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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 1.245 by root, Tue Nov 10 04:38:46 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 28#include <sproto.h>
30#endif
31#include <sounds.h> 29#include <sounds.h>
32#include <living.h> 30#include <living.h>
33#include <object.h> 31#include <object.h>
34#include <spells.h> 32#include <spells.h>
35#include <skills.h> 33#include <skills.h>
36#include <newclient.h>
37 34
38#ifdef COZY_SERVER 35#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 36#include <functional>
40#endif
41 37
42player * 38playervec 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
81void
82display_motd (const object *op)
83{
84 char buf[MAX_BUF];
85 char motd[HUGE_BUF];
86 FILE *fp;
87 int comp;
88 int size;
89
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return;
94 }
95 motd[0] = '\0';
96 size = 0;
97 while (fgets (buf, MAX_BUF, fp) != NULL)
98 {
99 if (*buf == '#')
100 continue;
101 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf);
103 }
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp);
106}
107
108void
109send_rules (const object *op)
110{
111 char buf[MAX_BUF];
112 char rules[HUGE_BUF];
113 FILE *fp;
114 int comp;
115 int size;
116
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return;
121 }
122 rules[0] = '\0';
123 size = 0;
124 while (fgets (buf, MAX_BUF, fp) != NULL)
125 {
126 if (*buf == '#')
127 continue;
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf);
135 }
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153 news[0] = '\0';
154 subject[0] = '\0';
155 size = 0;
156 while (fgets (buf, MAX_BUF, fp) != NULL)
157 {
158 if (*buf == '#')
159 continue;
160 if (*buf == '%')
161 { /* send one news */
162 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 */
164 strcpy (subject, buf + 1);
165 strip_endline (subject);
166 size = 0;
167 news[0] = '\0';
168 }
169 else
170 {
171 if (size + strlen (buf) >= HUGE_BUF)
172 {
173 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 break;
175 }
176 strncat (news + size, buf, HUGE_BUF - size);
177 size += strlen (buf);
178 }
179 }
180
181 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);
183 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}
310 39
311/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
312static void 41static void
313set_first_map (object *op) 42set_first_map (object *op)
314{ 43{
315 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
316 op->x = -1; 45 op->x = -1;
317 op->y = -1; 46 op->y = -1;
318 enter_exit (op, NULL);
319} 47}
320 48
321/* Tries to add player on the connection passwd in ns. 49void
322 * All we can really get in this is some settings like host and display 50player::activate ()
323 * mode.
324 */
325
326int
327add_player (NewSocket * ns)
328{ 51{
329 player *p; 52 if (active)
53 return;
330 54
331 p = get_player (NULL); 55 players.insert (this);
332 p->socket = *ns; 56 ob->remove ();
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 57 ob->map = 0;
334 if (p->socket.faces_sent == NULL) 58 ob->activate_recursive ();
335 fatal (OUT_OF_MEMORY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 60 add_friendly_object (ob);
337 /* Needed because the socket we just copied over needs to be cleared. 61}
338 * Note that this can result in a client reset if there is partial data 62
339 * on the uncoming socket. 63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name);
115
116 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob))
118 {
119 object *tmp, *abil = 0, *skin = 0;
120
121 for (tmp = ob->inv; tmp; tmp = tmp->below)
122 if (tmp->type == FORCE)
123 if (tmp->arch->archname == shstr_dragon_ability_force)
124 abil = tmp;
125 else if (tmp->arch->archname == shstr_dragon_skin_force)
126 skin = tmp;
127
128 set_dragon_name (ob, abil, skin);
129 }
130
131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
132
133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
202 case WAND:
203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
212 }
213
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
216}
217
218void
219player::set_observe (object *op)
220{
221 observe = viewpoint = op ? op : ob;
222 do_los = 1;
223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
233
234player::player ()
235{
236 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point.
340 */ 238 */
341 p->socket.inbuf.len = 0; 239 outputs_sync = 4;
342 set_first_map (p->ob); 240 outputs_count = 4;
241 unapply = unapply_nochoice;
343 242
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 243 savebed_map = first_map_path; /* Init. respawn position */
345 add_friendly_object (p->ob); 244
346 send_rules (p->ob); 245 gen_sp_armour = 10;
347 send_news (p->ob); 246 bowtype = bow_normal;
348 display_motd (p->ob); 247 petmode = pet_normal;
349 get_name (p->ob); 248 usekeys = containers;
350 return 0; 249 peaceful = 1; /* default peaceful */
250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
254}
255
256void
257player::do_destroy ()
258{
259 disconnect ();
260
261 attachable::do_destroy ();
262
263 if (ob)
264 {
265 ob->destroy_inv (false);
266 ob->destroy ();
267 }
268
269 ob = observe = viewpoint = 0;
270}
271
272player::~player ()
273{
274 /* Clear item stack */
275 free (stack_items);
351} 276}
352 277
353/* 278/*
354 * get_player_archetype() return next player archetype from archetype 279 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 280 * list. Not very efficient routine, but used only creating new players.
356 * Note: there MUST be at least one player archetype! 281 * Note: there MUST be at least one player archetype!
357 */ 282 */
358archetype * 283static archetype *
359get_player_archetype (archetype *at) 284get_player_archetype (archetype *at)
360{ 285{
361 archetype *start = at; 286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
362 293
363 for (;;) 294 for (;;)
364 { 295 {
365 if (at == NULL || at->next == NULL) 296 if (++i == archetypes.end ())
366 at = first_archetype; 297 i = archetypes.begin ();
367 else 298 else if (*i == at)
368 at = at->next; 299 cleanup ("not a single player archetype found");
300
369 if (at->clone.type == PLAYER) 301 if ((*i)->type == PLAYER)
370 return at; 302 return *i;
371 if (at == start)
372 {
373 LOG (llevError, "No Player archetypes\n");
374 exit (-1);
375 }
376 } 303 }
377} 304}
378 305
306/* Tries to add player on the connection passed in ns.
307 * All we can really get in this is some settings like host and display
308 * mode.
309 */
310player *
311player::create ()
312{
313 player *pl = new player;
314
315 pl->set_object (arch_to_object (get_player_archetype (0)));
316
317 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */
320
321 set_first_map (pl->ob);
322
323 return pl;
324}
379 325
380object * 326object *
381get_nearest_player (object *mon) 327get_nearest_player (object *mon)
382{ 328{
383 object *op = NULL; 329 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 330 objectlink *ol;
386 unsigned lastdist; 331 unsigned lastdist;
387 rv_vector rv; 332 rv_vector rv;
388 333
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 335 {
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)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
418 continue; 337 continue;
419 338
420 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
421 { 340 {
422 op = ol->ob; 341 op = ol->ob;
423 lastdist = rv.distance; 342 lastdist = rv.distance;
424 } 343 }
425 } 344 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 345
427 { 346 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 347 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 348 if (lastdist > rv.distance)
432 { 349 {
433 op = pl->ob; 350 op = pl->ob;
434 lastdist = rv.distance; 351 lastdist = rv.distance;
435 } 352 }
436 } 353
437 }
438#if 0 354#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 355 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 356#endif
441 return op; 357 return op;
442} 358}
460 * circling behaviour. Unfortunately, this function is also used to determined 376 * 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 377 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 378 * is probably not a good thing.
463 */ 379 */
464#define MAX_SPACES 50 380#define MAX_SPACES 50
465
466 381
467/* 382/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 383 * 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 384 * 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 385 * 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) 404path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 405{
491 rv_vector rv; 406 rv_vector rv;
492 sint16 x, y; 407 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 408 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 409 maptile *m, *lastmap;
495 410
496 get_rangevector (mon, pl, &rv, 0); 411 get_rangevector (mon, pl, &rv, 0);
497 412
498 if (rv.distance < mindiff) 413 if (rv.distance < mindiff)
499 return 0; 414 return 0;
501 x = mon->x; 416 x = mon->x;
502 y = mon->y; 417 y = mon->y;
503 m = mon->map; 418 m = mon->map;
504 dir = rv.direction; 419 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 420 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); 421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422
507 /* If we can't solve it within the search distance, return now. */ 423 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 424 if (diff > max)
509 return 0; 425 return 0;
426
510 while (diff > 1 && max > 0) 427 while (diff > 1 && max > 0)
511 { 428 {
512 lastx = x; 429 lastx = x;
513 lasty = y; 430 lasty = y;
514 lastmap = m; 431 lastmap = m;
596 max--; 513 max--;
597 lastdir = dir; 514 lastdir = dir;
598 if (!firstdir) 515 if (!firstdir)
599 firstdir = dir; 516 firstdir = dir;
600 } 517 }
518
601 if (diff <= 1) 519 if (diff <= 1)
602 { 520 {
603 /* Recalculate diff (distance) because we may not have actually 521 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 522 * headed toward player for entire distance.
605 */ 523 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 524 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); 525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 526 }
527
609 if (diff > max) 528 if (diff > max)
610 return 0; 529 return 0;
611 } 530 }
531
612 /* If we reached the max, didn't find a direction in time */ 532 /* If we reached the max, didn't find a direction in time */
613 if (!max) 533 if (!max)
614 return 0; 534 return 0;
615 535
616 return firstdir; 536 return firstdir;
617} 537}
618 538
619void 539void
620give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
621{ 541{
622 object *op, *next = NULL;
623
624 if (pl->randomitems != NULL) 542 if (pl->randomitems)
625 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
626 544
627 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
628 { 546 {
629 next = op->below; 547 next = op->below;
630 548
631 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
632 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
637 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
638 * by this player due to race restrictions 556 * by this player due to race restrictions
639 */ 557 */
640 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
641 { 559 {
642 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
643 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
644 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
645 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 567 {
648 remove_ob (op); 568 op->destroy ();
649 free_object (op);
650 continue; 569 continue;
651 } 570 }
652 } 571 }
653 572
654 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
655 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
656 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */ 576 */
660 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
661 { 578 {
662 object *tmp;
663
664 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
581 {
582 op->destroy ();
583 LOG (llevError,
584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
666 break; 585 break;
667
668 if (tmp)
669 {
670 remove_ob (op);
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue;
674 } 586 }
587
675 if (op->nrof > 1) 588 if (op->nrof > 1)
676 op->nrof = 1; 589 op->nrof = 1;
677 } 590 }
678 591
679 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
680 {
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683 594
684 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
685 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
686 * merged properly. 597 * merged properly.
687 */ 598 */
688 if (need_identify (op)) 599 if (need_identify (op))
689 { 600 {
690 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 604 }
605
694 if (op->type == SPELL) 606 if (op->type == SPELL)
695 { 607 {
696 remove_ob (op); 608 op->destroy ();
697 free_object (op);
698 continue; 609 continue;
699 } 610 }
700 else if (op->type == SKILL) 611 else if (op->type == SKILL)
701 { 612 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0; 614 op->stats.exp = 0;
704 op->level = 1; 615 op->level = 1;
705 } 616 }
706 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
707 else
708 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
710 620
711 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
712 link_player_skills (pl); 622 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} 623}
797 624
798void 625void
799get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
800{ 627{
801 if (party == NULL) 628 if (party == NULL)
802 { 629 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 630 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 631 return;
805 } 632 }
633
806 op->contr->write_buf[0] = '\0'; 634 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 635 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 636 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 638}
811
812 639
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 641static int
815roll_stat (void) 642roll_stat (void)
816{ 643{
817 int a[4], i, j, k; 644 int a[4], i, j, k;
818 645
819 for (i = 0; i < 4; i++) 646 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 647 a[i] = (int) rndm (6) + 1;
821 648
822 for (i = 0, j = 0, k = 7; i < 4; i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 650 if (a[i] < k)
824 k = a[i], j = i; 651 k = a[i], j = i;
825 652
826 for (i = 0, k = 0; i < 4; i++) 653 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 654 if (i != j)
829 k += a[i]; 655 k += a[i];
830 } 656
831 return k; 657 return k;
832} 658}
833 659
834void 660void
835roll_stats (object *op) 661object::roll_stats ()
836{ 662{
663 int statsort [NUM_STATS];
664
665 for (;;)
666 {
837 int sum = 0; 667 int sum = 0;
838 int i = 0, j = 0; 668 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 669 sum += statsort [i] = roll_stat ();
840 670
841 do 671 if (sum >= 82 && sum <= 116)
672 break;
842 { 673 }
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);
853 674
854 /* Sort the stats so that rerolling is easier... */ 675 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 676 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;
862 677
863 /* a quick and dirty bubblesort? */ 678 for (int i = 0; i < NUM_STATS; ++i)
864 do 679 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);
879 680
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; 681 stats.exp = 0;
899 op->stats.ac = 0; 682 stats.ac = 0;
900 683
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; 684 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 685 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
690 contr->levhp[1] = 9;
691 contr->levsp[1] = 6;
692 contr->levgrace[1] = 3;
693
909 op->contr->orig_stats = op->stats; 694 contr->orig_stats = stats;
695 }
910} 696}
911 697
912void 698void
913Roll_Again (object *op) 699object::swap_stats (int a, int b)
914{ 700{
915 esrv_new_player (op->contr, 0); 701 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}
919 702
920void 703 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 704 stats.stat (i) = contr->orig_stats.stat (i);
705
706 //TODO: the following code looks so borked and should, at the very least,
707 // be merged with the similar code in roll_stats
708 stats.ac = 0;
709
710 level = 1;
711 stats.exp = 0;
712 stats.ac = 0;
713
714 stats.hp = stats.maxhp;
715 stats.sp = stats.maxsp;
716 stats.grace = stats.maxgrace;
717
718 if (contr)
719 {
720 contr->levhp[1] = 9;
721 contr->levsp[1] = 6;
722 contr->levgrace[1] = 3;
723
724 contr->orig_stats = stats;
725 }
726}
727
728static void
729start_info (object *op)
922{ 730{
923 signed char tmp;
924 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
925 732
926 if (op->contr->Swap_First == -1) 733 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); 734 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} 735}
1041 736
1042/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
1046 * not the class. 741 * not the class.
1047 */ 742 */
1048 743void
1049int 744player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 745{
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 */ 746 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 747 esrv_new_player (ob->contr);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 748
749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl)
751 create_treasure (tl, ob, 0, 0, 0);
752
1068 INVOKE_PLAYER (BIRTH, op->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
1070 755
1071 op->contr->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
1072 757
1073 if (op->msg) 758 if (ob->msg)
1074 op->msg = NULL; 759 ob->msg = 0;
1075 760
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); 761 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 763 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op);
1089 esrv_send_inventory (op, op); 764 esrv_send_inventory (ob, ob);
1090 fix_player (op); 765 ob->update_stats ();
1091 766
1092 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
1093 * is one for this race 768 * is one for this race
1094 */ 769 */
1095 if (*first_map_ext_path) 770 if (*first_map_ext_path)
1096 { 771 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 772 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 774}
1114 return 0;
1115 }
1116 775
776void
777player::chargen_race_next ()
778{
1117 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
1119 */ 781 */
1120 782
1121 tmp_loop = 0; 783 do
1122 while (!tmp_loop)
1123 { 784 {
1124 shstr name = op->name; 785 shstr name = ob->name;
1125 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
1126 787
1127 remove_statbonus (op); 788 ob->remove_statbonus ();
1128 remove_ob (op); 789 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 790 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 791 ob->arch->copy_to (ob);
1131 op->instantiate (); 792 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 794 ob->name = ob->name_pl = name;
1134 op->x = x; 795 ob->x = x;
1135 op->y = y; 796 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 800 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 801 }
802 while (!allowed_class (ob));
1142 803
1143 update_object (op, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 805 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 806 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 809 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} 810}
1156 811
1157int 812static void
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}
1205
1206void
1207flee_player (object *op) 813flee_player (object *op)
1208{ 814{
1209 int dir, diff; 815 int dir, diff;
1210 rv_vector rv; 816 rv_vector rv;
1211 817
1214 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
1215 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
1216 return; 822 return;
1217 } 823 }
1218 824
1219 if (op->enemy == NULL) 825 if (!op->enemy)
1220 { 826 {
1221 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
1222 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1223 return; 829 return;
1224 } 830 }
1225 831
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)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238 { 833 {
1239 op->enemy = NULL; 834 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 836 return;
1242 } 837 }
838
1243 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1244 840
1245 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1247 { 843 {
1248 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1249 845
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 847 return;
1253 }
1254 } 848 }
849
1255 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 852 op->enemy = NULL;
1258} 853}
1259 854
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 855/* 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 856 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 857 * stop.
1264 */ 858 */
1265int 859int
1266check_pick (object *op) 860check_pick (object *op)
1267{ 861{
1268 object *tmp, *next; 862 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 863 int stop = 0;
1271 int j, k, wvratio; 864 int wvratio;
1272 char putstring[128], tmpstr[16];
1273
1274 865
1275 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1277 return 1; 868 return 1;
1278 869
1279 op_tag = op->count;
1280
1281 next = op->below; 870 next = op->below;
1282 if (next) 871
1283 next_tag = next->count; 872 int cnt = MAX_ITEM_PER_ACTION;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1284 874
1285 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 876 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 877 while (next && !next->destroyed ())
1288 { 878 {
1289 tmp = next; 879 tmp = next;
1290 next = tmp->below; 880 next = tmp->below;
881
1291 if (next) 882 if (cnt <= 0)
1292 next_tag = next->count; 883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
1293 887
1294 if (was_destroyed (op, op_tag)) 888 if (op->destroyed ())
1295 return 0; 889 return 0;
1296 890
1297 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1298 continue; 892 continue;
1299 893
1300 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1301 { 895 {
1302 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1303 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1304 continue; 899 continue;
1305 } 900 }
1306 901
1307 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1308 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1309 { 964 {
1310 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1311 { 1024 {
1312 case 0: 1025 CHK_PICK_PICKUP;
1313 return 1; /* don't pick up */ 1026 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 } 1027 }
1345 } 1028 }
1346 else 1029
1347 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1348 /* NEW pickup handling */
1349 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1350 { 1033 {
1351 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1352 if (tmp->name != 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 {
1363 for (j = 0; j < 32; j++)
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; 1035 continue;
1036 }
1425 1037
1426 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1427 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1428 continue; 1043 continue;
1044 }
1429 1045
1430 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1431 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1432 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1433 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1434 { 1117 {
1435 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1119 continue;
1439 } 1120 }
1121 }
1122
1123 /* misc stuff that's useful */
1440 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1442 { 1126 {
1443 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1128 continue;
1447 } 1129 }
1448 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1449 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1450 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1451 { 1138 */
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) 1139 wvratio = op->contr->mode & PU_RATIO;
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
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 { 1141 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1507 { 1145 {
1508 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n"); 1146 fprintf (stderr, "%s", tmp->name);
1511 continue;
1512 } 1147 }
1513 }
1514
1515 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET)
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 {
1606 if (tmp->type == WEAPON && tmp->name != NULL)
1607 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
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 1148 else
1658 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1659 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1660 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1661#endif 1152#endif
1153 CHK_PICK_PICKUP;
1662 continue; 1154 continue;
1663 }
1664 } 1155 }
1665 } /* the new pickup model */ 1156 } /* the new pickup model */
1666 } 1157 }
1158
1667 return !stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1668} 1195}
1669 1196
1670/* 1197/*
1671 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1672 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1673 * found object is returned. 1200 * found object is returned.
1674 */ 1201 */
1675object * 1202static object *
1676find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1677{ 1204{
1678 object *tmp = NULL;
1679
1680 for (op = op->inv; op; op = op->below) 1205 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) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1208
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type))
1212 {
1213 splay (tmp);
1684 return op; 1214 return arrow;
1215 }
1216
1685 return tmp; 1217 return 0;
1686} 1218}
1687 1219
1688/* 1220/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * 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 1222 * 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 1223 * 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. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1225 */
1694 1226static object *
1695object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1697{ 1228{
1698 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1700 1231
1701 if (!type) 1232 if (!type)
1705 { 1236 {
1706 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1707 { 1238 {
1708 i = 0; 1239 i = 0;
1709 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1710 if (i > betterby) 1242 if (i > betterby)
1711 { 1243 {
1712 tmp = ntmp; 1244 tmp = ntmp;
1713 betterby = i; 1245 betterby = i;
1714 } 1246 }
1715 } 1247 }
1716 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1717 { 1249 {
1718 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1719 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1720 { 1252 {
1721 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1722 { 1254 {
1723 *better = 100; 1255 *better = 100;
1724 return arrow; 1256 return arrow;
1732 else 1264 else
1733 { 1265 {
1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 { 1267 {
1736 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1738 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1739 { 1271 {
1740 tmp = arrow; 1272 tmp = arrow;
1741 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1742 } 1274 }
1743 } 1275 }
1276
1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1278 {
1746 tmp = arrow; 1279 tmp = arrow;
1747 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1748 } 1281 }
1282
1749 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1750 { 1284 {
1751 tmp = arrow; 1285 tmp = arrow;
1752 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1753 } 1287 }
1754 } 1288 }
1755 } 1289 }
1756 } 1290 }
1291
1757 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1758 return find_arrow (op, type); 1293 return find_arrow (op, type);
1759 1294
1760 *better = betterby; 1295 *better = betterby;
1761 return tmp; 1296 return tmp;
1765 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1301 * op = the shooter
1767 * type = bow->race 1302 * type = bow->race
1768 * dir = fire direction 1303 * dir = fire direction
1769 */ 1304 */
1770 1305static object *
1771object *
1772pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1773{ 1307{
1774 object *tmp = NULL; 1308 object *tmp = NULL;
1775 mapstruct *m; 1309 maptile *m;
1776 int i, mflags, found, number; 1310 int i, mflags, found, number;
1777 sint16 x, y; 1311 sint16 x, y;
1778 1312
1779 if (op->map == NULL) 1313 if (op->map == NULL)
1780 return find_arrow (op, type); 1314 return find_arrow (op, type);
1792 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1793 { 1327 {
1794 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1795 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1796 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1797 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1798 { 1333 {
1799 tmp = NULL; 1334 tmp = 0;
1800 break; 1335 break;
1801 } 1336 }
1802 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1803 { 1338 {
1804 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1805 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1806 */ 1341 */
1807 tmp = NULL; 1342 tmp = 0;
1808 break; 1343 break;
1809 } 1344 }
1345
1810 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1811 {
1812 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1813 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1814 {
1815 found++;
1816 break;
1817 }
1818 if (found)
1819 break; 1349 break;
1820 }
1821 } 1350 }
1822 if (tmp == NULL) 1351
1352 if (!tmp)
1823 return find_arrow (op, type); 1353 return find_arrow (op, type);
1824 1354
1825 if (tmp->head) 1355 if (tmp->head)
1826 tmp = tmp->head; 1356 tmp = tmp->head;
1827 1357
1840 */ 1370 */
1841int 1371int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1372fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1373{
1844 object *left, *bow; 1374 object *left, *bow;
1845 tag_t left_tag, tag; 1375 int mflags;
1846 int bowspeed, mflags; 1376 maptile *m;
1847 mapstruct *m;
1848 1377
1849 if (!dir) 1378 if (!dir)
1850 { 1379 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1380 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1381 return 0;
1853 } 1382 }
1854 if (op->type == PLAYER) 1383
1855 bow = op->contr->ranges[range_bow]; 1384 if (op->contr)
1385 bow = op->current_weapon;
1856 else 1386 else
1857 { 1387 {
1858 for (bow = op->inv; bow; bow = bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1389 /* 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. 1390 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1395 if (!bow)
1866 { 1396 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1398 return 0;
1869 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1870 } 1403 }
1404
1871 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1872 { 1406 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1408 return 0;
1875 } 1409 }
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 1410
1885 if (arrow == NULL) 1411 if (arrow == NULL)
1886 { 1412 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1414 {
1889 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1416 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 */ 1417 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1418 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1894 return 0; 1421 return 0;
1895 } 1422 }
1896 } 1423 }
1424
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1426 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1427 return 0;
1901 } 1428
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1429 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1430 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1432 return 0;
1906 } 1433 }
1907 1434
1908 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1910 { 1437 {
1911 remove_ob (arrow); 1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1912 free_object (arrow); 1439 arrow->destroy ();
1913 return 0; 1440 return 0;
1914 } 1441 }
1915 1442
1916 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count; 1444 arrow = arrow->split ();
1918 arrow = get_split_ob (arrow, 1); 1445 if (!arrow)
1919 if (arrow == NULL)
1920 { 1446 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1448 return 0;
1923 } 1449 }
1924 set_owner (arrow, op); 1450
1451 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1452 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1453 arrow->direction = dir;
1928 arrow->x = sx; 1454
1929 arrow->y = sy; 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1456 arrow->stats.hp = arrow->stats.dam;
1457 arrow->stats.grace = arrow->attacktype;
1458 arrow->custom_name = arrow->slaying;
1459
1460#if 0
1461 if (player *pl = op->contr)
1462 {
1463 float speed = pl->weapon_sp;
1464
1465 /* penalize ROF for bestarrow */
1466 if (pl->bowtype == bow_bestarrow)
1467 speed *= .9f;
1468 else
1469 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1470
1471 op->speed_left += speed - op->speed;
1472 }
1473#endif
1474
1475 SET_ANIMATION (arrow, arrow->direction);
1476
1477 /* update the speed */
1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1479 + bow->stats.dam / 7.f;
1480
1481 arrow->set_speed (max (arrow->speed, 2.f));
1482 arrow->speed_left = 0;
1483
1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1485
1931 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1932 { 1487 {
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; 1488 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1489 wc -= dex_bonus[op->stats.Dex];
1490
1491 if (!arrow->slaying)
1492 arrow->slaying = op->slaying;
1493
1494 arrow->attacktype |= op->attacktype;
1966 } 1495 }
1967 else 1496 else
1968 { 1497 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1498 arrow->level = op->level;
1972 } 1499 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1500
1501 if (!arrow->slaying)
1502 arrow->slaying = bow->slaying;
1503
1974 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1505 }
1976 arrow->slaying = bow->slaying;
1977 1506
1978 arrow->map = m; 1507 wc -= arrow->level;
1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1509
1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1513
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1983 tag = arrow->count; 1515 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1516
1986 if (!was_destroyed (arrow, tag)) 1517 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1518 move_arrow (arrow);
1988 1519
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; 1520 return 1;
1997} 1521}
1998 1522
1999/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1524 * account the special fire modes players can have
2001 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
2002 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
2003 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
2004 * hence the function name. 1528 * hence the function name.
2005 */ 1529 */
2006int 1530static int
2007player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
2008{ 1532{
2009 int ret = 0, wcmod = 0; 1533 int ret;
2010 1534
2011 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
2012 { 1536 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1538 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1540 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 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); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1543 }
2021 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
2022 { 1545 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1547 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)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2026 } 1549 }
2027 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1551 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1552 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); 1553 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); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1555 }
2034 else 1556 else
2035 { 1557 {
2036 /* Simple case */ 1558 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1560 }
1561
2039 return ret; 1562 return ret;
2040} 1563}
2041
2042 1564
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
2045 */ 1567 */
2046void 1568static void
2047fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
2048{ 1570{
2049 object *item; 1571 object *item = op->contr->ranged_ob;
2050 1572
2051 if (!op->contr->ranges[range_misc]) 1573 if (!item)
2052 { 1574 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1576 return;
2055 } 1577 }
2056 1578
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1579 if (!item->inv)
2059 { 1580 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1582 return;
2062 } 1583 }
1584
1585 if (!op->change_weapon (item))
1586 return;
1587
2063 if (item->type == WAND) 1588 if (item->type == WAND)
2064 { 1589 {
2065 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
2066 { 1591 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 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)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1594
2069 return; 1595 return;
2070 } 1596 }
2071 } 1597 }
2072 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
2073 { 1599 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2075 { 1605 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
2077 if (item->type == ROD) 1608 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)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1610 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1612
2081 return; 1613 return;
2082 } 1614 }
2083 } 1615 }
2084 1616
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
2086 { 1618 {
2087 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
2088 if (item->type == WAND) 1621 if (item->type == WAND)
2089 { 1622 {
2090 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
2091 { 1624 {
2092 object *tmp; 1625 object *tmp;
2093 1626
2094 if (item->arch) 1627 if (item->arch)
2095 { 1628 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
2098 item->speed = 0; 1631 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1632 }
2101 if ((tmp = is_player_inv (item))) 1633
1634 if (object *pl = item->visible_to ())
2102 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
2103 } 1636 }
2104 } 1637 }
2105 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1639 drain_rod_charge (item);
2108 }
2109 } 1640 }
2110} 1641}
2111 1642
2112/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
2113 */ 1644 */
2114void 1645bool
2115fire (object *op, int dir) 1646fire (object *op, int dir)
2116{ 1647{
2117 int spellcost = 0; 1648 int spellcost = 0;
1649
1650 player *pl = op->contr;
1651
1652 if (pl->golem)
1653 {
1654 control_golem (op->contr->golem, dir);
1655 return false;
1656 }
1657
1658 object *ob = pl->ranged_ob;
1659
1660 if (!ob)
1661 return false;
1662
1663 if (op->speed_left > 0.f)
1664 --op->speed_left;
1665 else
1666 return false;
1667
1668 if (!op->change_weapon (ob))
1669 return false;
2118 1670
2119 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
2121 make_visible (op); 1673 make_visible (op);
2122 1674
2123 switch (op->contr->shoottype) 1675 switch (ob->type)
2124 { 1676 {
2125 case range_none: 1677 case BOW:
2126 return;
2127
2128 case range_bow:
2129 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
2130 return; 1679 break;
2131 1680
2132 case range_magic: /* Casting spells */ 1681 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2134 return; 1683 break;
2135 1684
2136 case range_misc: 1685 case BUILDER:
1686 apply_map_builder (op, dir);
1687 break;
1688
1689 case SKILL:
1690 do_skill (op, op, ob, dir, 0);
1691 break;
1692
1693 default:
2137 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
2138 return; 1695 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 } 1696 }
2167}
2168 1697
1698 return true;
1699}
2169 1700
2170 1701static object *
2171/* find_key
2172 * 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
2174 * This function merges both normal and locked door, since the logic
2175 * for both is the same - just the specific key is different.
2176 * pl is the player,
2177 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers.
2180 */
2181
2182object *
2183find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
2184{ 1703{
2185 object *tmp, *key; 1704 object *tmp, *key;
2186 1705
2187 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1707 if (!container->inv)
2189 return NULL; 1708 return 0;
2190 1709
2191 /* First, lets try to find a key in the top level inventory */ 1710 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1712 {
2194 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1714 break;
1715
2196 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
2198 */ 1718 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1720 break;
2201 } 1721 }
1722
2202 /* No key found - lets search inventories now */ 1723 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1724 /* 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 1725 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1726 * a key, return
2206 */ 1727 */
2207 if (!tmp) 1728 if (!tmp)
2208 { 1729 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 {
2211 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
2213 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1733 if ((key = find_key_ (pl, tmp, door)))
2215 return key; 1734 return key;
2216 } 1735
2217 }
2218 if (!tmp) 1736 if (!tmp)
2219 return NULL; 1737 return 0;
2220 } 1738 }
1739
2221 /* We get down here if we have found a key. Now if its in a container, 1740 /* 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 1741 * see if we actually want to use it
2223 */ 1742 */
2224 if (pl != container) 1743 if (pl != container)
2225 { 1744 {
2226 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
2227 if (!pl->contr) 1746 if (!pl->contr)
2228 return NULL; 1747 return 0;
1748
2229 /* cases where this fails: 1749 /* cases where this fails:
2230 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
2231 * are not in the players inventory. 1751 * are not in the players inventory.
2232 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
2233 * containers can be used. 1753 * containers can be used.
2237 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
2238 * 1758 *
2239 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
2240 * all the others. 1760 * all the others.
2241 */ 1761 */
2242 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
2243 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
2244 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2245 { 1765 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 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)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1768 return NULL;
2249 } 1769 }
2250 } 1770 }
1771
2251 return tmp; 1772 return tmp;
1773}
1774
1775/* find_key
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door)
1787{
1788 if (door->slaying && is_match_expr (door->slaying))
1789 {
1790 // for match expressions, we try to find the key by applying the match
1791 // to the op itself, which is supposed to find the "key", instead
1792 // of searching through containers ourselves.
1793
1794 return match_one (door->slaying, container, door, pl, pl);
1795 }
1796 else
1797 return find_key_ (pl, container, door);
2252} 1798}
2253 1799
2254/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
2256 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
2257 * 0 otherwise 1803 * 0 otherwise
2258 */ 1804 */
2259static int 1805static int
2260player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
2261{ 1807{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1808 /* 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 - 1809 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
2266 */ 1811 */
2267 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
2268 1813
2269 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
2270 if (key) 1815 if (key)
2271 { 1816 {
2272 object *container = key->env; 1817 object *container = key->env;
2273 1818
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2275 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
2276 make_visible (op); 1820 make_visible (op);
1821
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1823 spring_trap (door->inv, op);
1824
2279 if (door->type == DOOR) 1825 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
2284 { 1828 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2286 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1831 }
1832
2288 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1835
2291 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container);
2293 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2294 } 1837 }
2295 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2296 { 1839 {
2297 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2299 return 1; 1842 return 1;
2300 } 1843 }
1844
2301 return 0; 1845 return 0;
2302} 1846}
2303 1847
2304/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2309 */ 1853 */
2310 1854bool
2311void
2312move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2313{ 1856{
2314 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2315 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2316 int on_battleground; 1863 int on_battleground;
2317 mapstruct *m;
2318 1864
2319 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2321 1867
2322 on_battleground = op_on_battleground (op, NULL, NULL); 1868 on_battleground = op_on_battleground (op, 0, 0);
1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2323 1872
2324 /* If braced, or can't move to the square, and it is not out of the 1873 /* 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 1874 * 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 1875 * 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 1876 * 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 1877 * 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 1878 * 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 1879 * quite a bit of processing. However, it probably is less than what
2331 * move_ob uses. 1880 * move_ob uses.
2332 */ 1881 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2334 { 1897 }
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2336 { 1910 }
2337 m = get_map_from_coord (op->map, &nx, &ny); 1911
2338 if (!m) 1912 /* The following deals with possibly attacking peaceful
2339 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2340 } 1945 }
2341 else 1946 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; 1947 return false;
2348 } 1948 }
2349 1949
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 1950 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 1952 * someone, but put it inside this loop so that you won't
2418 * attack them either. 1953 * attack them either.
2419 */ 1954 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2422#ifdef PROHIBIT_PLAYERKILL 1957 && ((op->contr->peaceful
2423 (op->contr->peaceful 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 1959 && !on_battleground))
2425 && mon->contr-> 1960 {
2426 peaceful)) && 1961 if (op->speed_left > 0.f)
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 1962 {
1963 --op->speed_left;
1964
2432 if (!op->contr->braced) 1965 if (!op->contr->braced)
2433 { 1966 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2435 (void) push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2436 } 1969 }
2437 else 1970 else
2438 { 1971 op->statusmsg ("You withhold your attack");
2439 new_draw_info (0, 0, op, "You withhold your attack"); 1972
2440 }
2441 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2442 make_visible (op); 1974 make_visible (op);
2443 }
2444 1975
1976 return true;
1977 }
1978 }
2445 /* If the object is a boulder or other rollable object, then 1979 /* 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. 1980 * roll it if not braced. You can't roll it if you are braced.
2447 */ 1981 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1983 {
1984 if (op->speed_left > 0.f)
2449 { 1985 {
1986 --op->speed_left;
1987
2450 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2451 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2452 make_visible (op); 1990 make_visible (op);
2453 }
2454 1991
1992 return true;
1993 }
1994 }
2455 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2456 * Way it works is like this: First, it must have some hit points 1996 * 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: 1997 * 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 1998 * 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. 1999 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2000 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 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))) 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2003 {
2465 2004 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 { 2005 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2006 --op->contr->weapon_sp_left;
2474 2007
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); 2008 skill_attack (mon, op, 0, 0, 0);
2479 2009
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)) 2010 if (action_makes_visible (op))
2494 make_visible (op); 2011 make_visible (op);
2495 }
2496 } /* if player should attack something */
2497}
2498 2012
2499int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2500move_player (object *op, int dir) 2021move_player (object *op, int dir)
2501{ 2022{
2502 int pick;
2503
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2505 return 0; 2024 return 0;
2506 2025
2507 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2509 { 2028 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2029 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2030 return 0;
2512 } 2031 }
2513 2032
2514 /* peterm: added following line */ 2033 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2036
2518 op->facing = dir; 2037 op->facing = dir;
2519 2038
2520 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2521 do_hidden_move (op); 2040 do_hidden_move (op);
2522 2041
2042 bool retval;
2043 int pick = 0;
2044
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ; 2046 retval = RESULT_INT (0);
2525 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2526 fire (op, dir); 2048 retval = fire (op, dir);
2527 else 2049 else
2528 { 2050 {
2529 move_player_attack (op, dir); 2051 retval = move_player_attack (op, dir);
2530 pick = check_pick (op); 2052 pick = check_pick (op);
2531 } 2053 }
2532 2054
2533 /* Add special check for newcs players and fire on - this way, the 2055 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2056 * server can handle repeat firing.
2535 */ 2057 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2058 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2059 op->direction = dir;
2539 }
2540 else 2060 else
2541 {
2542 op->direction = 0; 2061 op->direction = 0;
2543 } 2062
2544 /* Update how the player looks. Use the facing, so direction may 2063 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2064 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2065 * for players.
2547 */ 2066 */
2548 animate_object (op, op->facing); 2067 animate_object (op, op->facing);
2549 return 0; 2068
2069 return retval;
2550} 2070}
2551 2071
2552/* This is similar to handle_player, below, but is only used by the 2072/* This is similar to handle_player, below, but is only used by the
2553 * new client/server stuff. 2073 * new client/server stuff.
2554 * This is sort of special, in that the new client/server actually uses 2074 * This is sort of special, in that the new client/server actually uses
2555 * the new speed values for commands. 2075 * the new speed values for commands.
2556 * 2076 *
2557 * Returns true if there are more actions we can do. 2077 * Returns true if there are more actions we can do. Should not do
2078 * many actions in a row, as that would be too unfair to other
2079 * players.
2558 */ 2080 */
2559int 2081bool
2560handle_newcs_player (object *op) 2082handle_newcs_player (object *op)
2561{ 2083{
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)) 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2085 {
2584 flee_player (op); 2086 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 { 2087 {
2588 op->speed_left--; 2088 --op->speed_left;
2089 flee_player (op);
2090
2589 return 0; 2091 return true;
2590 } 2092 }
2591 } 2093 else
2592 2094 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 } 2095 }
2604 2096
2605 /* call this here - we also will call this in do_ericserver, but 2097 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2099 * called, so we recheck it here.
2608 */ 2100 */
2609 HandleClient (&op->contr->socket, op->contr); 2101 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2102 return true;
2612 2103
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2104 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); 2105 return move_player (op, op->direction);
2623 if (op->speed_left > 0) 2106
2624 return 1;
2625 else
2626 return 0;
2627 }
2628 return 0; 2107 return false;
2629} 2108}
2630 2109
2631int 2110static int
2632save_life (object *op) 2111save_life (object *op)
2633{ 2112{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2114 return 0;
2638 2115
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2118 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 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)); 2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2644 if (op->contr) 2121
2645 esrv_del_item (op->contr, tmp->count); 2122 tmp->destroy ();
2646 remove_ob (tmp);
2647 free_object (tmp);
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2124
2649 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2126 op->stats.hp = op->stats.maxhp;
2127
2651 if (op->stats.food < 0) 2128 if (op->stats.food < 0)
2652 op->stats.food = 999; 2129 op->stats.food = 999;
2653 fix_player (op); 2130
2131 op->update_stats ();
2654 return 1; 2132 return 1;
2655 } 2133 }
2134
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2136 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2137 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2138 return 0;
2660} 2139}
2661 2140
2662/* This goes throws the inventory and removes unpaid objects, and puts them 2141/* 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 2142 * 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 2143 * function will descend into containers. op is the object to start the search
2665 * from. 2144 * from.
2666 */ 2145 */
2146static void
2147drop_unpaid_items (object *op, object *env)
2148{
2149 while (op)
2150 {
2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2152
2153 if (QUERY_FLAG (op, FLAG_UNPAID))
2154 op->insert_at (env);
2155 else if (op->inv)
2156 drop_unpaid_items (op->inv, env);
2157
2158 op = next;
2159 }
2160}
2161
2667void 2162void
2668remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2669{ 2164{
2670 object *next; 2165 if (!flag [FLAG_REMOVED])
2671 2166 ::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} 2167}
2691
2692
2693/*
2694 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the
2697 * best, a misc file for object actions is probably better,
2698 * but there isn't one in the server directory.
2699 */
2700char *
2701gravestone_text (object *op)
2702{
2703 static char buf2[MAX_BUF];
2704 char buf[MAX_BUF];
2705 time_t now = time (NULL);
2706
2707 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else
2711 sprintf (buf, "%s\n", &op->name);
2712 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf);
2714 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else
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 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf);
2725 }
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf);
2729 return buf2;
2730}
2731
2732
2733 2168
2734void 2169void
2735do_some_living (object *op) 2170do_some_living (object *op)
2736{ 2171{
2737 int last_food = op->stats.food; 2172 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2178 int rate_grace = 2000;
2744 const int max_hp = 1; 2179 const int max_hp = 1;
2745 const int max_sp = 1; 2180 const int max_sp = 1;
2746 const int max_grace = 1; 2181 const int max_grace = 1;
2747 2182
2748 if (op->contr->outputs_sync) 2183 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 } 2184 {
2185 op->invisible = 1000;
2186 /* the socket code flashes the player visible/invisible
2187 * depending on the value of invisible, so we need to
2188 * alternate it here for it to work correctly.
2189 */
2190 if (pticks & 2)
2191 op->invisible--;
2192 }
2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2194 {
2195 if (!op->invisible--)
2196 {
2197 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2199 }
2200 }
2754 2201
2755 if (op->contr->state == ST_PLAYING) 2202 if (op->contr->ns->state == ST_PLAYING)
2756 { 2203 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2204 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2205 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2206 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2207 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2208 else
2763 { 2209 {
2764 gen_hp = op->stats.maxhp; 2210 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2211 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2212 }
2213
2767 if (op->contr->gen_sp >= 0) 2214 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2215 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2216 else
2770 { 2217 {
2771 gen_sp = op->stats.maxsp; 2218 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2219 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2220 }
2221
2774 if (op->contr->gen_grace >= 0) 2222 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2224 else
2777 { 2225 {
2778 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2228 }
2781 2229
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 */ 2230 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2231 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2828 { 2233 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2234 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2235 op->stats.grace++; /* no penalty in food for regaining grace */
2236
2831 if (max_grace > 1) 2237 if (max_grace > 1)
2832 { 2238 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2240 if (over_grace > 0)
2835 { 2241 {
2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2848 } 2254 }
2849 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2850 } 2256 }
2851 2257
2258 if (op->stats.food > 0)
2259 {
2852 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2853 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2854 {
2855 if (op->stats.hp < op->stats.maxhp)
2856 { 2262 {
2857 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2858 /* dms do not consume food */ 2264
2859 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2860 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2861 op->stats.food--; 2272 op->stats.food--;
2273
2862 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2863 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2276 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2866 } 2279 }
2867 } 2280
2868 if (max_hp > 1) 2281 if (max_sp > 1)
2869 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0)
2872 { 2282 {
2873 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2283 over_sp = (gen_sp + 10) / rate_sp;
2284 if (over_sp > 0)
2285 {
2286 if (op->stats.sp < op->stats.maxsp)
2287 {
2288 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2289
2290 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2291 op->stats.sp--;
2292
2293 if (op->stats.sp > op->stats.maxsp)
2294 op->stats.sp = op->stats.maxsp;
2295 }
2296
2874 op->last_heal = 0; 2297 op->last_sp = 0;
2298 }
2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2875 } 2301 }
2876 else 2302 else
2303 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2304 }
2305
2306 /* Regenerate Hit Points */
2307 if (--op->last_heal < 0)
2308 {
2309 if (op->stats.hp < op->stats.maxhp)
2877 { 2310 {
2878 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2311 op->stats.hp++;
2312
2313 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ))
2315 {
2316 op->stats.food--;
2317
2318 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion;
2320 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2321 op->stats.food = last_food;
2322 }
2879 } 2323 }
2324
2325 if (max_hp > 1)
2326 {
2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2328
2329 if (over_hp > 0)
2330 {
2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2332 op->last_heal = 0;
2333 }
2334 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2880 } 2336 }
2881 else 2337 else
2882 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884 } 2339 }
2885 } 2340 }
2886 2341
2887 /* Digestion */ 2342 /* Digestion */
2888 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2889 { 2344 {
2890#ifdef COZY_SERVER 2345 int bonus = max (0, op->contr->digestion),
2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2346 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 2347
2897 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2899 else 2349
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2901 /* dms do not consume food */ 2350 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2352 op->stats.food--;
2904 } 2353 }
2905 }
2906 2354
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2356 {
2909 object *tmp, *flesh = NULL; 2357 object *flesh = 0;
2910 2358
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2360 {
2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2365 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2366 op->statusmsg ("You blindly grab for a bite of food. "
2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2918 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2371 break;
2921 } 2372 }
2922 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2923 flesh = tmp; 2374 flesh = tmp;
2924 } /* End if paid for object */ 2375 }
2925 } /* end of for loop */ 2376
2926 /* If player is still starving, it means they don't have any food, so 2377 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2378 * eat flesh instead.
2928 */ 2379 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2381 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2382 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2932 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2385 }
2386
2387 // If player is still starving, alert him!
2388 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! "
2390 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2391 }
2392
2393 if (op->stats.food < 0)
2933 } 2394 {
2934 } /* end if player is starving */ 2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2935 2397
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2398 if (op->stats.hp < 0)
2937 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2938 2404
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2405 /* killer should be set here already */
2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2407 kill_player (op);
2408 }
2941} 2409}
2942
2943
2944 2410
2945/* If the player should die (lack of hp, food, etc), we call this. 2411/* 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 2412 * 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 2413 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2414 * file.
2949 */ 2415 */
2950void 2416void
2951kill_player (object *op) 2417kill_player (object *op)
2952{ 2418{
2953 char buf[MAX_BUF];
2954 int x, y; 2419 int x, y;
2955
2956 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2420 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; 2421 int will_kill_again;
2965 archetype *at; 2422 archetype *at;
2966 object *tmp; 2423 object *tmp;
2967 2424
2968 if (save_life (op)) 2425 if (save_life (op))
2969 return; 2426 return;
2970 2427
2428 dynbuf_text deathtab;
2429
2430 /* restore player */
2431 at = archetype::find (shstr_poisoning);
2432 if (object *tmp = present_arch_in_ob (at, op))
2433 {
2434 tmp->destroy ();
2435 deathtab << "Your body feels cleansed...\r";
2436 }
2437
2438 at = archetype::find (shstr_confusion);
2439 if (object *tmp = present_arch_in_ob (at, op))
2440 {
2441 tmp->destroy ();
2442 deathtab << "Your mind feels clearer...\r";
2443 }
2444
2445 cure_disease (op, 0, 0); /* remove any disease */
2446
2447 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0)
2452 op->stats.food = 999;
2453
2454 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; )
2457 {
2458 object *next = item->below;
2459
2460 if (item->type == SPELL_EFFECT && item->active)
2461 item->destroy ();
2462
2463 item = next;
2464 }
2971 2465
2972 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2466 /* 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. 2467 * in cities ONLY!!! It is very important that this doesn't get abused.
2974 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2975 */ 2469 */
2976 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2977 { 2471 {
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2472 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980
2981 /* restore player */
2982 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op);
2984 if (tmp)
2985 {
2986 remove_ob (tmp);
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 }
2990
2991 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op);
2993 if (tmp)
2994 {
2995 remove_ob (tmp);
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 }
2999
3000 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0)
3003 op->stats.food = 999;
3004 2473
3005 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
3007 if (tmp != NULL)
3008 { 2476 {
3009 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
3010 tmp->name = buf; 2478 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; 2479 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title,
2482 (int)op->level,
2483 op->contr->killer_name ()
2484 );
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2486 tmp->material = name_to_material (shstr_organic);
3017 tmp->x = op->x, tmp->y = op->y; 2487 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2488 }
3020 2489
3021 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3024 return; 2495 return;
3025 } 2496 }
3026 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
3027 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
3028 2502
3029 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
3030 2504
3031 if (op->stats.food < 0) 2505 op->contr->play_sound (sound_find ("player_dies"));
2506
2507 /* save the map location for corpse, gravestone */
2508 x = op->x;
2509 y = op->y;
2510 map = op->map;
2511
2512 /* NOT_PERMADEATH code. This basically brings the character back to
2513 * life if they are dead - it takes some exp and a random stat.
2514 * See the config.h file for a little more in depth detail about this.
2515 */
2516
2517 /* Basically two ways to go - remove a stat permanently, or just
2518 * make it depletion. This bunch of code deals with that aspect
2519 * of death.
2520 */
2521#ifndef COZY_SERVER
2522 if (settings.balanced_stat_loss)
3032 { 2523 {
3033 if (op->contr->explore) 2524 /* If stat loss is permanent, lose one stat only. */
3034 { 2525 /* 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"); 2526 more if they do. */
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2527 /* Higher level characters can afford things such as potions of
3037 op->stats.food = 999; 2528 restoration, or better, stat potions. So we slug them that
3038 return; 2529 little bit harder. */
3039 } 2530 /* GD */
3040 sprintf (buf, "%s starved to death.", &op->name); 2531 if (settings.stat_loss_on_death)
3041 strcpy (op->contr->killer, "starvation"); 2532 num_stats_lose = 1;
2533 else
2534 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3042 } 2535 }
3043 else 2536 else
3044 { 2537 num_stats_lose = 1;
3045 if (op->contr->explore) 2538
3046 { 2539 lost_a_stat = 0;
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2540
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2541 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 } 2542 {
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2543 i = rndm (NUM_STATS);
3055 2544
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) 2545 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2546 {
3085 else 2547 /* Pick a random stat and take a point off it. Tell the player
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2548 * what he lost.
2549 */
2550 change_attr_value (&(op->stats), i, -1);
2551 check_stat_bounds (&(op->stats));
2552 change_attr_value (&(op->contr->orig_stats), i, -1);
2553 check_stat_bounds (&(op->contr->orig_stats));
2554 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2555 lost_a_stat = 1;
3087 } 2556 }
3088 else 2557 else
3089 { 2558 {
3090 num_stats_lose = 1; 2559 /* deplete a stat */
3091 } 2560 archetype *deparch = archetype::find (shstr_depletion);
3092 lost_a_stat = 0; 2561 object *dep;
3093 2562
3094 for (z = 0; z < num_stats_lose; z++) 2563 dep = present_arch_in_ob (deparch, op);
3095 { 2564 if (!dep)
3096 i = RANDOM () % NUM_STATS;
3097
3098 if (settings.stat_loss_on_death)
3099 { 2565 {
3100 /* Pick a random stat and take a point off it. Tell the player 2566 dep = arch_to_object (deparch);
3101 * what he lost. 2567 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 } 2568 }
3110 else 2569 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss)
3111 { 2571 {
3112 /* deplete a stat */ 2572 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2573 /* Get the stat that we're about to deplete. */
3114 object *dep; 2574 this_stat = get_attr_value (&(dep->stats), i);
3115 2575 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2576 {
3119 dep = arch_to_object (deparch); 2577 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2578 int keep_chance = this_stat * this_stat;
3121 } 2579
3122 lose_this_stat = 1; 2580 /* 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) 2581 if (keep_chance < 1)
2582 keep_chance = 1;
2583
2584 /* There is a maximum depletion total per level. */
2585 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2586 {
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; 2587 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2588 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2589 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 } 2590 }
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 */ 2591 else
3164 if (this_stat >= -50)
3165 { 2592 {
3166 change_attr_value (&(dep->stats), i, -1); 2593 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; 2594 lose_this_stat = 0;
2595 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2596 this_stat, keep_chance, loss_chance,
2597 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2598 }
3172 } 2599 }
3173 } 2600 }
2601
2602 if (lose_this_stat)
2603 {
2604 this_stat = get_attr_value (&dep->stats, i);
2605 /* We could try to do something clever like find another
2606 * stat to reduce if this fails. But chances are, if
2607 * stats have been depleted to -50, all are pretty low
2608 * and should be roughly the same, so it shouldn't make a
2609 * difference.
2610 */
2611 if (this_stat >= -50)
2612 {
2613 change_attr_value (&(dep->stats), i, -1);
2614 SET_FLAG (dep, FLAG_APPLIED);
2615 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2616 op->update_stats ();
2617 lost_a_stat = 1;
2618 }
3174 } 2619 }
2620 }
2621 }
2622
3175 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2624 if (!lost_a_stat)
3177 { 2625 {
3178 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2627 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
3181 2629
3182 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3184 else 2632 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3186 } 2634 }
2635#else
2636 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3187#endif 2637#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 2638
3190 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2640 * exp loss on the stone.
3192 */ 2641 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
3194 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
3195 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
3196 sprintf (buf, "%s's gravestones", &op->name); 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3197 tmp->name_pl = buf; 2646 &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; 2647 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2649
3203 /**************************************/ 2650 /**************************************/
3204 /* */ 2651 /* */
3205 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */
3208 /* */ 2653 /* */
3209
3210 /**************************************/ 2654 /**************************************/
3211 2655
3212 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */
3214 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op);
3216 if (tmp)
3217 {
3218 remove_ob (tmp);
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 }
3222
3223 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op);
3225 if (tmp)
3226 {
3227 remove_ob (tmp);
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 }
3231 cure_disease (op, 0); /* remove any disease */
3232
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100)
3236 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2658
3241 /* 2659 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2660 * 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 2661 * and put them back in the map.
3244 * in the map. 2662 */
3245 */ 2663 op->drop_unpaid_items ();
3246 2664
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op);
3249
3250 /****************************************/ 2665 /****************************************/
3251 /* */ 2666 /* */
3252 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
3254 /* */ 2669 /* */
3255
3256 /****************************************/ 2670 /****************************************/
3257 2671
3258 enter_player_savebed (op); 2672 enter_player_savebed (op);
3259 2673
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2674 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2675
3266 /* it is possible that the player has blown something up 2676 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2677 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2678 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2679 * on the space that might harm the player.
3270 */ 2680 */
3271 will_kill_again = 0; 2681 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2682 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2683 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2684 will_kill_again |= tmp->attacktype;
3276 } 2685
3277 if (will_kill_again) 2686 if (will_kill_again)
3278 { 2687 {
3279 object *force; 2688 object *force;
3280 int at; 2689 int at;
3281 2690
3282 force = get_archetype (FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2693 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2694 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2696 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2698 force->resist[at] = 100;
3291 } 2699
3292 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
3293 fix_player (op); 2701 op->update_stats ();
3294
3295 }
3296
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 { 2702 }
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 2703
3306 op->contr->party = NULL; 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
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} 2705}
3366 2706
3367 2707static void
3368void
3369loot_object (object *op) 2708loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
3372 2711
3373 if (op->container) 2712 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2713
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2714 for (tmp = op->inv; tmp; tmp = next)
3379 { 2715 {
3380 next = tmp->below; 2716 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2717
2718 if (tmp->invisible)
3382 continue; 2719 continue;
3383 remove_ob (tmp); 2720
2721 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2722 tmp->x = op->x, tmp->y = op->y;
2723
3385 if (tmp->type == CONTAINER) 2724 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2725 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2726
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2728 {
3391 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
3392 { 2730 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
3394 free_object (tmp2);
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2733 }
3397 else 2734 else
3398 free_object (tmp); 2735 tmp->destroy ();
3399 } 2736 }
3400 else 2737 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2738 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2739 }
3403} 2740}
3405/* 2742/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2743 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2744 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2745 * was changed.
3409 */ 2746 */
3410
3411void 2747void
3412fix_weight (void) 2748fix_weight (void)
3413{ 2749{
3414 player *pl; 2750 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2751 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
3419 2753
3420 if (old == sum) 2754 pl->ob->update_weight ();
3421 continue; 2755
3422 fix_player (pl->ob); 2756 if (old != pl->ob->carrying)
2757 {
2758 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2759 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2760 }
3424 } 2761 }
3425} 2762}
3426 2763
3427void 2764void
3428fix_luck (void) 2765fix_luck (void)
3429{ 2766{
3430 player *pl; 2767 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2768 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2769 pl->ob->change_luck (0);
3435} 2770}
3436
3437 2771
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 2772/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 2773 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 2774 * just treat this as any other spell casting object.
3441 */ 2775 */
3442
3443void 2776void
3444cast_dust (object *op, object *throw_ob, int dir) 2777cast_dust (object *op, object *throw_ob, int dir)
3445{ 2778{
3446 object *skop, *spob; 2779 object *skop, *spob;
3447 2780
3468 if (op->type == PLAYER) 2801 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2802 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 2803
3471 cast_spell (op, throw_ob, dir, spob, NULL); 2804 cast_spell (op, throw_ob, dir, spob, NULL);
3472 2805
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2806 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 2807}
3477 2808
3478void 2809void
3479make_visible (object *op) 2810make_visible (object *op)
3480{ 2811{
3481 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3482 op->invisible = 0; 2813 op->invisible = 0;
2814
3483 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3484 { 2816 {
3485 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3487 } 2819 }
2820
3488 update_object (op, UP_OBJ_FACE); 2821 update_object (op, UP_OBJ_CHANGE);
3489} 2822}
3490 2823
3491int 2824int
3492is_true_undead (object *op) 2825is_true_undead (object *op)
3493{ 2826{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3497 return 1; 2828 return 1;
3498 2829
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; 2830 return 0;
3505} 2831}
3506 2832
3507/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3509 * indicate greater hideability. 2835 * indicate greater hideability.
3510 */ 2836 */
3511
3512int 2837int
3513hideability (object *ob) 2838hideability (object *ob)
3514{ 2839{
3515 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3516 sint16 x, y; 2841 sint16 x, y;
3517 2842
3518 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3519 return 0; 2844 return 0;
3520 2845
3521 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3522 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3523 2848
3524 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3525 * If you carry a light on a non-dark map, its not 2850 * If you carry a light on a non-dark map, its not
3526 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3527 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3528 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3529 2854
3530 /* scan through all nearby squares for terrain to hide in */ 2855 /* 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]) 2856 for (i = 0, x = ob->x, y = ob->y;
2857 i <= SIZEOFFREE1;
2858 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3532 { 2859 {
3533 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3534 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3535 {
3536 continue; 2862 continue;
3537 } 2863
3538 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3539 level += 2; 2865 level += 2;
3540 else /* open terrain! */ 2866 else /* open terrain! */
3541 level -= 1; 2867 level -= 1;
3542 } 2868 }
3550/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3551 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3552 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3553 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3554 */ 2880 */
3555
3556void 2881void
3557do_hidden_move (object *op) 2882do_hidden_move (object *op)
3558{ 2883{
3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3560 object *skop;
3561 2885
3562 if (!op || !op->map) 2886 if (!op || !op->map)
3563 return; 2887 return;
3564 2888
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2889 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2890 int num = random_roll (0, 19, op, PREFER_LOW);
3566 2891
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 2892 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3571 { 2895 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2896 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 2897 make_visible (op);
3574 return; 2898 return;
3575 } 2899 }
3576 else 2900 else
3577 num += 20; 2901 num += 20;
3578 } 2902
3579 num += op->map->difficulty; 2903 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 2904 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 2905 num -= hide;
2906
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 2908 {
3584 make_visible (op); 2909 make_visible (op);
2910
3585 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2912 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 2913 }
3588 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2915 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 2916}
3593 2917
3594/* determine if who is standing near a hostile creature. */ 2918/* determine if who is standing near a hostile creature. */
3595 2919
3596int 2920int
3597stand_near_hostile (object *who) 2921stand_near_hostile (object *who)
3598{ 2922{
3599 object *tmp = NULL; 2923 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 2924 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 2925 maptile *m;
3602 sint16 x, y; 2926 sint16 x, y;
3603 2927
3604 if (!who) 2928 if (!who)
3605 return 0; 2929 return 0;
3606 2930
3623 if (mflags & P_OUT_OF_MAP) 2947 if (mflags & P_OUT_OF_MAP)
3624 continue; 2948 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2949 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 2950 continue;
3627 2951
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2952 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 2953 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2954 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 2955 return 1;
3632 else if (tmp->type == PLAYER) 2956 else if (tmp->type == PLAYER)
3633 { 2957 {
3644 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3645 * but we dont worry if the object isnt the top one in 2969 * but we dont worry if the object isnt the top one in
3646 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3647 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3648 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3649 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3650 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3651 * imply the way your head, or body is facing? Its possible 2975 * 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. 2976 * for them to differ. Sigh, this fctn could get a bit more complex.
3653 * -b.t. 2977 * -b.t.
3654 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3655 */ 2979 */
3656
3657int 2980int
3658player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3659{ 2982{
3660 rv_vector rv; 2983 rv_vector rv;
3661 int dx, dy; 2984 int dx, dy;
3663 if (pl->type != PLAYER) 2986 if (pl->type != PLAYER)
3664 { 2987 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 2988 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 2989 return -1;
3667 } 2990 }
2991
3668 if (!pl || !op) 2992 if (!pl || !op)
3669 return 0; 2993 return 0;
3670 2994
3671 if (op->head)
3672 {
3673 op = op->head; 2995 op = op->head_ ();
3674 } 2996
3675 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3676 2998
3677 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3000 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3680 * a blocked los square. 3002 * a blocked los square.
3681 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3682 */ 3004 */
3683 while (op) 3005 while (op)
3684 { 3006 {
3685 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3686 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3687 3009
3688 /* only the viewable area the player sees is updated by LOS 3010 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; 3011 return 1;
3012
3696 op = op->more; 3013 op = op->more;
3697 } 3014 }
3698 return 0;
3699}
3700 3015
3701/* routine for both players and monsters. We call this when
3702 * there is a possibility for our action distrubing our hiding
3703 * place or invisiblity spell. Artefact invisiblity is not
3704 * effected by this. If we arent invisible to begin with, we
3705 * return 0.
3706 */
3707int
3708action_makes_visible (object *op)
3709{
3710
3711 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3712 {
3713 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3714 return 0;
3715
3716 if (op->contr && op->contr->tmp_invis == 0)
3717 return 0;
3718
3719 /* If monsters, they should become visible */
3720 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3721 {
3722 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3723 return 1;
3724 }
3725 }
3726 return 0; 3016 return 0;
3727} 3017}
3728 3018
3729/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3730 * a player) is standing on a valid battleground-tile, 3020 * 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 3025 * Default is to do the same as before, so only people wanting to have different points need worry about this
3736 */ 3026 */
3737int 3027int
3738op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3739{ 3029{
3740 object *tmp;
3741
3742 /* A battleground-tile needs the following attributes to be valid: 3030 /* 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), 3031 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3744 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3745 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3746 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3747 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3748 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3749 { 3037 {
3750 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3751 { 3039 {
3752 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3753 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3041 && tmp->type == BATTLEGROUND
3042 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp))
3754 { 3044 {
3755 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3756 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3757 { 3047 {
3758 object *invtmp;
3759
3760 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3761 { 3049 {
3762 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3763 { 3051 {
3764 if (x != NULL && y != NULL) 3052 if (x && y)
3765 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3766 return 1; 3055 return 1;
3767 } 3056 }
3768 } 3057 }
3769 } 3058 }
3059
3770 if (x != NULL && y != NULL) 3060 if (x && y)
3771 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3772 return 1; 3063 return 1;
3773 } 3064 }
3774 } 3065 }
3775 } 3066 }
3067
3776 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3777 return 0; 3069 return 0;
3778} 3070}
3779 3071
3780/* 3072/*
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3089 int i = 0, j = 0;
3798 3090
3799 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3802 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3804 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3806 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3808 3100
3809 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3810 return; 3102 return;
3811 3103
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3104 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3105
3814 if (tr == NULL || tr->item == NULL) 3106 if (!tr || !tr->item)
3815 { 3107 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3108 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3109 return;
3818 } 3110 }
3819 3111
3820 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3821 item = &(tr->item->clone); 3113 item = tr->item;
3822 3114
3823 if (item->type == SPELL) 3115 if (item->type == SPELL)
3824 { 3116 {
3825 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3826 return; 3118 return;
3885 { 3177 {
3886 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3179 object *skin;
3888 3180
3889 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3182 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3183 ;
3184
3891 if (skin == NULL) 3185 if (!skin)
3892 return; 3186 return;
3893 3187
3894 /* adding new spellpath attunements */ 3188 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3189 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3190 {
3928 else 3222 else
3929 { 3223 {
3930 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3931 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3932 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3226 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); 3227 who->insert (tmp);
3934 if (who->type == PLAYER)
3935 esrv_send_item (who, tmp);
3936 } 3228 }
3937} 3229}
3938 3230
3939/** 3231/**
3940 * Unready an object for a player. This function does nothing if the object was 3232 * Unready an object for a player. This function does nothing if the object was
3941 * not readied. 3233 * not readied.
3942 */ 3234 */
3943void 3235void
3944player_unready_range_ob (player *pl, object *ob) 3236player_unready_range_ob (player *pl, object *ob)
3945{ 3237{
3946 rangetype i; 3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3947 3240
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 if (pl->combat_ob == ob)
3949 { 3242 pl->combat_ob = 0;
3243
3950 if (pl->ranges[i] == ob) 3244 if (pl->ranged_ob == ob)
3951 { 3245 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3246}
3247
3248//-GPL
3249
3250sint8
3251player::darkness_at (maptile *map, int x, int y) const
3252{
3253 if (!ns)
3254 return LOS_BLOCKED;
3255
3256 int dx, dy;
3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3258 return LOS_BLOCKED;
3259
3260 x += dx - ns->current_x;
3261 y += dy - ns->current_y;
3262
3263 return blocked_los (x, y);
3264}
3265
3266void
3267player::infobox (const char *title, const char *msg, int color)
3268{
3269 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3270}
3271
3272void
3273player::statusmsg (const char *msg, int color)
3274{
3275 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3276}
3277
3278void
3279player::failmsg (const char *msg, int color)
3280{
3281 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color);
3283}
3284

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