2600
2601 /* NOT_PERMADEATH code. This basically brings the character back to
2602 * life if they are dead - it takes some exp and a random stat.
2603 * See the config.h file for a little more in depth detail about this.
2604 */
2605
2606 /* Basically two ways to go - remove a stat permanently, or just
2607 * make it depletion. This bunch of code deals with that aspect
2608 * of death.
2609 */
2610#ifndef COZY_SERVER
2611 if (settings.balanced_stat_loss)
3032 { 2612 {
3033 if (op->contr->explore) 2613 /* If stat loss is permanent, lose one stat only. */
3034 { 2614 /* Lower level chars don't lose as many stats because they suffer
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2615 more if they do. */
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2616 /* Higher level characters can afford things such as potions of
3037 op->stats.food = 999; 2617 restoration, or better, stat potions. So we slug them that
3038 return; 2618 little bit harder. */
3039 } 2619 /* GD */
3040 sprintf (buf, "%s starved to death.", &op->name); 2620 if (settings.stat_loss_on_death)
3041 strcpy (op->contr->killer, "starvation"); 2621 num_stats_lose = 1;
2622 else
2623 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3042 } 2624 }
3043 else 2625 else
3044 { 2626 num_stats_lose = 1;
3045 if (op->contr->explore) 2627
3046 { 2628 lost_a_stat = 0;
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2629
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2630 for (z = 0; z < num_stats_lose; z++)
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name);
3053 } 2631 {
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2632 i = rndm (NUM_STATS);
3055 2633
3056 /* save the map location for corpse, gravestone */
3057 x = op->x;
3058 y = op->y;
3059 map = op->map;
3060
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this.
3067 */
3068
3069 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect
3071 * of death.
3072 */
3073#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss)
3075 {
3076 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */
3079 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */
3082 /* GD */
3083 if (settings.stat_loss_on_death) 2634 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2635 {
3085 else 2636 /* Pick a random stat and take a point off it. Tell the player
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2637 * what he lost.
2638 */
2639 change_attr_value (&(op->stats), i, -1);
2640 check_stat_bounds (&(op->stats));
2641 change_attr_value (&(op->contr->orig_stats), i, -1);
2642 check_stat_bounds (&(op->contr->orig_stats));
2643 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2644 lost_a_stat = 1;
3087 } 2645 }
3088 else 2646 else
3089 { 2647 {
3090 num_stats_lose = 1; 2648 /* deplete a stat */
3091 } 2649 archetype *deparch = archetype::find ("depletion");
3092 lost_a_stat = 0; 2650 object *dep;
3093 2651
3094 for (z = 0; z < num_stats_lose; z++) 2652 dep = present_arch_in_ob (deparch, op);
3095 { 2653 if (!dep)
3096 i = RANDOM () % NUM_STATS;
3097
3098 if (settings.stat_loss_on_death)
3099 { 2654 {
3100 /* Pick a random stat and take a point off it. Tell the player 2655 dep = arch_to_object (deparch);
3101 * what he lost. 2656 insert_ob_in_ob (dep, op);
3102 */
3103 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1;
3109 } 2657 }
3110 else 2658 lose_this_stat = 1;
2659 if (settings.balanced_stat_loss)
3111 { 2660 {
3112 /* deplete a stat */ 2661 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2662 /* Get the stat that we're about to deplete. */
3114 object *dep; 2663 this_stat = get_attr_value (&(dep->stats), i);
3115 2664 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2665 {
3119 dep = arch_to_object (deparch); 2666 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2667 int keep_chance = this_stat * this_stat;
3121 } 2668
3122 lose_this_stat = 1; 2669 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2670 if (keep_chance < 1)
2671 keep_chance = 1;
2672
2673 /* There is a maximum depletion total per level. */
2674 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2675 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2676 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2677 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2678 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2679 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2680 else
3164 if (this_stat >= -50)
3165 { 2681 {
3166 change_attr_value (&(dep->stats), i, -1); 2682 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2683 lose_this_stat = 0;
2684 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2685 this_stat, keep_chance, loss_chance,
2686 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2687 }
3172 } 2688 }
3173 } 2689 }
2690
2691 if (lose_this_stat)
2692 {
2693 this_stat = get_attr_value (&(dep->stats), i);
2694 /* We could try to do something clever like find another
2695 * stat to reduce if this fails. But chances are, if
2696 * stats have been depleted to -50, all are pretty low
2697 * and should be roughly the same, so it shouldn't make a
2698 * difference.
2699 */
2700 if (this_stat >= -50)
2701 {
2702 change_attr_value (&(dep->stats), i, -1);
2703 SET_FLAG (dep, FLAG_APPLIED);
2704 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2705 op->update_stats ();
2706 lost_a_stat = 1;
2707 }
3174 } 2708 }
2709 }
2710 }
2711
3175 /* If no stat lost, tell the player. */ 2712 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2713 if (!lost_a_stat)
3177 { 2714 {
3178 /* determine_god() seems to not work sometimes... why is this? 2715 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2716 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2717 const char *god = determine_god (op);
3181 2718
3182 if (god && (strcmp (god, "none"))) 2719 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2720 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2721 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2722 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2723 }
2724#else
2725 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
3187#endif 2726#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2727
3190 /* Put a gravestone up where the character 'almost' died. List the 2728 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2729 * exp loss on the stone.
3192 */ 2730 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2731 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2732 tmp->name = format ("%s's gravestone", &op->name);
3195 tmp->name = buf; 2733 tmp->name_pl = format ("%s's gravestones", &op->name);
3196 sprintf (buf, "%s's gravestones", &op->name); 2734 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3197 tmp->name_pl = buf; 2735 &op->name, op->contr->title, op->contr->killer_name ());
3198 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);
3199 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2736 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2737 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2738
3203 /**************************************/ 2739 /**************************************/
3204 /* */ 2740 /* */
3205 /* Subtract the experience points, */ 2741 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2742 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2743 /* food, and reset HP's... */
3208 /* */ 2744 /* */
3209
3210 /**************************************/ 2745 /**************************************/
3211 2746
3212 /* remove any poisoning and confusion the character may be suffering. */ 2747 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2748 /* restore player */
3214 at = archetype::find ("poisoning"); 2749 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2750 tmp = present_arch_in_ob (at, op);
2751
3216 if (tmp) 2752 if (tmp)
3217 { 2753 {
3218 remove_ob (tmp); 2754 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2755 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2756 }
3222 2757
3223 at = archetype::find ("confusion"); 2758 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2759 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2760 if (tmp)
3226 { 2761 {
3227 remove_ob (tmp); 2762 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2763 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2764 }
2765
3231 cure_disease (op, 0); /* remove any disease */ 2766 cure_disease (op, 0, 0); /* remove any disease */
3232 2767
2768 // remove all spell effects that are active
2769 // to avoid long-term effects such as word-of-recall
2770 for (object *item = op->inv; item; )
2771 {
2772 object *next = item->below;
2773
2774 if (item->type == SPELL_EFFECT && item->active)
2775 item->destroy ();
2776
2777 item = next;
2778 }
2779
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2780 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2781 apply_death_exp_penalty (op);
2782
3235 if (op->stats.food < 100) 2783 if (op->stats.food < 100)
3236 op->stats.food = 900; 2784 op->stats.food = 900;
2785
3237 op->stats.hp = op->stats.maxhp; 2786 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2787 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2788 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2789
3241 /* 2790 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2791 * Check to see if the player has any unpaid items. If so, remove them
3243 * the player has any unpaid items. If so, remove them and put them back 2792 * and put them back in the map.
3244 * in the map. 2793 */
3245 */ 2794 op->drop_unpaid_items ();
3246 2795
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op);
3249
3250 /****************************************/ 2796 /****************************************/
3251 /* */ 2797 /* */
3252 /* Move player to his current respawn- */ 2798 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2799 /* position (usually last savebed) */
3254 /* */ 2800 /* */
3255
3256 /****************************************/ 2801 /****************************************/
3257 2802
3258 enter_player_savebed (op); 2803 enter_player_savebed (op);
3259 2804
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2805 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2806
3266 /* it is possible that the player has blown something up 2807 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2808 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2809 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2810 * on the space that might harm the player.
3270 */ 2811 */
3271 will_kill_again = 0; 2812 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2813 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2814 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2815 will_kill_again |= tmp->attacktype;
3276 } 2816
3277 if (will_kill_again) 2817 if (will_kill_again)
3278 { 2818 {
3279 object *force; 2819 object *force;
3280 int at; 2820 int at;
3281 2821
3282 force = get_archetype (FORCE_NAME); 2822 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2823 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2824 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2825 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2826 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2827 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2828 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2829 force->resist[at] = 100;
3291 } 2830
3292 insert_ob_in_ob (force, op); 2831 insert_ob_in_ob (force, op);
3293 fix_player (op); 2832 op->update_stats ();
2833 }
3294 2834
3295 }
3296
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2835 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2836}
3366
3367 2837
3368void 2838void
3369loot_object (object *op) 2839loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2840{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2841 object *tmp, *tmp2, *next;
3372 2842
3373 if (op->container) 2843 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2844
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2845 for (tmp = op->inv; tmp; tmp = next)
3379 { 2846 {
3380 next = tmp->below; 2847 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2848
2849 if (tmp->invisible)
3382 continue; 2850 continue;
3383 remove_ob (tmp); 2851
2852 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2853 tmp->x = op->x, tmp->y = op->y;
2854
3385 if (tmp->type == CONTAINER) 2855 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2856 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2857
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2858 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2859 {
3391 if (tmp->nrof > 1) 2860 if (tmp->nrof > 1)
3392 { 2861 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2862 tmp->decrease (rndm (1, tmp->nrof - 1));
3394 free_object (tmp2);
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2863 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2864 }
3397 else 2865 else
3398 free_object (tmp); 2866 tmp->destroy ();
3399 } 2867 }
3400 else 2868 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2869 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2870 }
3403} 2871}
3405/* 2873/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2874 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2875 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2876 * was changed.
3409 */ 2877 */
3410
3411void 2878void
3412fix_weight (void) 2879fix_weight (void)
3413{ 2880{
3414 player *pl; 2881 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2882 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2883 sint32 old = pl->ob->carrying;
3419 2884
3420 if (old == sum) 2885 pl->ob->update_weight ();
3421 continue; 2886
3422 fix_player (pl->ob); 2887 if (old != pl->ob->carrying)
2888 {
2889 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2890 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2891 }
3424 } 2892 }
3425} 2893}
3426 2894
3427void 2895void
3428fix_luck (void) 2896fix_luck (void)
3429{ 2897{
3430 player *pl; 2898 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2899 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2900 pl->ob->change_luck (0);
3435} 2901}
3436
3437 2902
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 2903/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 2904 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 2905 * just treat this as any other spell casting object.
3441 */ 2906 */
3442
3443void 2907void
3444cast_dust (object *op, object *throw_ob, int dir) 2908cast_dust (object *op, object *throw_ob, int dir)
3445{ 2909{
3446 object *skop, *spob; 2910 object *skop, *spob;
3447 2911
3468 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2933 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 2934
3471 cast_spell (op, throw_ob, dir, spob, NULL); 2935 cast_spell (op, throw_ob, dir, spob, NULL);
3472 2936
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2937 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 2938}
3477 2939
3478void 2940void
3479make_visible (object *op) 2941make_visible (object *op)
3480{ 2942{
3481 op->hide = 0; 2943 op->flag [FLAG_HIDDEN] = 0;
3482 op->invisible = 0; 2944 op->invisible = 0;
2945
3483 if (op->type == PLAYER) 2946 if (op->type == PLAYER)
3484 { 2947 {
3485 op->contr->tmp_invis = 0; 2948 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 2949 op->contr->invis_race = 0;
3487 } 2950 }
2951
3488 update_object (op, UP_OBJ_FACE); 2952 update_object (op, UP_OBJ_CHANGE);
3489} 2953}
3490 2954
3491int 2955int
3492is_true_undead (object *op) 2956is_true_undead (object *op)
3493{ 2957{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2958 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3497 return 1; 2959 return 1;
3498 2960
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 2961 return 0;
3505} 2962}
3506 2963
3507/* look at the surrounding terrain to determine 2964/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 2965 * the hideability of this object. Positive levels
3509 * indicate greater hideability. 2966 * indicate greater hideability.
3510 */ 2967 */
3511
3512int 2968int
3513hideability (object *ob) 2969hideability (object *ob)
3514{ 2970{
3515 int i, level = 0, mflag; 2971 int i, level = 0, mflag;
3516 sint16 x, y; 2972 sint16 x, y;
3517 2973
3518 if (!ob || !ob->map) 2974 if (!ob || !ob->map)
3519 return 0; 2975 return 0;
3520 2976
3521 /* so, on normal lighted maps, its hard to hide */ 2977 /* so, on normal lighted maps, its hard to hide */
3522 level = ob->map->darkness - 2; 2978 level = ob->map->darklevel () - 2;
3523 2979
3524 /* this also picks up whether the object is glowing. 2980 /* this also picks up whether the object is glowing.
3525 * If you carry a light on a non-dark map, its not 2981 * If you carry a light on a non-dark map, its not
3526 * as bad as carrying a light on a pitch dark map */ 2982 * as bad as carrying a light on a pitch dark map */
3527 if (has_carried_lights (ob)) 2983 if (has_carried_lights (ob))
3528 level = -(10 + (2 * ob->map->darkness)); 2984 level = -(10 + (2 * ob->map->darklevel ()));
3529 2985
3530 /* scan through all nearby squares for terrain to hide in */ 2986 /* scan through all nearby squares for terrain to hide in */
3531 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2987 for (i = 0, x = ob->x, y = ob->y;
2988 i <= SIZEOFFREE1;
2989 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3532 { 2990 {
3533 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2991 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3534 if (mflag & P_OUT_OF_MAP) 2992 if (mflag & P_OUT_OF_MAP)
3535 {
3536 continue; 2993 continue;
3537 } 2994
3538 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2995 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3539 level += 2; 2996 level += 2;
3540 else /* open terrain! */ 2997 else /* open terrain! */
3541 level -= 1; 2998 level -= 1;
3542 } 2999 }
3550/* For Hidden creatures - a chance of becoming 'unhidden' 3007/* For Hidden creatures - a chance of becoming 'unhidden'
3551 * every time they move - as we subtract off 'invisibility' 3008 * every time they move - as we subtract off 'invisibility'
3552 * AND, for players, if they move into a ridiculously unhideable 3009 * AND, for players, if they move into a ridiculously unhideable
3553 * spot (surrounded by clear terrain in broad daylight). -b.t. 3010 * spot (surrounded by clear terrain in broad daylight). -b.t.
3554 */ 3011 */
3555
3556void 3012void
3557do_hidden_move (object *op) 3013do_hidden_move (object *op)
3558{ 3014{
3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3015 int hide = 0;
3560 object *skop;
3561 3016
3562 if (!op || !op->map) 3017 if (!op || !op->map)
3563 return; 3018 return;
3564 3019
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3020 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3021 int num = random_roll (0, 19, op, PREFER_LOW);
3566 3022
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3023 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3024 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3025 if (!skop || num >= skop->level)
3571 { 3026 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3027 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3028 make_visible (op);
3574 return; 3029 return;
3575 } 3030 }
3576 else 3031 else
3577 num += 20; 3032 num += 20;
3578 } 3033
3579 num += op->map->difficulty; 3034 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3035 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3036 num -= hide;
3037
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3038 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3039 {
3584 make_visible (op); 3040 make_visible (op);
3041
3585 if (op->type == PLAYER) 3042 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3043 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3044 }
3588 else if (op->type == PLAYER && skop) 3045 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3046 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3047}
3593 3048
3594/* determine if who is standing near a hostile creature. */ 3049/* determine if who is standing near a hostile creature. */
3595 3050
3596int 3051int
3597stand_near_hostile (object *who) 3052stand_near_hostile (object *who)
3598{ 3053{
3599 object *tmp = NULL; 3054 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3055 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3056 maptile *m;
3602 sint16 x, y; 3057 sint16 x, y;
3603 3058
3604 if (!who) 3059 if (!who)
3605 return 0; 3060 return 0;
3606 3061
3623 if (mflags & P_OUT_OF_MAP) 3078 if (mflags & P_OUT_OF_MAP)
3624 continue; 3079 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3080 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3081 continue;
3627 3082
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3083 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3084 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3085 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3086 return 1;
3632 else if (tmp->type == PLAYER) 3087 else if (tmp->type == PLAYER)
3633 { 3088 {
3644 * object op. This function works fine for monsters, 3099 * object op. This function works fine for monsters,
3645 * but we dont worry if the object isnt the top one in 3100 * but we dont worry if the object isnt the top one in
3646 * a pile (say a coin under a table would return "viewable" 3101 * a pile (say a coin under a table would return "viewable"
3647 * by this routine). Another question, should we be 3102 * by this routine). Another question, should we be
3648 * concerned with the direction the player is looking 3103 * concerned with the direction the player is looking
3649 * in? Realistically, most of use cant see stuff behind 3104 * in? Realistically, most of us can't see stuff behind
3650 * our backs...on the other hand, does the "facing" direction 3105 * our backs...on the other hand, does the "facing" direction
3651 * imply the way your head, or body is facing? Its possible 3106 * imply the way your head, or body is facing? It's possible
3652 * for them to differ. Sigh, this fctn could get a bit more complex. 3107 * for them to differ. Sigh, this fctn could get a bit more complex.
3653 * -b.t. 3108 * -b.t.
3654 * This function is now map tiling safe. 3109 * This function is now map tiling safe.
3655 */ 3110 */
3656
3657int 3111int
3658player_can_view (object *pl, object *op) 3112player_can_view (object *pl, object *op)
3659{ 3113{
3660 rv_vector rv; 3114 rv_vector rv;
3661 int dx, dy; 3115 int dx, dy;
3663 if (pl->type != PLAYER) 3117 if (pl->type != PLAYER)
3664 { 3118 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3119 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3120 return -1;
3667 } 3121 }
3122
3668 if (!pl || !op) 3123 if (!pl || !op)
3669 return 0; 3124 return 0;
3670 3125
3671 if (op->head)
3672 {
3673 op = op->head; 3126 op = op->head_ ();
3674 } 3127
3675 get_rangevector (pl, op, &rv, 0x1); 3128 get_rangevector (pl, op, &rv, 0x1);
3676 3129
3677 /* starting with the 'head' part, lets loop 3130 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3131 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3132 * part that is in the los array but isn't on
3680 * a blocked los square. 3133 * a blocked los square.
3681 * we use the archetype to figure out offsets. 3134 * we use the archetype to figure out offsets.
3682 */ 3135 */
3683 while (op) 3136 while (op)
3684 { 3137 {
3685 dx = rv.distance_x + op->arch->clone.x; 3138 dx = rv.distance_x + op->arch->x;
3686 dy = rv.distance_y + op->arch->clone.y; 3139 dy = rv.distance_y + op->arch->y;
3687 3140
3688 /* only the viewable area the player sees is updated by LOS 3141 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3689 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values.
3691 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3695 return 1; 3142 return 1;
3143
3696 op = op->more; 3144 op = op->more;
3697 } 3145 }
3146
3698 return 0; 3147 return 0;
3699} 3148}
3700 3149
3701/* routine for both players and monsters. We call this when 3150/* routine for both players and monsters. We call this when
3702 * there is a possibility for our action distrubing our hiding 3151 * there is a possibility for our action distrubing our hiding
3703 * place or invisiblity spell. Artefact invisiblity is not 3152 * place or invisiblity spell. Artefact invisiblity causes
3704 * effected by this. If we arent invisible to begin with, we 3153 * "noise" instead. If we arent invisible to begin with, we
3705 * return 0. 3154 * return 0.
3706 */ 3155 */
3707int 3156int
3708action_makes_visible (object *op) 3157action_makes_visible (object *op)
3709{ 3158{
3710
3711 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3159 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3712 { 3160 {
3713 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3161 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3162 {
3163 // artefact invisibility is permanent, but we still make noise
3164 // this is important for game-balance.
3165 if (op->contr)
3166 op->make_noise ();
3167
3714 return 0; 3168 return 0;
3169 }
3715 3170
3716 if (op->contr && op->contr->tmp_invis == 0) 3171 if (op->contr && op->contr->tmp_invis == 0)
3717 return 0; 3172 return 0;
3718 3173
3719 /* If monsters, they should become visible */ 3174 /* If monsters, they should become visible */
3720 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3175 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3721 { 3176 {
3722 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3177 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3723 return 1; 3178 return 1;
3724 } 3179 }
3725 } 3180 }
3181
3726 return 0; 3182 return 0;
3727} 3183}
3728 3184
3729/* op_on_battleground - checks if the given object op (usually 3185/* op_on_battleground - checks if the given object op (usually
3730 * a player) is standing on a valid battleground-tile, 3186 * a player) is standing on a valid battleground-tile,
3735 * Default is to do the same as before, so only people wanting to have different points need worry about this 3191 * Default is to do the same as before, so only people wanting to have different points need worry about this
3736 */ 3192 */
3737int 3193int
3738op_on_battleground (object *op, int *x, int *y) 3194op_on_battleground (object *op, int *x, int *y)
3739{ 3195{
3740 object *tmp;
3741
3742 /* A battleground-tile needs the following attributes to be valid: 3196 /* A battleground-tile needs the following attributes to be valid:
3743 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3197 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3744 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3198 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3745 * and the exit-coordinates sp/hp must both be > 0. 3199 * and the exit-coordinates sp/hp must both be > 0.
3746 * => The intention here is to prevent abuse of the battleground- 3200 * => The intention here is to prevent abuse of the battleground-
3747 * feature (like pickable or hidden battleground tiles). */ 3201 * feature (like pickable or hidden battleground tiles). */
3748 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3202 for (object *tmp = op->below; tmp; tmp = tmp->below)
3749 { 3203 {
3750 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3204 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3751 { 3205 {
3752 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3206 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3753 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3207 && tmp->type == BATTLEGROUND
3208 && tmp->name == shstr_battleground
3209 && EXIT_X (tmp) && EXIT_Y (tmp))
3754 { 3210 {
3755 /*before we assign the exit, check if this is a teambattle */ 3211 /* before we assign the exit, check if this is a teambattle */
3756 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3212 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3757 { 3213 {
3758 object *invtmp;
3759
3760 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3214 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3761 { 3215 {
3762 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3216 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3763 { 3217 {
3764 if (x != NULL && y != NULL) 3218 if (x && y)
3765 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3219 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3220
3766 return 1; 3221 return 1;
3767 } 3222 }
3768 } 3223 }
3769 } 3224 }
3225
3770 if (x != NULL && y != NULL) 3226 if (x && y)
3771 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3227 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3228
3772 return 1; 3229 return 1;
3773 } 3230 }
3774 } 3231 }
3775 } 3232 }
3233
3776 /* If we got here, did not find a battleground */ 3234 /* If we got here, did not find a battleground */
3777 return 0; 3235 return 0;
3778} 3236}
3779 3237
3780/* 3238/*
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3254 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3255 int i = 0, j = 0;
3798 3256
3799 /* get the appropriate treasurelist */ 3257 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3258 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3259 trlist = treasurelist::find (shstr_dragon_ability_fire);
3802 else if (atnr == ATNR_COLD) 3260 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3261 trlist = treasurelist::find (shstr_dragon_ability_cold);
3804 else if (atnr == ATNR_ELECTRICITY) 3262 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3263 trlist = treasurelist::find (shstr_dragon_ability_elec);
3806 else if (atnr == ATNR_POISON) 3264 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3265 trlist = treasurelist::find (shstr_dragon_ability_poison);
3808 3266
3809 if (trlist == NULL || who->type != PLAYER) 3267 if (trlist == NULL || who->type != PLAYER)
3810 return; 3268 return;
3811 3269
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3270 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3271
3814 if (tr == NULL || tr->item == NULL) 3272 if (!tr || !tr->item)
3815 { 3273 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3274 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3275 return;
3818 } 3276 }
3819 3277
3820 /* everything seems okay - now bring on the gift: */ 3278 /* everything seems okay - now bring on the gift: */
3821 item = &(tr->item->clone); 3279 item = tr->item;
3822 3280
3823 if (item->type == SPELL) 3281 if (item->type == SPELL)
3824 { 3282 {
3825 if (check_spell_known (who, item->name)) 3283 if (check_spell_known (who, item->name))
3826 return; 3284 return;
3885 { 3343 {
3886 /* forces in the treasurelist can alter the player's stats */ 3344 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3345 object *skin;
3888 3346
3889 /* first get the dragon skin force */ 3347 /* first get the dragon skin force */
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3348 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3349 ;
3350
3891 if (skin == NULL) 3351 if (!skin)
3892 return; 3352 return;
3893 3353
3894 /* adding new spellpath attunements */ 3354 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3355 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3356 {
3928 else 3388 else
3929 { 3389 {
3930 /* generate misc. treasure */ 3390 /* generate misc. treasure */
3931 tmp = arch_to_object (tr->item); 3391 tmp = arch_to_object (tr->item);
3932 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3392 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3933 tmp = insert_ob_in_ob (tmp, who); 3393 who->insert (tmp);
3934 if (who->type == PLAYER)
3935 esrv_send_item (who, tmp);
3936 } 3394 }
3937} 3395}
3938 3396
3939/** 3397/**
3940 * Unready an object for a player. This function does nothing if the object was 3398 * Unready an object for a player. This function does nothing if the object was
3941 * not readied. 3399 * not readied.
3942 */ 3400 */
3943void 3401void
3944player_unready_range_ob (player *pl, object *ob) 3402player_unready_range_ob (player *pl, object *ob)
3945{ 3403{
3946 rangetype i; 3404 if (pl->ob->current_weapon == ob)
3405 pl->ob->current_weapon = 0;
3947 3406
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3407 if (pl->combat_ob == ob)
3949 { 3408 pl->combat_ob = 0;
3409
3950 if (pl->ranges[i] == ob) 3410 if (pl->ranged_ob == ob)
3951 { 3411 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3412}
3413
3414sint8
3415player::darkness_at (maptile *map, int x, int y) const
3416{
3417 if (!ns)
3418 return LOS_BLOCKED;
3419
3420 int dx, dy;
3421 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3422 return LOS_BLOCKED;
3423
3424 x += dx - ns->current_x;
3425 y += dy - ns->current_y;
3426
3427 return blocked_los (x, y);
3428}
3429
3430void
3431player::infobox (const char *title, const char *msg, int color)
3432{
3433 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3434}
3435
3436void
3437player::statusmsg (const char *msg, int color)
3438{
3439 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3440}
3441
3442void
3443player::failmsg (const char *msg, int color)
3444{
3445 play_sound (sound_find ("generic_failure"));
3446 statusmsg (msg, color);
3447}
3448

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