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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: player.C,v 1.19 2006/09/11 23:53:30 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 26#include <sproto.h>
36#endif
37#include <sounds.h> 27#include <sounds.h>
38#include <living.h> 28#include <living.h>
39#include <object.h> 29#include <object.h>
40#include <spells.h> 30#include <spells.h>
41#include <skills.h> 31#include <skills.h>
42#include <newclient.h>
43 32
44#ifdef COZY_SERVER 33#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 34#include <functional>
46#endif
47 35
48player * 36playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86
87void
88display_motd (const object *op)
89{
90 char buf[MAX_BUF];
91 char motd[HUGE_BUF];
92 FILE *fp;
93 int comp;
94 int size;
95
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return;
100 }
101 motd[0] = '\0';
102 size = 0;
103 while (fgets (buf, MAX_BUF, fp) != NULL)
104 {
105 if (*buf == '#')
106 continue;
107 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf);
109 }
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp);
112}
113
114void
115send_rules (const object *op)
116{
117 char buf[MAX_BUF];
118 char rules[HUGE_BUF];
119 FILE *fp;
120 int comp;
121 int size;
122
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return;
127 }
128 rules[0] = '\0';
129 size = 0;
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134 if (size + strlen (buf) >= HUGE_BUF)
135 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break;
138 }
139 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf);
141 }
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp);
144}
145
146void
147send_news (const object *op)
148{
149 char buf[MAX_BUF];
150 char news[HUGE_BUF];
151 char subject[MAX_BUF];
152 FILE *fp;
153 int comp;
154 int size;
155
156 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return;
159 news[0] = '\0';
160 subject[0] = '\0';
161 size = 0;
162 while (fgets (buf, MAX_BUF, fp) != NULL)
163 {
164 if (*buf == '#')
165 continue;
166 if (*buf == '%')
167 { /* send one news */
168 if (size > 0)
169 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 */
170 strcpy (subject, buf + 1);
171 strip_endline (subject);
172 size = 0;
173 news[0] = '\0';
174 }
175 else
176 {
177 if (size + strlen (buf) >= HUGE_BUF)
178 {
179 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
180 break;
181 }
182 strncat (news + size, buf, HUGE_BUF - size);
183 size += strlen (buf);
184 }
185 }
186
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
189 close_and_delete (fp, comp);
190}
191
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316}
317 37
318/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
319static void 39static void
320set_first_map (object *op) 40set_first_map (object *op)
321{ 41{
322 strcpy (op->contr->maplevel, first_map_path); 42 op->contr->maplevel = first_map_path;
323 op->x = -1; 43 op->x = -1;
324 op->y = -1; 44 op->y = -1;
325 enter_exit (op, NULL);
326} 45}
327 46
47void
48player::activate ()
49{
50 if (active)
51 return;
52
53 players.insert (this);
54 ob->remove ();
55 ob->map = 0;
56 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
58 add_friendly_object (ob);
59}
60
61void
62player::deactivate ()
63{
64 if (!active)
65 return;
66
67 terminate_all_pets (ob);
68 remove_friendly_object (ob);
69 ob->deactivate_recursive ();
70
71 if (ob->map)
72 maplevel = ob->map->path;
73
74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0;
77 party = 0;
78
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this);
82}
83
84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
116 {
117 object *tmp, *abil = 0, *skin = 0;
118
119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE)
121 if (tmp->arch->archname == shstr_dragon_ability_force)
122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173// the need for this function can be explained
174// by load_object not returning the object
175void
176player::set_object (object *op)
177{
178 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */
180
181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
184 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
198 case WAND:
199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
208 }
209
210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
211 ob->deactivate (); // change_weapon activates, fix this better
212}
213
214void
215player::set_observe (object *op)
216{
217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
225 do_los = 1;
226}
227
228player::player ()
229{
230 /* There are some elements we want initialised to non zero value -
231 * we deal with that below this point.
232 */
233 outputs_sync = 4;
234 outputs_count = 4;
235 unapply = unapply_nochoice;
236
237 savebed_map = first_map_path; /* Init. respawn position */
238
239 gen_sp_armour = 10;
240 bowtype = bow_normal;
241 petmode = pet_normal;
242 usekeys = containers;
243 peaceful = 1; /* default peaceful */
244 do_los = 1;
245
246 weapon_sp = 1.0f;
247 weapon_sp_left = 0.5f;
248}
249
250void
251player::do_destroy ()
252{
253 disconnect ();
254
255 attachable::do_destroy ();
256
257 if (ob)
258 {
259 ob->destroy_inv (false);
260 ob->destroy ();
261 }
262
263 ob = observe = viewpoint = 0;
264}
265
266player::~player ()
267{
268 /* Clear item stack */
269 free (stack_items);
270}
271
328/* Tries to add player on the connection passwd in ns. 272/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 273 * All we can really get in this is some settings like host and display
330 * mode. 274 * mode.
331 */ 275 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 276player *
277player::create ()
278{
279 player *pl = new player;
337 280
338 p = get_player (NULL); 281 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 282
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 283 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 284 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 285 pl->ob->run_away = 25; /* Then we panick... */
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 286
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 287 set_first_map (pl->ob);
350 288
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 289 return pl;
358} 290}
359 291
360/* 292/*
361 * get_player_archetype() return next player archetype from archetype 293 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 294 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
364 */ 296 */
365archetype * 297archetype *
366get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
367{ 299{
368 archetype *start = at; 300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
369 307
370 for (;;) 308 for (;;)
371 { 309 {
372 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
373 at = first_archetype; 311 i = archetypes.begin ();
374 else 312 else if (*i == at)
375 at = at->next; 313 cleanup ("not a single player archetype found");
314
376 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
377 return at; 316 return *i;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 } 317 }
384} 318}
385
386 319
387object * 320object *
388get_nearest_player (object *mon) 321get_nearest_player (object *mon)
389{ 322{
390 object *op = NULL; 323 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 324 objectlink *ol;
393 unsigned lastdist; 325 unsigned lastdist;
394 rv_vector rv; 326 rv_vector rv;
395 327
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 329 {
398 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop.
402 */
403 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
404 {
405 object *tmp = ol->ob;
406
407 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared.
409 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
411 ol = ol->next;
412 remove_friendly_object (tmp);
413 if (!ol)
414 return op;
415 }
416
417 /* Remove special check for player from this. First, it looks to cause
418 * some crashes (ol->ob->contr not set properly?), but secondly, a more
419 * complicated method of state checking would be needed in any case -
420 * as it was, a clever player could type quit, and the function would
421 * skip them over while waiting for confirmation. Remove
422 * on_same_map check, as can_detect_enemy also does this
423 */
424 if (!can_detect_enemy (mon, ol->ob, &rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
425 continue; 331 continue;
426 332
427 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
428 { 334 {
429 op = ol->ob; 335 op = ol->ob;
430 lastdist = rv.distance; 336 lastdist = rv.distance;
431 } 337 }
432 } 338 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 339
434 { 340 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 341 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 342 if (lastdist > rv.distance)
439 { 343 {
440 op = pl->ob; 344 op = pl->ob;
441 lastdist = rv.distance; 345 lastdist = rv.distance;
442 } 346 }
443 } 347
444 }
445#if 0 348#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 349 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 350#endif
448 return op; 351 return op;
449} 352}
467 * circling behaviour. Unfortunately, this function is also used to determined 370 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 371 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 372 * is probably not a good thing.
470 */ 373 */
471#define MAX_SPACES 50 374#define MAX_SPACES 50
472
473 375
474/* 376/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 377 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 378 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 379 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 398path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 399{
498 rv_vector rv; 400 rv_vector rv;
499 sint16 x, y; 401 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 402 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 403 maptile *m, *lastmap;
502 404
503 get_rangevector (mon, pl, &rv, 0); 405 get_rangevector (mon, pl, &rv, 0);
504 406
505 if (rv.distance < mindiff) 407 if (rv.distance < mindiff)
506 return 0; 408 return 0;
508 x = mon->x; 410 x = mon->x;
509 y = mon->y; 411 y = mon->y;
510 m = mon->map; 412 m = mon->map;
511 dir = rv.direction; 413 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 414 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
416
514 /* If we can't solve it within the search distance, return now. */ 417 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 418 if (diff > max)
516 return 0; 419 return 0;
420
517 while (diff > 1 && max > 0) 421 while (diff > 1 && max > 0)
518 { 422 {
519 lastx = x; 423 lastx = x;
520 lasty = y; 424 lasty = y;
521 lastmap = m; 425 lastmap = m;
603 max--; 507 max--;
604 lastdir = dir; 508 lastdir = dir;
605 if (!firstdir) 509 if (!firstdir)
606 firstdir = dir; 510 firstdir = dir;
607 } 511 }
512
608 if (diff <= 1) 513 if (diff <= 1)
609 { 514 {
610 /* Recalculate diff (distance) because we may not have actually 515 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 516 * headed toward player for entire distance.
612 */ 517 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 520 }
521
616 if (diff > max) 522 if (diff > max)
617 return 0; 523 return 0;
618 } 524 }
525
619 /* If we reached the max, didn't find a direction in time */ 526 /* If we reached the max, didn't find a direction in time */
620 if (!max) 527 if (!max)
621 return 0; 528 return 0;
622 529
623 return firstdir; 530 return firstdir;
624} 531}
625 532
626void 533void
627give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
628{ 535{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL) 536 if (pl->randomitems)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633 538
634 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
635 { 540 {
636 next = op->below; 541 next = op->below;
637 542
638 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
644 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions 550 * by this player due to race restrictions
646 */ 551 */
647 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
648 { 553 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
650 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
651 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
652 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 561 {
655 remove_ob (op); 562 op->destroy ();
656 free_object (op);
657 continue; 563 continue;
658 } 564 }
659 } 565 }
660 566
661 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
662 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
663 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
664 * a first level treasurelist for each skill.)
665 * remove duplicate skills also
666 */ 570 */
667 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
668 { 572 {
669 object *tmp;
670
671 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
672 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
575 {
576 op->destroy ();
577 LOG (llevError,
578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
673 break; 579 break;
674
675 if (tmp)
676 {
677 remove_ob (op);
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue;
681 } 580 }
581
682 if (op->nrof > 1) 582 if (op->nrof > 1)
683 op->nrof = 1; 583 op->nrof = 1;
684 } 584 }
685 585
686 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
687 {
688 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
689 }
690 588
691 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
692 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
693 * merged properly. 591 * merged properly.
694 */ 592 */
695 if (need_identify (op)) 593 if (need_identify (op))
696 { 594 {
697 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
698 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 598 }
599
701 if (op->type == SPELL) 600 if (op->type == SPELL)
702 { 601 {
703 remove_ob (op); 602 op->destroy ();
704 free_object (op);
705 continue; 603 continue;
706 } 604 }
707 else if (op->type == SKILL) 605 else if (op->type == SKILL)
708 { 606 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
710 op->stats.exp = 0; 608 op->stats.exp = 0;
711 op->level = 1; 609 op->level = 1;
712 } 610 }
713 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
714 else
715 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
716 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
717 614
718 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
719 link_player_skills (pl); 616 pl->contr->link_skills ();
720}
721
722void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803} 617}
804 618
805void 619void
806get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
807{ 621{
808 if (party == NULL) 622 if (party == NULL)
809 { 623 {
810 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 624 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
811 return; 625 return;
812 } 626 }
627
813 op->contr->write_buf[0] = '\0'; 628 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 629 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 630 op->contr->party_to_join = party;
816 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 631 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
817} 632}
818
819 633
820/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 634/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821int 635static int
822roll_stat (void) 636roll_stat (void)
823{ 637{
824 int a[4], i, j, k; 638 int a[4], i, j, k;
825 639
826 for (i = 0; i < 4; i++) 640 for (i = 0; i < 4; i++)
827 a[i] = (int) RANDOM () % 6 + 1; 641 a[i] = (int) rndm (6) + 1;
828 642
829 for (i = 0, j = 0, k = 7; i < 4; i++) 643 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 644 if (a[i] < k)
831 k = a[i], j = i; 645 k = a[i], j = i;
832 646
833 for (i = 0, k = 0; i < 4; i++) 647 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 648 if (i != j)
836 k += a[i]; 649 k += a[i];
837 } 650
838 return k; 651 return k;
839} 652}
840 653
841void 654void
842roll_stats (object *op) 655object::roll_stats ()
843{ 656{
657 int statsort [NUM_STATS];
658
659 for (;;)
660 {
844 int sum = 0; 661 int sum = 0;
845 int i = 0, j = 0; 662 for (int i = NUM_STATS; i--; )
846 int statsort[7]; 663 sum += statsort [i] = roll_stat ();
847 664
848 do 665 if (sum >= 82 && sum <= 116)
666 break;
849 { 667 }
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 }
859 while (sum < 82 || sum > 116);
860 668
861 /* Sort the stats so that rerolling is easier... */ 669 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869 671
870 /* a quick and dirty bubblesort? */ 672 for (int i = 0; i < NUM_STATS; ++i)
871 do 673 stats.stat (i) = statsort [i];
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886 674
887 op->stats.Str = statsort[0];
888 op->stats.Dex = statsort[1];
889 op->stats.Con = statsort[2];
890 op->stats.Int = statsort[3];
891 op->stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6];
894
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0; 675 stats.exp = 0;
906 op->stats.ac = 0; 676 stats.ac = 0;
907 677
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp; 678 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 679 stats.sp = stats.maxsp;
915 op->stats.grace = op->stats.maxgrace; 680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
684 contr->levhp[1] = 9;
685 contr->levsp[1] = 6;
686 contr->levgrace[1] = 3;
687
916 op->contr->orig_stats = op->stats; 688 contr->orig_stats = stats;
689 }
917} 690}
918 691
919void 692void
920Roll_Again (object *op) 693object::swap_stats (int a, int b)
921{ 694{
922 esrv_new_player (op->contr, 0); 695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
925}
926 696
927void 697 for (int i = 0; i < NUM_STATS; ++i)
928Swap_Stat (object *op, int Swap_Second) 698 stats.stat (i) = contr->orig_stats.stat (i);
699
700 //TODO: the following code looks so borked and should, at the very least,
701 // be merged with the similar code in roll_stats
702 stats.ac = 0;
703
704 level = 1;
705 stats.exp = 0;
706 stats.ac = 0;
707
708 stats.hp = stats.maxhp;
709 stats.sp = stats.maxsp;
710 stats.grace = stats.maxgrace;
711
712 if (contr)
713 {
714 contr->levhp[1] = 9;
715 contr->levsp[1] = 6;
716 contr->levgrace[1] = 3;
717
718 contr->orig_stats = stats;
719 }
720}
721
722static void
723start_info (object *op)
929{ 724{
930 signed char tmp;
931 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
932 726
933 if (op->contr->Swap_First == -1) 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str;
950 op->stats.Dex = op->contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha;
956 op->stats.ac = 0;
957
958 op->level = 1;
959 op->stats.exp = 0;
960 op->stats.ac = 0;
961
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp;
968 op->stats.sp = op->stats.maxsp;
969 op->stats.grace = op->stats.maxgrace;
970 op->contr->orig_stats = op->stats;
971 op->contr->Swap_First = -1;
972}
973
974
975/* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982int
983key_roll_stat (object *op, char key)
984{
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 {
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf);
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015#if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047} 729}
1048 730
1049/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
1053 * not the class. 735 * not the class.
1054 */ 736 */
1055 737void
1056int 738player::chargen_race_done ()
1057key_change_class (object *op, char key)
1058{ 739{
1059 int tmp_loop;
1060
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D')
1068 {
1069 char buf[MAX_BUF];
1070
1071 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 741 esrv_new_player (ob->contr);
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1074 742
743 treasurelist *tl = treasurelist::find ("starting_wealth");
744 if (tl)
745 create_treasure (tl, ob, 0, 0, 0);
746
1075 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
1077 749
1078 op->contr->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
1079 751
1080 if (op->msg) 752 if (ob->msg)
1081 op->msg = NULL; 753 ob->msg = 0;
1082 754
1083 /* We create this now because some of the unique maps will need it
1084 * to save here.
1085 */
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1087 make_path_to_file (buf);
1088
1089#ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091#endif
1092 start_info (op); 755 start_info (ob);
1093 CLEAR_FLAG (op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 757 give_initial_items (ob, ob->randomitems);
1095 link_player_skills (op);
1096 esrv_send_inventory (op, op); 758 esrv_send_inventory (ob, ob);
1097 fix_player (op); 759 ob->update_stats ();
1098 760
1099 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
1100 * is one for this race 762 * is one for this race
1101 */ 763 */
1102 if (*first_map_ext_path) 764 if (*first_map_ext_path)
1103 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1104 object *tmp;
1105 char mapname[MAX_BUF];
1106
1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1108 tmp = get_object ();
1109 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x;
1111 EXIT_Y (tmp) = op->y;
1112 enter_exit (op, tmp); /* we don't really care if it succeeded;
1113 * if the map isn't there, then stay on the
1114 * default initial map */
1115 free_object (tmp);
1116 }
1117 else 766 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 768}
1121 return 0;
1122 }
1123 769
770void
771player::chargen_race_next ()
772{
1124 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
1126 */ 775 */
1127 776
1128 tmp_loop = 0; 777 do
1129 while (!tmp_loop)
1130 { 778 {
1131 shstr name = op->name; 779 shstr name = ob->name;
1132 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
1133 781
1134 remove_statbonus (op); 782 ob->remove_statbonus ();
1135 remove_ob (op); 783 ob->remove ();
1136 op->arch = get_player_archetype (op->arch); 784 ob->arch = get_player_archetype (ob->arch);
1137 copy_object (&op->arch->clone, op); 785 ob->arch->copy_to (ob);
1138 op->instantiate (); 786 ob->instantiate ();
1139 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
1140 op->name = op->name_pl = name; 788 ob->name = ob->name_pl = name;
1141 op->x = x; 789 ob->x = x;
1142 op->y = y; 790 ob->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 793 assign (ob->contr->title, ob->arch->object::name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 794 ob->add_statbonus ();
1148 tmp_loop = allowed_class (op);
1149 } 795 }
796 while (!allowed_class (ob));
1150 797
1151 update_object (op, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 799 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 800 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 803 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207
1208 play_again (op);
1209 return 1;
1210} 804}
1211 805
1212void 806void
1213flee_player (object *op) 807flee_player (object *op)
1214{ 808{
1220 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
1221 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
1222 return; 816 return;
1223 } 817 }
1224 818
1225 if (op->enemy == NULL) 819 if (!op->enemy)
1226 { 820 {
1227 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
1228 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
1229 return; 823 return;
1230 } 824 }
1231 825
1232 /* Seen some crashes here. Since we don't store an
1233 * op->enemy_count, it is possible that something destroys the
1234 * actual enemy, and the object is recycled.
1235 */
1236 if (op->enemy->map == NULL)
1237 {
1238 CLEAR_FLAG (op, FLAG_SCARED);
1239 op->enemy = NULL;
1240 return;
1241 }
1242
1243 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1244 { 827 {
1245 op->enemy = NULL; 828 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 830 return;
1248 } 831 }
832
1249 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1250 834
1251 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1253 { 837 {
1254 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1255 839
1256 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1257 {
1258 return; 841 return;
1259 }
1260 } 842 }
843
1261 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 846 op->enemy = NULL;
1264} 847}
1265 848
1266
1267/* check_pick sees if there is stuff to be picked up/picks up stuff. 849/* check_pick sees if there is stuff to be picked up/picks up stuff.
1268 * IT returns 1 if the player should keep on moving, 0 if he should 850 * It returns 1 if the player should keep on moving, 0 if he should
1269 * stop. 851 * stop.
1270 */ 852 */
1271int 853int
1272check_pick (object *op) 854check_pick (object *op)
1273{ 855{
1274 object *tmp, *next; 856 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 857 int stop = 0;
1277 int j, k, wvratio; 858 int wvratio;
1278 char putstring[128], tmpstr[16];
1279
1280 859
1281 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1283 return 1; 862 return 1;
1284 863
1285 op_tag = op->count;
1286
1287 next = op->below; 864 next = op->below;
1288 if (next) 865
1289 next_tag = next->count; 866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1290 868
1291 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1292 * destroyed */ 870 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 871 while (next && !next->destroyed ())
1294 { 872 {
1295 tmp = next; 873 tmp = next;
1296 next = tmp->below; 874 next = tmp->below;
875
1297 if (next) 876 if (cnt <= 0)
1298 next_tag = next->count; 877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
1299 881
1300 if (was_destroyed (op, op_tag)) 882 if (op->destroyed ())
1301 return 0; 883 return 0;
1302 884
1303 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1304 continue; 886 continue;
1305 887
1306 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1307 { 889 {
1308 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1309 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1310 continue; 893 continue;
1311 } 894 }
1312 895
1313 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1314 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1315 { 958 {
1316 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1317 { 1018 {
1318 case 0: 1019 CHK_PICK_PICKUP;
1319 return 1; /* don't pick up */ 1020 continue;
1320 case 1:
1321 pick_up (op, tmp);
1322 return 1;
1323 case 2:
1324 pick_up (op, tmp);
1325 return 0;
1326 case 3:
1327 return 0; /* stop before pickup */
1328 case 4:
1329 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1021 }
1351 } 1022 }
1352 else 1023
1353 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1354 /* NEW pickup handling */
1355 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1356 { 1027 {
1357 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1358 if (tmp->name != NULL)
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366 sprintf (putstring, "...flags: ");
1367 for (k = 0; k < 4; k++)
1368 {
1369 for (j = 0; j < 32; j++)
1370 {
1371 if ((tmp->flags[k] >> j) & 0x01)
1372 {
1373 sprintf (tmpstr, "%d ", k * 32 + j);
1374 strcat (putstring, tmpstr);
1375 }
1376 }
1377 }
1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379
1380#if 0
1381 /* print the flags too */
1382 for (k = 0; k < 4; k++)
1383 {
1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385 for (j = 0; j < 32; j++)
1386 {
1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388 if (!((j + 1) % 4))
1389 fprintf (stderr, " ");
1390 }
1391 fprintf (stderr, " [%d]\n", k * 32);
1392 }
1393#endif
1394 }
1395 /* philosophy:
1396 * It's easy to grab an item type from a pile, as long as it's
1397 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a
1399 * grab-as-you-run type mode that's really useful for arrows for
1400 * example.
1401 * The drawback: right now it has no frontend, so you need to
1402 * stick the bits you want into a calculator in hex mode and then
1403 * convert to decimal and then 'pickup <#>
1404 */
1405
1406 /* the first two modes are exclusive: if NOTHING we return, if
1407 * STOP then we stop. All the rest are applied sequentially,
1408 * meaning if any test passes, the item gets picked up. */
1409
1410 /* if mode is set to pick nothing up, return */
1411
1412 if (op->contr->mode & PU_NOTHING)
1413 return 1;
1414
1415 /* if mode is set to stop when encountering objects, return */
1416 /* take STOP before INHIBIT since it doesn't actually pick
1417 * anything up */
1418
1419 if (op->contr->mode & PU_STOP)
1420 return 0;
1421
1422 /* useful for going into stores and not losing your settings... */
1423 /* and for battles wher you don't want to get loaded down while
1424 * fighting */
1425 if (op->contr->mode & PU_INHIBIT)
1426 return 1;
1427
1428 /* prevent us from turning into auto-thieves :) */
1429 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1430 continue; 1029 continue;
1030 }
1431 1031
1432 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1433 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1434 continue; 1037 continue;
1038 }
1435 1039
1436 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1437 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1438 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1439 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1440 { 1111 {
1441 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1113 continue;
1445 } 1114 }
1115 }
1116
1117 /* misc stuff that's useful */
1446 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1447 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1448 { 1120 {
1449 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1122 continue;
1453 } 1123 }
1454 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1455 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1456 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1457 { 1132 */
1458 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue;
1462 }
1463
1464 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK)
1467 {
1468 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue;
1472 }
1473 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL)
1475 {
1476 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue;
1480 }
1481 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 {
1484 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue;
1488 }
1489
1490 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 {
1494 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue;
1498 }
1499
1500 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1502 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1503 {
1504 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue;
1508 }
1509
1510 if (op->contr->mode & PU_VALUABLES)
1511 { 1135 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1513 { 1139 {
1514 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n"); 1140 fprintf (stderr, "%s", tmp->name);
1517 continue;
1518 } 1141 }
1519 }
1520
1521 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET)
1524 {
1525 pick_up (op, tmp);
1526 if (0)
1527 fprintf (stderr, "JEWELS\n");
1528 continue;
1529 }
1530
1531 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW)
1534 {
1535 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue;
1539 }
1540 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW)
1542 {
1543 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue;
1547 }
1548
1549 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR)
1552 {
1553 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue;
1557 }
1558 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET)
1560 {
1561 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue;
1565 }
1566 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD)
1568 {
1569 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue;
1573 }
1574 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS)
1576 {
1577 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue;
1581 }
1582 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES)
1584 {
1585 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue;
1589 }
1590 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK)
1592 {
1593 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue;
1597 }
1598
1599 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 {
1603 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue;
1607 }
1608
1609 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON)
1611 {
1612 if (tmp->type == WEAPON && tmp->name != NULL)
1613 {
1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 {
1617 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue;
1621 }
1622 }
1623 if (tmp->type == WEAPON && tmp->name == NULL)
1624 {
1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1626 {
1627 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue;
1631 }
1632 }
1633 }
1634
1635 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 {
1639 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue;
1643 }
1644
1645 /* any of the last 4 bits set means we use the ratio for value
1646 * pickups */
1647 if (op->contr->mode & PU_RATIO)
1648 {
1649 /* use value density to decide what else to grab */
1650 /* >=7 was >= op->contr->mode */
1651 /* >=7 is the old standard setting. Now we take the last 4 bits
1652 * and multiply them by 5, giving 0..15*5== 5..75 */
1653 wvratio = (op->contr->mode & PU_RATIO) * 5;
1654 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1655 {
1656 pick_up (op, tmp);
1657#if 0
1658 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1659 if (tmp->name != NULL)
1660 {
1661 fprintf (stderr, "%s", tmp->name);
1662 }
1663 else 1142 else
1664 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1665 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1666 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1667#endif 1146#endif
1147 CHK_PICK_PICKUP;
1668 continue; 1148 continue;
1669 }
1670 } 1149 }
1671 } /* the new pickup model */ 1150 } /* the new pickup model */
1672 } 1151 }
1152
1673 return !stop; 1153 return !stop;
1674} 1154}
1675 1155
1676/* 1156/*
1677 * Find an arrow in the inventory and after that 1157 * Find an arrow in the inventory and after that
1679 * found object is returned. 1159 * found object is returned.
1680 */ 1160 */
1681object * 1161object *
1682find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1683{ 1163{
1684 object *tmp = NULL;
1685
1686 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1687 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1688 tmp = find_arrow (op, type);
1689 else if (op->type == ARROW && op->race == type) 1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1167
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1170 if (object *arrow = find_arrow (tmp, type))
1171 {
1172 splay (tmp);
1690 return op; 1173 return arrow;
1174 }
1175
1691 return tmp; 1176 return 0;
1692} 1177}
1693 1178
1694/* 1179/*
1695 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1696 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1697 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1698 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1699 */ 1184 */
1700
1701object * 1185object *
1702find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1703{ 1187{
1704 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1705 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1706 1190
1707 if (!type) 1191 if (!type)
1711 { 1195 {
1712 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1713 { 1197 {
1714 i = 0; 1198 i = 0;
1715 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1716 if (i > betterby) 1201 if (i > betterby)
1717 { 1202 {
1718 tmp = ntmp; 1203 tmp = ntmp;
1719 betterby = i; 1204 betterby = i;
1720 } 1205 }
1721 } 1206 }
1722 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1723 { 1208 {
1724 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1725 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1726 { 1211 {
1727 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1728 { 1213 {
1729 *better = 100; 1214 *better = 100;
1730 return arrow; 1215 return arrow;
1738 else 1223 else
1739 { 1224 {
1740 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1741 { 1226 {
1742 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1743 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1744 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1229 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1745 { 1230 {
1746 tmp = arrow; 1231 tmp = arrow;
1747 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1748 } 1233 }
1749 } 1234 }
1235
1750 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1751 { 1237 {
1752 tmp = arrow; 1238 tmp = arrow;
1753 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1754 } 1240 }
1241
1755 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1756 { 1243 {
1757 tmp = arrow; 1244 tmp = arrow;
1758 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1759 } 1246 }
1760 } 1247 }
1761 } 1248 }
1762 } 1249 }
1250
1763 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1764 return find_arrow (op, type); 1252 return find_arrow (op, type);
1765 1253
1766 *better = betterby; 1254 *better = betterby;
1767 return tmp; 1255 return tmp;
1771 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1772 * op = the shooter 1260 * op = the shooter
1773 * type = bow->race 1261 * type = bow->race
1774 * dir = fire direction 1262 * dir = fire direction
1775 */ 1263 */
1776
1777object * 1264object *
1778pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1779{ 1266{
1780 object *tmp = NULL; 1267 object *tmp = NULL;
1781 mapstruct *m; 1268 maptile *m;
1782 int i, mflags, found, number; 1269 int i, mflags, found, number;
1783 sint16 x, y; 1270 sint16 x, y;
1784 1271
1785 if (op->map == NULL) 1272 if (op->map == NULL)
1786 return find_arrow (op, type); 1273 return find_arrow (op, type);
1798 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1799 { 1286 {
1800 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1801 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1802 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1803 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1804 { 1292 {
1805 tmp = NULL; 1293 tmp = 0;
1806 break; 1294 break;
1807 } 1295 }
1808 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1809 { 1297 {
1810 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1811 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1812 */ 1300 */
1813 tmp = NULL; 1301 tmp = 0;
1814 break; 1302 break;
1815 } 1303 }
1304
1816 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1817 {
1818 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1819 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1820 {
1821 found++;
1822 break;
1823 }
1824 if (found)
1825 break; 1308 break;
1826 }
1827 } 1309 }
1828 if (tmp == NULL) 1310
1311 if (!tmp)
1829 return find_arrow (op, type); 1312 return find_arrow (op, type);
1830 1313
1831 if (tmp->head) 1314 if (tmp->head)
1832 tmp = tmp->head; 1315 tmp = tmp->head;
1833 1316
1846 */ 1329 */
1847int 1330int
1848fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1331fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1849{ 1332{
1850 object *left, *bow; 1333 object *left, *bow;
1851 tag_t left_tag, tag; 1334 int mflags;
1852 int bowspeed, mflags; 1335 maptile *m;
1853 mapstruct *m;
1854 1336
1855 if (!dir) 1337 if (!dir)
1856 { 1338 {
1857 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1339 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1858 return 0; 1340 return 0;
1859 } 1341 }
1860 if (op->type == PLAYER) 1342
1861 bow = op->contr->ranges[range_bow]; 1343 if (op->contr)
1344 bow = op->current_weapon;
1862 else 1345 else
1863 { 1346 {
1864 for (bow = op->inv; bow; bow = bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1865 /* Don't check for applied - monsters don't apply bows - in that way, they 1348 /* Don't check for applied - monsters don't apply bows - in that way, they
1866 * don't need to switch back and forth between bows and weapons. 1349 * don't need to switch back and forth between bows and weapons.
1871 if (!bow) 1354 if (!bow)
1872 { 1355 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1357 return 0;
1875 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1876 } 1362 }
1363
1877 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1878 { 1365 {
1879 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1880 return 0; 1367 return 0;
1881 } 1368 }
1882
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884
1885 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1888 if (bowspeed < 1)
1889 bowspeed = 1;
1890 1369
1891 if (arrow == NULL) 1370 if (arrow == NULL)
1892 { 1371 {
1893 if ((arrow = find_arrow (op, bow->race)) == NULL) 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1894 { 1373 {
1895 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1896 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1375 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1897 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1376 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1898 else 1377 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1900 return 0; 1380 return 0;
1901 } 1381 }
1902 } 1382 }
1383
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1385 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1386 return 0;
1907 } 1387
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1388 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1389 {
1910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1911 return 0; 1391 return 0;
1912 } 1392 }
1913 1393
1914 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1916 { 1396 {
1917 remove_ob (arrow); 1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1918 free_object (arrow); 1398 arrow->destroy ();
1919 return 0; 1399 return 0;
1920 } 1400 }
1921 1401
1922 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count; 1403 arrow = arrow->split ();
1924 arrow = get_split_ob (arrow, 1); 1404 if (!arrow)
1925 if (arrow == NULL)
1926 { 1405 {
1927 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1928 return 0; 1407 return 0;
1929 } 1408 }
1930 set_owner (arrow, op); 1409
1410 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1411 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1412 arrow->direction = dir;
1934 arrow->x = sx; 1413
1935 arrow->y = sy; 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1415 arrow->stats.hp = arrow->stats.dam;
1416 arrow->stats.grace = arrow->attacktype;
1417 arrow->custom_name = arrow->slaying;
1418
1419#if 0
1420 if (player *pl = op->contr)
1421 {
1422 float speed = pl->weapon_sp;
1423
1424 /* penalize ROF for bestarrow */
1425 if (pl->bowtype == bow_bestarrow)
1426 speed *= .9f;
1427 else
1428 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1429
1430 op->speed_left += speed - op->speed;
1431 }
1432#endif
1433
1434 SET_ANIMATION (arrow, arrow->direction);
1435
1436 /* update the speed */
1437 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1438 + bow->stats.dam / 7.f;
1439
1440 arrow->set_speed (max (arrow->speed, 2.f));
1441 arrow->speed_left = 0;
1442
1443 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1936 1444
1937 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1938 { 1446 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op);
1941 }
1942
1943 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying);
1949
1950 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper.
1952 */
1953
1954 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1955
1956 /* update the speed */
1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1959
1960 if (arrow->speed < 1.0)
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0;
1964
1965 if (op->type == PLAYER)
1966 {
1967 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1968 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1969 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1970
1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1447 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1448 wc -= dex_bonus[op->stats.Dex];
1449
1450 if (!arrow->slaying)
1451 arrow->slaying = op->slaying;
1452
1453 arrow->attacktype |= op->attacktype;
1972 } 1454 }
1973 else 1455 else
1974 { 1456 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1457 arrow->level = op->level;
1978 } 1458 arrow->stats.wc -= bow->magic;
1979 if (arrow->attacktype == AT_PHYSICAL) 1459
1460 if (!arrow->slaying)
1461 arrow->slaying = bow->slaying;
1462
1980 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1981 if (bow->slaying != NULL) 1464 }
1982 arrow->slaying = bow->slaying;
1983 1465
1984 arrow->map = m; 1466 wc -= arrow->level;
1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1468
1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1985 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1472
1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1989 tag = arrow->count; 1474 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1475
1992 if (!was_destroyed (arrow, tag)) 1476 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1477 move_arrow (arrow);
1994 1478
1995 if (op->type == PLAYER)
1996 {
1997 if (was_destroyed (left, left_tag))
1998 esrv_del_item (op->contr, left_tag);
1999 else
2000 esrv_send_item (op, left);
2001 }
2002 return 1; 1479 return 1;
2003} 1480}
2004 1481
2005/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1483 * account the special fire modes players can have
2010 * hence the function name. 1487 * hence the function name.
2011 */ 1488 */
2012int 1489int
2013player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
2014{ 1491{
2015 int ret = 0, wcmod = 0; 1492 int ret;
2016 1493
2017 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
2018 { 1495 {
2019 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2020 } 1497 }
2021 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2022 { 1499 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
2024 wcmod = -1;
2025 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2026 } 1502 }
2027 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
2028 { 1504 {
2029 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2030 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2031 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2032 } 1508 }
2033 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
2034 { 1510 {
2035 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2037 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2038
2039 } 1514 }
2040 else 1515 else
2041 { 1516 {
2042 /* Simple case */ 1517 /* Simple case */
2043 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1518 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2044 } 1519 }
1520
2045 return ret; 1521 return ret;
2046} 1522}
2047
2048 1523
2049/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
2050 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
2051 */ 1526 */
2052void 1527void
2053fire_misc_object (object *op, int dir) 1528fire_misc_object (object *op, int dir)
2054{ 1529{
2055 object *item; 1530 object *item = op->contr->ranged_ob;
2056 1531
2057 if (!op->contr->ranges[range_misc]) 1532 if (!item)
2058 { 1533 {
2059 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2060 return; 1535 return;
2061 } 1536 }
2062 1537
2063 item = op->contr->ranges[range_misc];
2064 if (!item->inv) 1538 if (!item->inv)
2065 { 1539 {
2066 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2067 return; 1541 return;
2068 } 1542 }
1543
1544 if (!op->change_weapon (item))
1545 return;
1546
2069 if (item->type == WAND) 1547 if (item->type == WAND)
2070 { 1548 {
2071 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
2072 { 1550 {
2073 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1553
2075 return; 1554 return;
2076 } 1555 }
2077 } 1556 }
2078 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
2079 { 1558 {
2080 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2081 { 1564 {
2082 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
2083 if (item->type == ROD) 1567 if (item->type == ROD)
2084 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2085 else 1569 else
2086 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1571
2087 return; 1572 return;
2088 } 1573 }
2089 } 1574 }
2090 1575
2091 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
2092 { 1577 {
2093 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
2094 if (item->type == WAND) 1580 if (item->type == WAND)
2095 { 1581 {
2096 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
2097 { 1583 {
2098 object *tmp; 1584 object *tmp;
2099 1585
2100 if (item->arch) 1586 if (item->arch)
2101 { 1587 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
2104 item->speed = 0; 1590 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1591 }
2107 if ((tmp = is_player_inv (item))) 1592
1593 if (object *pl = item->visible_to ())
2108 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
2109 } 1595 }
2110 } 1596 }
2111 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1598 drain_rod_charge (item);
2114 }
2115 } 1599 }
2116} 1600}
2117 1601
2118/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
2119 */ 1603 */
2120void 1604bool
2121fire (object *op, int dir) 1605fire (object *op, int dir)
2122{ 1606{
2123 int spellcost = 0; 1607 int spellcost = 0;
1608
1609 player *pl = op->contr;
1610
1611 if (pl->golem)
1612 {
1613 control_golem (op->contr->golem, dir);
1614 return false;
1615 }
1616
1617 object *ob = pl->ranged_ob;
1618
1619 if (!ob)
1620 return false;
1621
1622 if (op->speed_left > 0.f)
1623 --op->speed_left;
1624 else
1625 return false;
1626
1627 if (!op->change_weapon (ob))
1628 return false;
2124 1629
2125 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
2126 if (action_makes_visible (op)) 1631 if (action_makes_visible (op))
2127 make_visible (op); 1632 make_visible (op);
2128 1633
2129 switch (op->contr->shoottype) 1634 switch (ob->type)
2130 { 1635 {
2131 case range_none: 1636 case BOW:
2132 return;
2133
2134 case range_bow:
2135 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
2136 return; 1638 break;
2137 1639
2138 case range_magic: /* Casting spells */ 1640 case SPELL:
2139 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2140 return; 1642 break;
2141 1643
2142 case range_misc: 1644 case BUILDER:
2143 fire_misc_object (op, dir);
2144 return;
2145
2146 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2148 {
2149 op->contr->ranges[range_golem] = NULL;
2150 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 }
2153 else
2154 control_golem (op->contr->ranges[range_golem], dir);
2155 return;
2156
2157 case range_skill:
2158 if (!op->chosen_skill)
2159 {
2160 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return;
2163 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return;
2166 case range_builder:
2167 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
2168 return; 1646 break;
1647
1648 case SKILL:
1649 do_skill (op, op, ob, dir, 0);
1650 break;
1651
2169 default: 1652 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1653 fire_misc_object (op, dir);
2171 return; 1654 break;
2172 } 1655 }
2173}
2174 1656
1657 return true;
1658}
2175 1659
2176 1660static object *
2177/* find_key
2178 * We try to find a key for the door as passed. If we find a key
2179 * and successfully use it, we return the key, otherwise NULL
2180 * This function merges both normal and locked door, since the logic
2181 * for both is the same - just the specific key is different.
2182 * pl is the player,
2183 * inv is the objects inventory to searched
2184 * door is the door we are trying to match against.
2185 * This function can be called recursively to search containers.
2186 */
2187
2188object *
2189find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
2190{ 1662{
2191 object *tmp, *key; 1663 object *tmp, *key;
2192 1664
2193 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
2194 if (container->inv == NULL) 1666 if (!container->inv)
2195 return NULL; 1667 return 0;
2196 1668
2197 /* First, lets try to find a key in the top level inventory */ 1669 /* First, lets try to find a key in the top level inventory */
2198 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
2199 { 1671 {
2200 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
2201 break; 1673 break;
1674
2202 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
2203 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
2204 */ 1677 */
2205 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2206 break; 1679 break;
2207 } 1680 }
1681
2208 /* No key found - lets search inventories now */ 1682 /* No key found - lets search inventories now */
2209 /* If we find and use a key in an inventory, return at that time. 1683 /* If we find and use a key in an inventory, return at that time.
2210 * otherwise, if we search all the inventories and still don't find 1684 * otherwise, if we search all the inventories and still don't find
2211 * a key, return 1685 * a key, return
2212 */ 1686 */
2213 if (!tmp) 1687 if (!tmp)
2214 { 1688 {
2215 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
2216 {
2217 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
2218 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
2219 {
2220 if ((key = find_key (pl, tmp, door)) != NULL) 1692 if ((key = find_key_ (pl, tmp, door)))
2221 return key; 1693 return key;
2222 } 1694
2223 }
2224 if (!tmp) 1695 if (!tmp)
2225 return NULL; 1696 return 0;
2226 } 1697 }
1698
2227 /* We get down here if we have found a key. Now if its in a container, 1699 /* We get down here if we have found a key. Now if its in a container,
2228 * see if we actually want to use it 1700 * see if we actually want to use it
2229 */ 1701 */
2230 if (pl != container) 1702 if (pl != container)
2231 { 1703 {
2232 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
2233 if (!pl->contr) 1705 if (!pl->contr)
2234 return NULL; 1706 return 0;
1707
2235 /* cases where this fails: 1708 /* cases where this fails:
2236 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
2237 * are not in the players inventory. 1710 * are not in the players inventory.
2238 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
2239 * containers can be used. 1712 * containers can be used.
2243 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
2244 * 1717 *
2245 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
2246 * all the others. 1719 * all the others.
2247 */ 1720 */
2248 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
2249 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
2250 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2251 { 1724 {
2252 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2253 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2254 return NULL; 1727 return NULL;
2255 } 1728 }
2256 } 1729 }
1730
2257 return tmp; 1731 return tmp;
1732}
1733
1734/* find_key
1735 * We try to find a key for the door as passed. If we find a key
1736 * and successfully use it, we return the key, otherwise NULL
1737 * This function merges both normal and locked door, since the logic
1738 * for both is the same - just the specific key is different.
1739 * pl is the player,
1740 * inv is the objects inventory to searched
1741 * door is the door we are trying to match against.
1742 * This function can be called recursively to search containers.
1743 */
1744object *
1745find_key (object *pl, object *container, object *door)
1746{
1747 if (door->slaying && is_match_expr (door->slaying))
1748 {
1749 // for match expressions, we try to find the key by applying the match
1750 // to the op itself, which is supposed to find the "key", instead
1751 // of searching through containers ourselves.
1752
1753 return match_one (door->slaying, container, door, pl, pl);
1754 }
1755 else
1756 return find_key_ (pl, container, door);
2258} 1757}
2259 1758
2260/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
2261 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
2262 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
2263 * 0 otherwise 1762 * 0 otherwise
2264 */ 1763 */
2265static int 1764static int
2266player_attack_door (object *op, object *door) 1765player_attack_door (object *op, object *door)
2267{ 1766{
2268
2269 /* If its a door, try to find a use a key. If we do destroy the door, 1767 /* If its a door, try to find a key. If we do destroy the door,
2270 * might as well return immediately as there is nothing more to do - 1768 * might as well return immediately as there is nothing more to do -
2271 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
2272 */ 1770 */
2273 object *key = find_key (op, op, door); 1771 object *key = find_key (op, op, door);
2274 1772
2275 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
2276 if (key) 1774 if (key)
2277 { 1775 {
2278 object *container = key->env; 1776 object *container = key->env;
2279 1777
2280 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2281 if (action_makes_visible (op)) 1778 if (action_makes_visible (op))
2282 make_visible (op); 1779 make_visible (op);
1780
2283 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284 spring_trap (door->inv, op); 1782 spring_trap (door->inv, op);
1783
2285 if (door->type == DOOR) 1784 if (door->type == DOOR)
2286 {
2287 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1785 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2288 }
2289 else if (door->type == LOCKED_DOOR) 1786 else if (door->type == LOCKED_DOOR)
2290 { 1787 {
2291 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1788 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2292 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
2293 } 1790 }
1791
2294 /* Do this after we print the message */ 1792 /* Do this after we print the message */
2295 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
2296 /* Need to update the weight the container the key was in */ 1794
2297 if (container != op)
2298 esrv_update_item (UPD_WEIGHT, op, container);
2299 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
2300 } 1796 }
2301 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
2302 { 1798 {
2303 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
2304 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1800 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2305 return 1; 1801 return 1;
2306 } 1802 }
1803
2307 return 0; 1804 return 0;
2308} 1805}
2309 1806
2310/* This function is just part of a breakup from move_player. 1807/* This function is just part of a breakup from move_player.
2311 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2315 */ 1812 */
2316 1813bool
2317void
2318move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2319{ 1815{
2320 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2321 sint16 nx, ny; 1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2322 int on_battleground; 1822 int on_battleground;
2323 mapstruct *m;
2324 1823
2325 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2327 1826
2328 on_battleground = op_on_battleground (op, NULL, NULL); 1827 on_battleground = op_on_battleground (op, 0, 0);
1828
1829 if (out_of_map (op->map, nx, ny))
1830 return false;
2329 1831
2330 /* If braced, or can't move to the square, and it is not out of the 1832 /* If braced, or can't move to the square, and it is not out of the
2331 * map, attack it. Note order of if statement is important - don't 1833 * map, attack it. Note order of if statement is important - don't
2332 * want to be calling move_ob if braced, because move_ob will move the 1834 * want to be calling move_ob if braced, because move_ob will move the
2333 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2334 * move to some space, it then means that if we are braced, we should 1836 * move to some space, it then means that if we are braced, we should
2335 * do nothing at all. As it is, if we are braced, we go through 1837 * do nothing at all. As it is, if we are braced, we go through
2336 * quite a bit of processing. However, it probably is less than what 1838 * quite a bit of processing. However, it probably is less than what
2337 * move_ob uses. 1839 * move_ob uses.
2338 */ 1840 */
2339 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1841 maptile *m = op->map->xy_find (nx, ny);
1842
1843 /* Go through all the objects, and find ones of interest. Only stop if
1844 * we find a monster - that is something we know we want to attack.
1845 * if its a door or barrel (can roll) see if there may be monsters
1846 * on the space
1847 */
1848 object *mon;
1849 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1850 {
1851 if ((mon->flag [FLAG_ALIVE]
1852 || mon->type == LOCKED_DOOR
1853 || mon->flag [FLAG_CAN_ROLL])
1854 && mon != op)
1855 break;
2340 { 1856 }
2341 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1857
1858 if (!mon) /* This happens anytime the player tries to move */
1859 return false; /* into a wall */
1860
1861 mon = mon->head_ ();
1862
1863 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1864 if (op->contr->weapon_sp_left > 0.f)
1865 if (player_attack_door (op, mon))
1866 {
1867 --op->contr->weapon_sp_left;
1868 return true;
2342 { 1869 }
2343 m = get_map_from_coord (op->map, &nx, &ny); 1870
2344 if (!m) 1871 /* The following deals with possibly attacking peaceful
2345 return; /* Don't think this should happen */ 1872 * or friendly creatures. Basically, all players are considered
1873 * unaggressive. If the moving player has peaceful set, then the
1874 * object should be pushed instead of attacked. It is assumed that
1875 * if you are braced, you will not attack friends accidently,
1876 * and thus will not push them.
1877 */
1878
1879 /* If the creature is a pet, push it even if the player is not
1880 * peaceful. Our assumption is the creature is a pet if the
1881 * player owns it and it is either friendly or unagressive.
1882 */
1883 if (op->type == PLAYER
1884 && ((mon->owner && mon->owner->contr
1885 && same_party (mon->owner->contr->party, op->contr->party))
1886 || mon->owner == op)
1887 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1888 {
1889 /* If we're braced, we don't want to switch places with it */
1890 if (op->contr->braced)
1891 return false;
1892
1893 if (op->speed_left > 0.f)
1894 {
1895 --op->speed_left;
1896
1897 op->play_sound (sound_find ("push_player"));
1898 push_ob (mon, dir, op);
1899
1900 if (action_makes_visible (op))
1901 make_visible (op);
1902
1903 return true;
2346 } 1904 }
2347 else 1905 else
2348 m = op->map;
2349
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2351 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2353 return; 1906 return false;
2354 } 1907 }
2355 1908
2356 mon = NULL;
2357 /* Go through all the objects, and find ones of interest. Only stop if
2358 * we find a monster - that is something we know we want to attack.
2359 * if its a door or barrel (can roll) see if there may be monsters
2360 * on the space
2361 */
2362 while (tmp != NULL)
2363 {
2364 if (tmp == op)
2365 {
2366 tmp = tmp->above;
2367 continue;
2368 }
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 {
2371 mon = tmp;
2372 break;
2373 }
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp;
2376 tmp = tmp->above;
2377 }
2378
2379 if (mon == NULL) /* This happens anytime the player tries to move */
2380 return; /* into a wall */
2381
2382 if (mon->head != NULL)
2383 mon = mon->head;
2384
2385 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2386 if (player_attack_door (op, mon))
2387 return;
2388
2389 /* The following deals with possibly attacking peaceful
2390 * or frienddly creatures. Basically, all players are considered
2391 * unaggressive. If the moving player has peaceful set, then the
2392 * object should be pushed instead of attacked. It is assumed that
2393 * if you are braced, you will not attack friends accidently,
2394 * and thus will not push them.
2395 */
2396
2397 /* If the creature is a pet, push it even if the player is not
2398 * peaceful. Our assumption is the creature is a pet if the
2399 * player owns it and it is either friendly or unagressive.
2400 */
2401 if ((op->type == PLAYER)
2402#if COZY_SERVER
2403 &&
2404 ((get_owner (mon) && get_owner (mon)->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2406#else
2407 && get_owner (mon) == op
2408#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 {
2411 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced)
2413 return;
2414 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2415 (void) push_ob (mon, dir, op);
2416 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op);
2418 return;
2419 }
2420
2421 /* in certain circumstances, you shouldn't attack friendly 1909 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push 1910 * creatures. Note that if you are braced, you can't push
2423 * someone, but put it inside this loop so that you won't 1911 * someone, but put it inside this loop so that you won't
2424 * attack them either. 1912 * attack them either.
2425 */ 1913 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 1914 if ((mon->type == PLAYER || mon->enemy != op)
2427 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1915 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2428#ifdef PROHIBIT_PLAYERKILL 1916 && ((op->contr->peaceful
2429 (op->contr->peaceful 1917 || (mon->type == PLAYER && mon->contr->peaceful))
2430 || (mon->type == PLAYER 1918 && !on_battleground))
2431 && mon->contr-> 1919 {
2432 peaceful)) && 1920 if (op->speed_left > 0.f)
2433#else
2434 op->contr->peaceful &&
2435#endif
2436 !on_battleground))
2437 { 1921 {
1922 --op->speed_left;
1923
2438 if (!op->contr->braced) 1924 if (!op->contr->braced)
2439 { 1925 {
2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1926 op->play_sound (sound_find ("push_player"));
2441 (void) push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2442 } 1928 }
2443 else 1929 else
2444 { 1930 op->statusmsg ("You withhold your attack");
2445 new_draw_info (0, 0, op, "You withhold your attack"); 1931
2446 }
2447 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2448 make_visible (op); 1933 make_visible (op);
2449 }
2450 1934
1935 return true;
1936 }
1937 }
2451 /* If the object is a boulder or other rollable object, then 1938 /* If the object is a boulder or other rollable object, then
2452 * roll it if not braced. You can't roll it if you are braced. 1939 * roll it if not braced. You can't roll it if you are braced.
2453 */ 1940 */
2454 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1941 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1942 {
1943 if (op->speed_left > 0.f)
2455 { 1944 {
1945 --op->speed_left;
1946
2456 recursive_roll (mon, dir, op); 1947 recursive_roll (mon, dir, op);
2457 if (action_makes_visible (op)) 1948 if (action_makes_visible (op))
2458 make_visible (op); 1949 make_visible (op);
2459 }
2460 1950
1951 return true;
1952 }
1953 }
2461 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2462 * Way it works is like this: First, it must have some hit points 1955 * Way it works is like this: First, it must have some hit points
2463 * and be living. Then, it must be one of the following: 1956 * and be living. Then, it must be one of the following:
2464 * 1) Not a player, 2) A player, but of a different party. Note 1957 * 1) Not a player, 2) A player, but of a different party. Note
2465 * that party_number -1 is no party, so attacks can still happen. 1958 * that party_number -1 is no party, so attacks can still happen.
2466 */ 1959 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2469 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1961 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2470 { 1962 {
2471 1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2472 /* If the player hasn't hit something this tick, and does
2473 * so, give them speed boost based on weapon speed. Doing
2474 * it here is better than process_players2, which basically
2475 * incurred a 1 tick offset.
2476 */
2477 if (!op->contr->has_hit)
2478 { 1964 {
2479 op->speed_left += op->speed / op->contr->weapon_sp; 1965 --op->contr->weapon_sp_left;
2480 1966
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 }
2483
2484 skill_attack (mon, op, 0, NULL, NULL); 1967 skill_attack (mon, op, 0, 0, 0);
2485 1968
2486 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is
2489 * the wiz.
2490 */
2491 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492 {
2493 short luck = mon->stats.luck;
2494
2495 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL);
2497 mon->stats.luck = luck;
2498 }
2499 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2500 make_visible (op); 1970 make_visible (op);
2501 }
2502 } /* if player should attack something */
2503}
2504 1971
2505int 1972 return true;
1973 }
1974 }
1975
1976 return false;
1977}
1978
1979bool
2506move_player (object *op, int dir) 1980move_player (object *op, int dir)
2507{ 1981{
2508 int pick; 1982 int pick;
2509 1983
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2511 return 0; 1985 return 0;
2512 1986
2513 /* Sanity check: make sure dir is valid */ 1987 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9)) 1988 if ((dir < 0) || (dir >= 9))
2515 { 1989 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir); 1990 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0; 1991 return 0;
2518 } 1992 }
2519 1993
2520 /* peterm: added following line */ 1994 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2523 1997
2524 op->facing = dir; 1998 op->facing = dir;
2525 1999
2526 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2527 do_hidden_move (op); 2001 do_hidden_move (op);
2528 2002
2003 bool retval;
2004
2529 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2530 /*nop */ ; 2006 retval = RESULT_INT (0);
2531 else if (op->contr->fire_on) 2007 else if (op->contr->fire_on)
2532 fire (op, dir); 2008 retval = fire (op, dir);
2533 else 2009 else
2534 { 2010 {
2535 move_player_attack (op, dir); 2011 retval = move_player_attack (op, dir);
2536 pick = check_pick (op); 2012 pick = check_pick (op);
2537 } 2013 }
2538 2014
2539 /* Add special check for newcs players and fire on - this way, the 2015 /* Add special check for newcs players and fire on - this way, the
2540 * server can handle repeat firing. 2016 * server can handle repeat firing.
2541 */ 2017 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2018 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2019 op->direction = dir;
2545 }
2546 else 2020 else
2547 {
2548 op->direction = 0; 2021 op->direction = 0;
2549 } 2022
2550 /* Update how the player looks. Use the facing, so direction may 2023 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2024 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2025 * for players.
2553 */ 2026 */
2554 animate_object (op, op->facing); 2027 animate_object (op, op->facing);
2555 return 0; 2028
2029 return retval;
2556} 2030}
2557 2031
2558/* This is similar to handle_player, below, but is only used by the 2032/* This is similar to handle_player, below, but is only used by the
2559 * new client/server stuff. 2033 * new client/server stuff.
2560 * This is sort of special, in that the new client/server actually uses 2034 * This is sort of special, in that the new client/server actually uses
2561 * the new speed values for commands. 2035 * the new speed values for commands.
2562 * 2036 *
2563 * Returns true if there are more actions we can do. 2037 * Returns true if there are more actions we can do. Should not do
2038 * many actions in a row, as that would be too unfair to other
2039 * players.
2564 */ 2040 */
2565int 2041bool
2566handle_newcs_player (object *op) 2042handle_newcs_player (object *op)
2567{ 2043{
2568 if (op->contr->hidden)
2569 {
2570 op->invisible = 1000;
2571 /* the socket code flashes the player visible/invisible
2572 * depending on the value of invisible, so we need to
2573 * alternate it here for it to work correctly.
2574 */
2575 if (pticks & 2)
2576 op->invisible--;
2577 }
2578 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2579 {
2580 op->invisible--;
2581 if (!op->invisible)
2582 {
2583 make_visible (op);
2584 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2585 }
2586 }
2587
2588 if (QUERY_FLAG (op, FLAG_SCARED)) 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2589 { 2045 {
2590 flee_player (op); 2046 if (op->speed_left > 0.f)
2591 /* If player is still scared, that is his action for this tick */
2592 if (QUERY_FLAG (op, FLAG_SCARED))
2593 { 2047 {
2594 op->speed_left--; 2048 --op->speed_left;
2049 flee_player (op);
2050
2595 return 0; 2051 return true;
2596 } 2052 }
2597 } 2053 else
2598 2054 return false;
2599 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer.
2603 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2606 {
2607 op->contr->ranges[range_golem] = NULL;
2608 op->contr->golem_count = 0;
2609 } 2055 }
2610 2056
2611 /* call this here - we also will call this in do_ericserver, but 2057 /* call this here - we also will call this in do_ericserver, but
2612 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2059 * called, so we recheck it here.
2614 */ 2060 */
2615 HandleClient (&op->contr->socket, op->contr); 2061 if (op->contr->ns->handle_command ())
2616 if (op->speed_left < 0)
2617 return 0; 2062 return true;
2618 2063
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2064 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 {
2621 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--;
2623
2624 /* Instead of all the stuff below, let move_player take care
2625 * of it. Also, some of the skill stuff is only put in
2626 * there, as well as the confusion stuff.
2627 */
2628 move_player (op, op->direction); 2065 return move_player (op, op->direction);
2629 if (op->speed_left > 0) 2066
2630 return 1;
2631 else
2632 return 0;
2633 }
2634 return 0; 2067 return false;
2635} 2068}
2636 2069
2637int 2070int
2638save_life (object *op) 2071save_life (object *op)
2639{ 2072{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2073 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2074 return 0;
2644 2075
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2078 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2079 op->play_sound (sound_find ("ob_evaporate"));
2649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2650 if (op->contr) 2081
2651 esrv_del_item (op->contr, tmp->count); 2082 tmp->destroy ();
2652 remove_ob (tmp);
2653 free_object (tmp);
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2084
2655 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2086 op->stats.hp = op->stats.maxhp;
2087
2657 if (op->stats.food < 0) 2088 if (op->stats.food < 0)
2658 op->stats.food = 999; 2089 op->stats.food = 999;
2659 fix_player (op); 2090
2091 op->update_stats ();
2660 return 1; 2092 return 1;
2661 } 2093 }
2094
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2095 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2096 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2097 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2098 return 0;
2666} 2099}
2667 2100
2668/* This goes throws the inventory and removes unpaid objects, and puts them 2101/* This goes throws the inventory and removes unpaid objects, and puts them
2669 * back in the map (location and map determined by values of env). This 2102 * back in the map (location and map determined by values of env). This
2670 * function will descend into containers. op is the object to start the search 2103 * function will descend into containers. op is the object to start the search
2671 * from. 2104 * from.
2672 */ 2105 */
2106static void
2107drop_unpaid_items (object *op, object *env)
2108{
2109 while (op)
2110 {
2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2112
2113 if (QUERY_FLAG (op, FLAG_UNPAID))
2114 op->insert_at (env);
2115 else if (op->inv)
2116 drop_unpaid_items (op->inv, env);
2117
2118 op = next;
2119 }
2120}
2121
2673void 2122void
2674remove_unpaid_objects (object *op, object *env) 2123object::drop_unpaid_items ()
2675{ 2124{
2676 object *next; 2125 if (!flag [FLAG_REMOVED])
2677 2126 ::drop_unpaid_items (inv, this);
2678 while (op)
2679 {
2680 next = op->below; /* Make sure we have a good value, in case
2681 * we remove object 'op'
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0);
2691 }
2692 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env);
2694 op = next;
2695 }
2696} 2127}
2697
2698 2128
2699/* 2129/*
2700 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2703 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2704 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2705 */ 2135 */
2706char * 2136const char *
2707gravestone_text (object *op) 2137gravestone_text (object *op)
2708{ 2138{
2709 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2710 char buf[MAX_BUF];
2711 time_t now = time (NULL);
2712 2140
2713 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2714 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2716 else 2146
2717 sprintf (buf, "%s\n", &op->name); 2147 buf << "\n\n";
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2148
2719 strcat (buf2, buf); 2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2720 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2722 else 2155
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2724 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf);
2726 if (op->type == PLAYER)
2727 { 2156 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2730 strcat (buf2, buf);
2731 }
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2734 strcat (buf2, buf); 2161 }
2162
2735 return buf2; 2163 return buf;
2736} 2164}
2737
2738
2739 2165
2740void 2166void
2741do_some_living (object *op) 2167do_some_living (object *op)
2742{ 2168{
2743 int last_food = op->stats.food; 2169 int last_food = op->stats.food;
2749 int rate_grace = 2000; 2175 int rate_grace = 2000;
2750 const int max_hp = 1; 2176 const int max_hp = 1;
2751 const int max_sp = 1; 2177 const int max_sp = 1;
2752 const int max_grace = 1; 2178 const int max_grace = 1;
2753 2179
2754 if (op->contr->outputs_sync) 2180 if (op->contr->hidden)
2755 {
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]);
2759 } 2181 {
2182 op->invisible = 1000;
2183 /* the socket code flashes the player visible/invisible
2184 * depending on the value of invisible, so we need to
2185 * alternate it here for it to work correctly.
2186 */
2187 if (pticks & 2)
2188 op->invisible--;
2189 }
2190 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2191 {
2192 if (!op->invisible--)
2193 {
2194 make_visible (op);
2195 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2196 }
2197 }
2760 2198
2761 if (op->contr->state == ST_PLAYING) 2199 if (op->contr->ns->state == ST_PLAYING)
2762 { 2200 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2201 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2202 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2203 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2204 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2205 else
2769 { 2206 {
2770 gen_hp = op->stats.maxhp; 2207 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2208 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2209 }
2210
2773 if (op->contr->gen_sp >= 0) 2211 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2212 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2213 else
2776 { 2214 {
2777 gen_sp = op->stats.maxsp; 2215 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2216 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2217 }
2218
2780 if (op->contr->gen_grace >= 0) 2219 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2221 else
2783 { 2222 {
2784 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2785 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2786 } 2225 }
2787 2226
2788 /* Regenerate Spell Points */
2789 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2790 {
2791 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2792 if (op->stats.sp < op->stats.maxsp)
2793 {
2794 op->stats.sp++;
2795 /* dms do not consume food */
2796 if (!QUERY_FLAG (op, FLAG_WIZ))
2797 {
2798 op->stats.food--;
2799 if (op->contr->digestion < 0)
2800 op->stats.food += op->contr->digestion;
2801 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2802 op->stats.food = last_food;
2803 }
2804 }
2805 if (max_sp > 1)
2806 {
2807 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0)
2809 {
2810 if (op->stats.sp < op->stats.maxsp)
2811 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2813 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814 op->stats.sp--;
2815 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp;
2817 }
2818 op->last_sp = 0;
2819 }
2820 else
2821 {
2822 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823 }
2824 }
2825 else
2826 {
2827 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828 }
2829 }
2830
2831 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2832 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2228 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2833 if (--op->last_grace < 0) 2229 if (--op->last_grace < 0)
2834 { 2230 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2231 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2232 op->stats.grace++; /* no penalty in food for regaining grace */
2233
2837 if (max_grace > 1) 2234 if (max_grace > 1)
2838 { 2235 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2236 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2237 if (over_grace > 0)
2841 { 2238 {
2853 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2854 } 2251 }
2855 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2856 } 2253 }
2857 2254
2255 if (op->stats.food > 0)
2256 {
2858 /* Regenerate Hit Points */ 2257 /* Regenerate Spell Points */
2859 if (--op->last_heal < 0) 2258 if (!op->contr->golem && --op->last_sp < 0)
2860 {
2861 if (op->stats.hp < op->stats.maxhp)
2862 { 2259 {
2863 op->stats.hp++; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2864 /* dms do not consume food */ 2261
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (op->stats.sp < op->stats.maxsp)
2866 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2268 {
2867 op->stats.food--; 2269 op->stats.food--;
2270
2868 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2869 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2870 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2871 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2872 } 2276 }
2873 } 2277
2874 if (max_hp > 1) 2278 if (max_sp > 1)
2875 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0)
2878 { 2279 {
2879 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2280 over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2880 op->last_heal = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2881 } 2298 }
2882 else 2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2883 { 2307 {
2884 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!QUERY_FLAG (op, FLAG_WIZ))
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2885 } 2320 }
2321
2322 if (max_hp > 1)
2323 {
2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2886 } 2333 }
2887 else 2334 else
2888 {
2889 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2890 } 2336 }
2891 } 2337 }
2892 2338
2893 /* Digestion */ 2339 /* Digestion */
2894 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2895 { 2341 {
2896#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2897 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 penalty = max (0, -op->contr->digestion);
2898 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2899#else
2900 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2901#endif
2902 2344
2903 if (op->contr->gen_hp > 0)
2904 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2905 else 2346
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2907 /* dms do not consume food */ 2347 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2349 op->stats.food--;
2910 } 2350 }
2911 }
2912 2351
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2353 {
2915 object *tmp, *flesh = NULL; 2354 object *flesh = 0;
2916 2355
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2918 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 { 2357 {
2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2922 { 2362 {
2923 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2924 manual_apply (op, tmp, 0); 2365 manual_apply (op, tmp, 0);
2366
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2368 break;
2927 } 2369 }
2928 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2929 flesh = tmp; 2371 flesh = tmp;
2930 } /* End if paid for object */ 2372 }
2931 } /* end of for loop */ 2373
2932 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2933 * eat flesh instead. 2375 * eat flesh instead.
2934 */ 2376 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2378 {
2937 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2938 manual_apply (op, flesh, 0); 2381 manual_apply (op, flesh, 0);
2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2388 }
2389
2390 if (op->stats.food < 0)
2939 } 2391 {
2940 } /* end if player is starving */ 2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2941 2394
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2395 if (op->stats.hp < 0)
2943 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2944 2401
2945 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2402 /* killer should be set here already */
2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2946 kill_player (op); 2404 kill_player (op);
2405 }
2947} 2406}
2948
2949
2950 2407
2951/* If the player should die (lack of hp, food, etc), we call this. 2408/* If the player should die (lack of hp, food, etc), we call this.
2952 * op is the player in jeopardy. If the player can not be saved (not 2409 * op is the player in jeopardy. If the player can not be saved (not
2953 * permadeath, no lifesave), this will take care of removing the player 2410 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2411 * file.
2955 */ 2412 */
2956void 2413void
2957kill_player (object *op) 2414kill_player (object *op)
2958{ 2415{
2959 char buf[MAX_BUF];
2960 int x, y; 2416 int x, y;
2961
2962 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2964
2965 /* int z;
2966 int num_stats_lose;
2967 int lost_a_stat;
2968 int lose_this_stat;
2969 int this_stat; */
2970 int will_kill_again; 2418 int will_kill_again;
2971 archetype *at; 2419 archetype *at;
2972 object *tmp; 2420 object *tmp;
2973 2421
2974 if (save_life (op)) 2422 if (save_life (op))
2975 return; 2423 return;
2976 2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find ("poisoning");
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find ("confusion");
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0)
2449 op->stats.food = 999;
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2977 2462
2978 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2979 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2980 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2981 */ 2466 */
2982 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2983 { 2468 {
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2985 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986
2987 /* restore player */
2988 at = find_archetype ("poisoning");
2989 tmp = present_arch_in_ob (at, op);
2990 if (tmp)
2991 {
2992 remove_ob (tmp);
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 }
2996
2997 at = find_archetype ("confusion");
2998 tmp = present_arch_in_ob (at, op);
2999 if (tmp)
3000 {
3001 remove_ob (tmp);
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 }
3005
3006 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0)
3009 op->stats.food = 999;
3010 2470
3011 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
3013 if (tmp != NULL)
3014 { 2473 {
3015 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
3016 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
3017 sprintf (buf, " This finger has been cut off %s\n"
3018 " the %s, when he was defeated at\n level %d by %s.\n",
3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3020 tmp->msg = buf; 2476 tmp->msg = format (
2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2478 &op->name, op->contr->title,
2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2483 tmp->materialname = "organics";
3023 tmp->x = op->x, tmp->y = op->y; 2484 tmp->insert_at (op, tmp);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 } 2485 }
3026 2486
3027 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3030 return; 2492 return;
3031 } 2493 }
3032 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
3033 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
3034 2499
3035 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
3036 2501
3037 if (op->stats.food < 0) 2502 op->contr->play_sound (sound_find ("player_dies"));
2503
2504 /* save the map location for corpse, gravestone */
2505 x = op->x;
2506 y = op->y;
2507 map = op->map;
2508
2509 /* NOT_PERMADEATH code. This basically brings the character back to
2510 * life if they are dead - it takes some exp and a random stat.
2511 * See the config.h file for a little more in depth detail about this.
2512 */
2513
2514 /* Basically two ways to go - remove a stat permanently, or just
2515 * make it depletion. This bunch of code deals with that aspect
2516 * of death.
2517 */
2518#ifndef COZY_SERVER
2519 if (settings.balanced_stat_loss)
3038 { 2520 {
3039 if (op->contr->explore) 2521 /* If stat loss is permanent, lose one stat only. */
3040 { 2522 /* Lower level chars don't lose as many stats because they suffer
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2523 more if they do. */
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2524 /* Higher level characters can afford things such as potions of
3043 op->stats.food = 999; 2525 restoration, or better, stat potions. So we slug them that
3044 return; 2526 little bit harder. */
3045 } 2527 /* GD */
3046 sprintf (buf, "%s starved to death.", &op->name); 2528 if (settings.stat_loss_on_death)
3047 strcpy (op->contr->killer, "starvation"); 2529 num_stats_lose = 1;
2530 else
2531 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 } 2532 }
3049 else 2533 else
3050 { 2534 num_stats_lose = 1;
3051 if (op->contr->explore) 2535
3052 { 2536 lost_a_stat = 0;
3053 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2537
3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2538 for (z = 0; z < num_stats_lose; z++)
3055 op->stats.hp = op->stats.maxhp;
3056 return;
3057 }
3058 sprintf (buf, "%s died.", &op->name);
3059 } 2539 {
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2540 i = rndm (NUM_STATS);
3061 2541
3062 /* save the map location for corpse, gravestone */
3063 x = op->x;
3064 y = op->y;
3065 map = op->map;
3066
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * life if they are dead - it takes some exp and a random stat.
3072 * See the config.h file for a little more in depth detail about this.
3073 */
3074
3075 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect
3077 * of death.
3078 */
3079#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* If stat loss is permanent, lose one stat only. */
3083 /* Lower level chars don't lose as many stats because they suffer
3084 more if they do. */
3085 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */
3088 /* GD */
3089 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2543 {
3091 else 2544 /* Pick a random stat and take a point off it. Tell the player
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2545 * what he lost.
2546 */
2547 change_attr_value (&(op->stats), i, -1);
2548 check_stat_bounds (&(op->stats));
2549 change_attr_value (&(op->contr->orig_stats), i, -1);
2550 check_stat_bounds (&(op->contr->orig_stats));
2551 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2552 lost_a_stat = 1;
3093 } 2553 }
3094 else 2554 else
3095 { 2555 {
3096 num_stats_lose = 1; 2556 /* deplete a stat */
3097 } 2557 archetype *deparch = archetype::find ("depletion");
3098 lost_a_stat = 0; 2558 object *dep;
3099 2559
3100 for (z = 0; z < num_stats_lose; z++) 2560 dep = present_arch_in_ob (deparch, op);
3101 { 2561 if (!dep)
3102 i = RANDOM () % NUM_STATS;
3103
3104 if (settings.stat_loss_on_death)
3105 { 2562 {
3106 /* Pick a random stat and take a point off it. Tell the player 2563 dep = arch_to_object (deparch);
3107 * what he lost. 2564 insert_ob_in_ob (dep, op);
3108 */
3109 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 lost_a_stat = 1;
3115 } 2565 }
3116 else 2566 lose_this_stat = 1;
2567 if (settings.balanced_stat_loss)
3117 { 2568 {
3118 /* deplete a stat */ 2569 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2570 /* Get the stat that we're about to deplete. */
3120 object *dep; 2571 this_stat = get_attr_value (&(dep->stats), i);
3121 2572 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2573 {
3125 dep = arch_to_object (deparch); 2574 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2575 int keep_chance = this_stat * this_stat;
3127 } 2576
3128 lose_this_stat = 1; 2577 /* Yes, I am paranoid. Sue me. */
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 if (this_stat < 0) 2578 if (keep_chance < 1)
2579 keep_chance = 1;
2580
2581 /* There is a maximum depletion total per level. */
2582 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3135 { 2583 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0; 2584 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2585 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2586 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 } 2587 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */ 2588 else
3170 if (this_stat >= -50)
3171 { 2589 {
3172 change_attr_value (&(dep->stats), i, -1); 2590 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 lost_a_stat = 1; 2591 lose_this_stat = 0;
2592 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2593 this_stat, keep_chance, loss_chance,
2594 lose_this_stat?"LOSE":"KEEP"); */
3177 } 2595 }
3178 } 2596 }
3179 } 2597 }
2598
2599 if (lose_this_stat)
2600 {
2601 this_stat = get_attr_value (&dep->stats, i);
2602 /* We could try to do something clever like find another
2603 * stat to reduce if this fails. But chances are, if
2604 * stats have been depleted to -50, all are pretty low
2605 * and should be roughly the same, so it shouldn't make a
2606 * difference.
2607 */
2608 if (this_stat >= -50)
2609 {
2610 change_attr_value (&(dep->stats), i, -1);
2611 SET_FLAG (dep, FLAG_APPLIED);
2612 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2613 op->update_stats ();
2614 lost_a_stat = 1;
2615 }
3180 } 2616 }
2617 }
2618 }
2619
3181 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2621 if (!lost_a_stat)
3183 { 2622 {
3184 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2624 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
3187 2626
3188 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
3189 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3190 else 2629 else
3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3192 } 2631 }
2632#else
2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3193#endif 2634#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 2635
3196 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2637 * exp loss on the stone.
3198 */ 2638 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
3201 tmp->name = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
3202 sprintf (buf, "%s's gravestones", &op->name); 2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3203 tmp->name_pl = buf; 2643 &op->name, op->contr->title, op->contr->killer_name ());
3204 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);
3205 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2646
3209 /**************************************/ 2647 /**************************************/
3210 /* */ 2648 /* */
3211 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */
3214 /* */ 2650 /* */
3215
3216 /**************************************/ 2651 /**************************************/
3217 2652
3218 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */
3220 at = find_archetype ("poisoning");
3221 tmp = present_arch_in_ob (at, op);
3222 if (tmp)
3223 {
3224 remove_ob (tmp);
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 }
3228
3229 at = find_archetype ("confusion");
3230 tmp = present_arch_in_ob (at, op);
3231 if (tmp)
3232 {
3233 remove_ob (tmp);
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 }
3237 cure_disease (op, 0); /* remove any disease */
3238
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100)
3242 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2655
3247 /* 2656 /*
3248 * Check to see if the player is in a shop. IF so, then check to see if 2657 * Check to see if the player has any unpaid items. If so, remove them
3249 * the player has any unpaid items. If so, remove them and put them back 2658 * and put them back in the map.
3250 * in the map. 2659 */
3251 */ 2660 op->drop_unpaid_items ();
3252 2661
3253 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op);
3255
3256 /****************************************/ 2662 /****************************************/
3257 /* */ 2663 /* */
3258 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
3260 /* */ 2666 /* */
3261
3262 /****************************************/ 2667 /****************************************/
3263 2668
3264 enter_player_savebed (op); 2669 enter_player_savebed (op);
3265 2670
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0; 2671 op->contr->braced = 0;
3270 save_player (op, 1);
3271 2672
3272 /* it is possible that the player has blown something up 2673 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 2674 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 2675 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 2676 * on the space that might harm the player.
3276 */ 2677 */
3277 will_kill_again = 0; 2678 will_kill_again = 0;
3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2679 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 2680 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 2681 will_kill_again |= tmp->attacktype;
3282 } 2682
3283 if (will_kill_again) 2683 if (will_kill_again)
3284 { 2684 {
3285 object *force; 2685 object *force;
3286 int at; 2686 int at;
3287 2687
3288 force = get_archetype (FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 2690 force->speed = 0.1f;
3291 force->speed_left = -5.0; 2691 force->speed_left = -5.f;
3292 SET_FLAG (force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 2695 force->resist[at] = 100;
3297 } 2696
3298 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
3299 fix_player (op); 2698 op->update_stats ();
3300
3301 }
3302
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 { 2699 }
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311 2700
3312 op->contr->party = NULL; 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371} 2702}
3372
3373 2703
3374void 2704void
3375loot_object (object *op) 2705loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
3378 2708
3379 if (op->container) 2709 op->close_container (); /* close open sack first */
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container);
3382 }
3383 2710
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
3385 { 2712 {
3386 next = tmp->below; 2713 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 2714
2715 if (tmp->invisible)
3388 continue; 2716 continue;
3389 remove_ob (tmp); 2717
2718 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3391 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3393 loot_object (tmp); 2723
3394 }
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3396 { 2725 {
3397 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3398 { 2727 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3400 free_object (tmp2);
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2730 }
3403 else 2731 else
3404 free_object (tmp); 2732 tmp->destroy ();
3405 } 2733 }
3406 else 2734 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 2736 }
3409} 2737}
3411/* 2739/*
3412 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3413 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
3414 * was changed. 2742 * was changed.
3415 */ 2743 */
3416
3417void 2744void
3418fix_weight (void) 2745fix_weight (void)
3419{ 2746{
3420 player *pl; 2747 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 2748 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3425 2750
3426 if (old == sum) 2751 pl->ob->update_weight ();
3427 continue; 2752
3428 fix_player (pl->ob); 2753 if (old != pl->ob->carrying)
2754 {
2755 pl->ob->update_stats ();
3429 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3430 } 2758 }
3431} 2759}
3432 2760
3433void 2761void
3434fix_luck (void) 2762fix_luck (void)
3435{ 2763{
3436 player *pl; 2764 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 2765 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 2766 pl->ob->change_luck (0);
3441} 2767}
3442
3443 2768
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3447 */ 2772 */
3448
3449void 2773void
3450cast_dust (object *op, object *throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3451{ 2775{
3452 object *skop, *spob; 2776 object *skop, *spob;
3453 2777
3474 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2799 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476 2800
3477 cast_spell (op, throw_ob, dir, spob, NULL); 2801 cast_spell (op, throw_ob, dir, spob, NULL);
3478 2802
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2803 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 2804}
3483 2805
3484void 2806void
3485make_visible (object *op) 2807make_visible (object *op)
3486{ 2808{
3487 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3488 op->invisible = 0; 2810 op->invisible = 0;
2811
3489 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3490 { 2813 {
3491 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3492 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3493 } 2816 }
2817
3494 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3495} 2819}
3496 2820
3497int 2821int
3498is_true_undead (object *op) 2822is_true_undead (object *op)
3499{ 2823{
3500 object *tmp = NULL;
3501
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3503 return 1; 2825 return 1;
3504 2826
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0; 2827 return 0;
3511} 2828}
3512 2829
3513/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3515 * indicate greater hideability. 2832 * indicate greater hideability.
3516 */ 2833 */
3517
3518int 2834int
3519hideability (object *ob) 2835hideability (object *ob)
3520{ 2836{
3521 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3522 sint16 x, y; 2838 sint16 x, y;
3523 2839
3524 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3525 return 0; 2841 return 0;
3526 2842
3527 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3528 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3529 2845
3530 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3531 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3532 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3533 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3534 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3535 2851
3536 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3537 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3538 { 2856 {
3539 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3540 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3541 {
3542 continue; 2859 continue;
3543 } 2860
3544 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3545 level += 2; 2862 level += 2;
3546 else /* open terrain! */ 2863 else /* open terrain! */
3547 level -= 1; 2864 level -= 1;
3548 } 2865 }
3556/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3557 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3558 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3559 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3560 */ 2877 */
3561
3562void 2878void
3563do_hidden_move (object *op) 2879do_hidden_move (object *op)
3564{ 2880{
3565 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3566 object *skop;
3567 2882
3568 if (!op || !op->map) 2883 if (!op || !op->map)
3569 return; 2884 return;
3570 2885
3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3572 2888
3573 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3574 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3577 { 2892 {
3578 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3579 make_visible (op); 2894 make_visible (op);
3580 return; 2895 return;
3581 } 2896 }
3582 else 2897 else
3583 num += 20; 2898 num += 20;
3584 } 2899
3585 num += op->map->difficulty; 2900 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide; 2902 num -= hide;
2903
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 { 2905 {
3590 make_visible (op); 2906 make_visible (op);
2907
3591 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3592 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3593 } 2910 }
3594 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3595 {
3596 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3597 }
3598} 2913}
3599 2914
3600/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3601 2916
3602int 2917int
3603stand_near_hostile (object *who) 2918stand_near_hostile (object *who)
3604{ 2919{
3605 object *tmp = NULL; 2920 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 2921 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 2922 maptile *m;
3608 sint16 x, y; 2923 sint16 x, y;
3609 2924
3610 if (!who) 2925 if (!who)
3611 return 0; 2926 return 0;
3612 2927
3629 if (mflags & P_OUT_OF_MAP) 2944 if (mflags & P_OUT_OF_MAP)
3630 continue; 2945 continue;
3631 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632 continue; 2947 continue;
3633 2948
3634 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3635 { 2950 {
3636 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637 return 1; 2952 return 1;
3638 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3639 { 2954 {
3650 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3651 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3652 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3653 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3654 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3655 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3656 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3657 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3658 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3659 * -b.t. 2974 * -b.t.
3660 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3661 */ 2976 */
3662
3663int 2977int
3664player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3665{ 2979{
3666 rv_vector rv; 2980 rv_vector rv;
3667 int dx, dy; 2981 int dx, dy;
3669 if (pl->type != PLAYER) 2983 if (pl->type != PLAYER)
3670 { 2984 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 2986 return -1;
3673 } 2987 }
2988
3674 if (!pl || !op) 2989 if (!pl || !op)
3675 return 0; 2990 return 0;
3676 2991
3677 if (op->head)
3678 {
3679 op = op->head; 2992 op = op->head_ ();
3680 } 2993
3681 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3682 2995
3683 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 2997 * through the object and find if it has any
3685 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3686 * a blocked los square. 2999 * a blocked los square.
3687 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3688 */ 3001 */
3689 while (op) 3002 while (op)
3690 { 3003 {
3691 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3692 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3693 3006
3694 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3695 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values.
3697 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3701 return 1; 3008 return 1;
3009
3702 op = op->more; 3010 op = op->more;
3703 } 3011 }
3012
3704 return 0; 3013 return 0;
3705} 3014}
3706 3015
3707/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3708 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3709 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3710 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3711 * return 0. 3020 * return 0.
3712 */ 3021 */
3713int 3022int
3714action_makes_visible (object *op) 3023action_makes_visible (object *op)
3715{ 3024{
3716
3717 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3718 { 3026 {
3719 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3720 return 0; 3034 return 0;
3035 }
3721 3036
3722 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3723 return 0; 3038 return 0;
3724 3039
3725 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3726 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3727 { 3042 {
3728 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3729 return 1; 3044 return 1;
3730 } 3045 }
3731 } 3046 }
3047
3732 return 0; 3048 return 0;
3733} 3049}
3734 3050
3735/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3736 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3741 * Default is to do the same as before, so only people wanting to have different points need worry about this 3057 * Default is to do the same as before, so only people wanting to have different points need worry about this
3742 */ 3058 */
3743int 3059int
3744op_on_battleground (object *op, int *x, int *y) 3060op_on_battleground (object *op, int *x, int *y)
3745{ 3061{
3746 object *tmp;
3747
3748 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3749 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3063 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3750 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3751 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3752 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3753 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3754 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3755 { 3069 {
3756 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3757 { 3071 {
3758 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3759 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3073 && tmp->type == BATTLEGROUND
3074 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp))
3760 { 3076 {
3761 /*before we assign the exit, check if this is a teambattle */ 3077 /* before we assign the exit, check if this is a teambattle */
3762 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3078 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3763 { 3079 {
3764 object *invtmp;
3765
3766 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3767 { 3081 {
3768 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3769 { 3083 {
3770 if (x != NULL && y != NULL) 3084 if (x && y)
3771 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3772 return 1; 3087 return 1;
3773 } 3088 }
3774 } 3089 }
3775 } 3090 }
3091
3776 if (x != NULL && y != NULL) 3092 if (x && y)
3777 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3778 return 1; 3095 return 1;
3779 } 3096 }
3780 } 3097 }
3781 } 3098 }
3099
3782 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3783 return 0; 3101 return 0;
3784} 3102}
3785 3103
3786/* 3104/*
3802 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3803 int i = 0, j = 0; 3121 int i = 0, j = 0;
3804 3122
3805 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3806 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3807 trlist = find_treasurelist ("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3808 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3809 trlist = find_treasurelist ("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3810 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3811 trlist = find_treasurelist ("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3812 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3813 trlist = find_treasurelist ("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3814 3132
3815 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3816 return; 3134 return;
3817 3135
3818 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3136 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3819 3137
3820 if (tr == NULL || tr->item == NULL) 3138 if (!tr || !tr->item)
3821 { 3139 {
3822 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3140 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3823 return; 3141 return;
3824 } 3142 }
3825 3143
3826 /* everything seems okay - now bring on the gift: */ 3144 /* everything seems okay - now bring on the gift: */
3827 item = &(tr->item->clone); 3145 item = tr->item;
3828 3146
3829 if (item->type == SPELL) 3147 if (item->type == SPELL)
3830 { 3148 {
3831 if (check_spell_known (who, item->name)) 3149 if (check_spell_known (who, item->name))
3832 return; 3150 return;
3891 { 3209 {
3892 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3211 object *skin;
3894 3212
3895 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3896 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3214 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3215 ;
3216
3897 if (skin == NULL) 3217 if (!skin)
3898 return; 3218 return;
3899 3219
3900 /* adding new spellpath attunements */ 3220 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3221 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3222 {
3934 else 3254 else
3935 { 3255 {
3936 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3937 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3938 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3939 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3940 if (who->type == PLAYER)
3941 esrv_send_item (who, tmp);
3942 } 3260 }
3943} 3261}
3944 3262
3945/** 3263/**
3946 * Unready an object for a player. This function does nothing if the object was 3264 * Unready an object for a player. This function does nothing if the object was
3947 * not readied. 3265 * not readied.
3948 */ 3266 */
3949void 3267void
3950player_unready_range_ob (player *pl, object *ob) 3268player_unready_range_ob (player *pl, object *ob)
3951{ 3269{
3952 rangetype i; 3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3953 3272
3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3273 if (pl->combat_ob == ob)
3955 { 3274 pl->combat_ob = 0;
3275
3956 if (pl->ranges[i] == ob) 3276 if (pl->ranged_ob == ob)
3957 { 3277 pl->ranged_ob = 0;
3958 pl->ranges[i] = NULL;
3959 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none;
3962 }
3963 }
3964 }
3965} 3278}
3279
3280sint8
3281player::darkness_at (maptile *map, int x, int y) const
3282{
3283 if (!ns)
3284 return LOS_BLOCKED;
3285
3286 int dx, dy;
3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3288 return LOS_BLOCKED;
3289
3290 x += dx - ns->current_x;
3291 y += dy - ns->current_y;
3292
3293 return blocked_los (x, y);
3294}
3295
3296void
3297player::infobox (const char *title, const char *msg, int color)
3298{
3299 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3300}
3301
3302void
3303player::statusmsg (const char *msg, int color)
3304{
3305 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3306}
3307
3308void
3309player::failmsg (const char *msg, int color)
3310{
3311 play_sound (sound_find ("generic_failure"));
3312 statusmsg (msg, color);
3313}
3314

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