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Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.254 by root, Fri Mar 26 00:05:45 2010 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 1.18 2006/09/10 15:59:57 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/* 25//+GPL
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 26
30#include <global.h> 27#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 28#include <sproto.h>
36#endif
37#include <sounds.h> 29#include <sounds.h>
38#include <living.h> 30#include <living.h>
39#include <object.h> 31#include <object.h>
40#include <spells.h> 32#include <spells.h>
41#include <skills.h> 33#include <skills.h>
42#include <newclient.h>
43 34
44#ifdef COZY_SERVER 35#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 36#include <functional>
46#endif
47 37
48player * 38playervec 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 39
318/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
319static void 41static void
320set_first_map (object *op) 42set_first_map (object *op)
321{ 43{
322 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
323 op->x = -1; 45 op->x = -1;
324 op->y = -1; 46 op->y = -1;
325 enter_exit (op, NULL);
326} 47}
327 48
328/* Tries to add player on the connection passwd in ns. 49void
329 * All we can really get in this is some settings like host and display 50player::activate ()
330 * mode.
331 */
332
333int
334add_player (NewSocket * ns)
335{ 51{
336 player *p; 52 if (active)
53 return;
337 54
338 p = get_player (NULL); 55 players.insert (this);
339 p->socket = *ns; 56 ob->remove ();
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 57 ob->map = 0;
341 if (p->socket.faces_sent == NULL) 58 ob->activate_recursive ();
342 fatal (OUT_OF_MEMORY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 60 add_friendly_object (ob);
344 /* Needed because the socket we just copied over needs to be cleared. 61}
345 * Note that this can result in a client reset if there is partial data 62
346 * on the uncoming socket. 63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (ob->is_dragon ())
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 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
142
143 for (object *op = ob->inv; op; op = op->below)
144 if (op->flag [FLAG_APPLIED])
145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
180 if (ns)
181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
184
185 INVOKE_PLAYER (DISCONNECT, this);
186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
230
231player::player ()
232{
233 /* There are some elements we want initialised to non zero value -
234 * we deal with that below this point.
347 */ 235 */
348 p->socket.inbuf.len = 0; 236 outputs_sync = 4;
349 set_first_map (p->ob); 237 outputs_count = 4;
238 unapply = unapply_nochoice;
350 239
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 240 savebed_map = first_map_path; /* Init. respawn position */
352 add_friendly_object (p->ob); 241
353 send_rules (p->ob); 242 gen_sp_armour = 10;
354 send_news (p->ob); 243 bowtype = bow_normal;
355 display_motd (p->ob); 244 petmode = pet_normal;
356 get_name (p->ob); 245 usekeys = containers;
357 return 0; 246 peaceful = 1; /* default peaceful */
247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
251}
252
253void
254player::do_destroy ()
255{
256 disconnect ();
257
258 attachable::do_destroy ();
259
260 if (ob)
261 {
262 ob->destroy_inv (false);
263 ob->destroy ();
264 }
265
266 ob = observe = viewpoint = 0;
267}
268
269player::~player ()
270{
271 /* Clear item stack */
272 free (stack_items);
358} 273}
359 274
360/* 275/*
361 * get_player_archetype() return next player archetype from archetype 276 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 277 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype! 278 * Note: there MUST be at least one player archetype!
364 */ 279 */
365archetype * 280static archetype *
366get_player_archetype (archetype *at) 281get_player_archetype (archetype *at)
367{ 282{
368 archetype *start = at; 283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
369 290
370 for (;;) 291 for (;;)
371 { 292 {
372 if (at == NULL || at->next == NULL) 293 if (++i == archetypes.end ())
373 at = first_archetype; 294 i = archetypes.begin ();
374 else 295 else if (*i == at)
375 at = at->next; 296 cleanup ("not a single player archetype found");
297
376 if (at->clone.type == PLAYER) 298 if ((*i)->type == PLAYER)
377 return at; 299 return *i;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 } 300 }
384} 301}
385 302
303/* Tries to add player on the connection passed in ns.
304 * All we can really get in this is some settings like host and display
305 * mode.
306 */
307player *
308player::create ()
309{
310 player *pl = new player;
311
312 pl->set_object (get_player_archetype (0)->instance ());
313
314 pl->ob->roll_stats ();
315 pl->ob->stats.wc = 2;
316 pl->ob->run_away = 25; /* Then we panick... */
317
318 set_first_map (pl->ob);
319
320 return pl;
321}
386 322
387object * 323object *
388get_nearest_player (object *mon) 324get_nearest_player (object *mon)
389{ 325{
390 object *op = NULL; 326 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 327 objectlink *ol;
393 unsigned lastdist; 328 unsigned lastdist;
394 rv_vector rv; 329 rv_vector rv;
395 330
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 332 {
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)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
425 continue; 334 continue;
426 335
427 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
428 { 337 {
429 op = ol->ob; 338 op = ol->ob;
430 lastdist = rv.distance; 339 lastdist = rv.distance;
431 } 340 }
432 } 341 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 342
434 { 343 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 344 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
439 { 346 {
440 op = pl->ob; 347 op = pl->ob;
441 lastdist = rv.distance; 348 lastdist = rv.distance;
442 } 349 }
443 } 350
444 }
445#if 0 351#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 352 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 353#endif
448 return op; 354 return op;
449} 355}
467 * circling behaviour. Unfortunately, this function is also used to determined 373 * 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 374 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 375 * is probably not a good thing.
470 */ 376 */
471#define MAX_SPACES 50 377#define MAX_SPACES 50
472
473 378
474/* 379/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 380 * 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 381 * 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 382 * 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) 401path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 402{
498 rv_vector rv; 403 rv_vector rv;
499 sint16 x, y; 404 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 405 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 406 maptile *m, *lastmap;
502 407
503 get_rangevector (mon, pl, &rv, 0); 408 get_rangevector (mon, pl, &rv, 0);
504 409
505 if (rv.distance < mindiff) 410 if (rv.distance < mindiff)
506 return 0; 411 return 0;
508 x = mon->x; 413 x = mon->x;
509 y = mon->y; 414 y = mon->y;
510 m = mon->map; 415 m = mon->map;
511 dir = rv.direction; 416 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 417 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); 418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419
514 /* If we can't solve it within the search distance, return now. */ 420 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 421 if (diff > max)
516 return 0; 422 return 0;
423
517 while (diff > 1 && max > 0) 424 while (diff > 1 && max > 0)
518 { 425 {
519 lastx = x; 426 lastx = x;
520 lasty = y; 427 lasty = y;
521 lastmap = m; 428 lastmap = m;
603 max--; 510 max--;
604 lastdir = dir; 511 lastdir = dir;
605 if (!firstdir) 512 if (!firstdir)
606 firstdir = dir; 513 firstdir = dir;
607 } 514 }
515
608 if (diff <= 1) 516 if (diff <= 1)
609 { 517 {
610 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 519 * headed toward player for entire distance.
612 */ 520 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 521 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); 522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 523 }
524
616 if (diff > max) 525 if (diff > max)
617 return 0; 526 return 0;
618 } 527 }
528
619 /* If we reached the max, didn't find a direction in time */ 529 /* If we reached the max, didn't find a direction in time */
620 if (!max) 530 if (!max)
621 return 0; 531 return 0;
622 532
623 return firstdir; 533 return firstdir;
624} 534}
625 535
626void 536void
627give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
628{ 538{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL) 539 if (pl->randomitems)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633 541
634 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
635 { 543 {
636 next = op->below; 544 next = op->below;
637 545
638 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
644 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions 553 * by this player due to race restrictions
646 */ 554 */
647 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
648 { 556 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
650 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
651 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
652 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 564 {
655 remove_ob (op); 565 op->destroy ();
656 free_object (op);
657 continue; 566 continue;
658 } 567 }
659 } 568 }
660 569
661 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
662 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
663 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
664 * a first level treasurelist for each skill.)
665 * remove duplicate skills also
666 */ 573 */
667 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
668 { 575 {
669 object *tmp;
670
671 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
672 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
578 {
579 op->destroy ();
580 LOG (llevError,
581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
673 break; 582 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 } 583 }
584
682 if (op->nrof > 1) 585 if (op->nrof > 1)
683 op->nrof = 1; 586 op->nrof = 1;
684 } 587 }
685 588
686 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
687 {
688 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
689 }
690 591
691 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
692 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
693 * merged properly. 594 * merged properly.
694 */ 595 */
695 if (need_identify (op)) 596 if (need_identify (op))
696 { 597 {
697 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
698 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 601 }
602
701 if (op->type == SPELL) 603 if (op->type == SPELL)
702 { 604 {
703 remove_ob (op); 605 op->destroy ();
704 free_object (op);
705 continue; 606 continue;
706 } 607 }
707 else if (op->type == SKILL) 608 else if (op->type == SKILL)
708 { 609 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
710 op->stats.exp = 0; 611 op->stats.exp = 0;
711 op->level = 1; 612 op->level = 1;
712 } 613 }
713 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
714 else
715 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
716 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
717 617
718 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
719 link_player_skills (pl); 619 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
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
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 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804} 620}
805 621
806void 622void
807get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
808{ 624{
809 if (party == NULL) 625 if (party == NULL)
810 { 626 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 627 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 628 return;
813 } 629 }
630
814 op->contr->write_buf[0] = '\0'; 631 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 632 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 633 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 635}
819
820 636
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 638static int
823roll_stat (void) 639roll_stat ()
824{ 640{
825 int a[4], i, j, k; 641 int a[4], i, j, k;
826 642
827 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1; 644 a[i] = (int) rndm (6) + 1;
829 645
830 for (i = 0, j = 0, k = 7; i < 4; i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 647 if (a[i] < k)
832 k = a[i], j = i; 648 k = a[i], j = i;
833 649
834 for (i = 0, k = 0; i < 4; i++) 650 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 651 if (i != j)
837 k += a[i]; 652 k += a[i];
838 } 653
839 return k; 654 return k;
840} 655}
841 656
842void 657void
843roll_stats (object *op) 658object::roll_stats ()
844{ 659{
660 int statsort [NUM_STATS];
661
662 for (;;)
663 {
845 int sum = 0; 664 int sum = 0;
846 int i = 0, j = 0; 665 for (int i = NUM_STATS; i--; )
847 int statsort[7]; 666 sum += statsort [i] = roll_stat ();
848 667
849 do 668 if (sum >= 82 && sum <= 116)
669 break;
850 { 670 }
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 }
860 while (sum < 82 || sum > 116);
861 671
862 /* Sort the stats so that rerolling is easier... */ 672 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 674
871 /* a quick and dirty bubblesort? */ 675 for (int i = 0; i < NUM_STATS; ++i)
872 do 676 stats.stat (i) = statsort [i];
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887 677
888 op->stats.Str = statsort[0];
889 op->stats.Dex = statsort[1];
890 op->stats.Con = statsort[2];
891 op->stats.Int = statsort[3];
892 op->stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6];
895
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 678 stats.exp = 0;
907 op->stats.ac = 0; 679 stats.ac = 0;
908 680
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 681 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 682 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
687 contr->levhp[1] = 9;
688 contr->levsp[1] = 6;
689 contr->levgrace[1] = 3;
690
917 op->contr->orig_stats = op->stats; 691 contr->orig_stats = stats;
692 }
918} 693}
919 694
920void 695void
921Roll_Again (object *op) 696object::swap_stats (int a, int b)
922{ 697{
923 esrv_new_player (op->contr, 0); 698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926}
927 699
928void 700 for (int i = 0; i < NUM_STATS; ++i)
929Swap_Stat (object *op, int Swap_Second) 701 stats.stat (i) = contr->orig_stats.stat (i);
702
703 //TODO: the following code looks so borked and should, at the very least,
704 // be merged with the similar code in roll_stats
705 stats.ac = 0;
706
707 level = 1;
708 stats.exp = 0;
709 stats.ac = 0;
710
711 stats.hp = stats.maxhp;
712 stats.sp = stats.maxsp;
713 stats.grace = stats.maxgrace;
714
715 if (contr)
716 {
717 contr->levhp[1] = 9;
718 contr->levsp[1] = 6;
719 contr->levgrace[1] = 3;
720
721 contr->orig_stats = stats;
722 }
723}
724
725static void
726start_info (object *op)
930{ 727{
931 signed char tmp;
932 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
933 729
934 if (op->contr->Swap_First == -1) 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str;
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf);
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 732}
1049 733
1050/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
1054 * not the class. 738 * not the class.
1055 */ 739 */
1056 740void
1057int 741player::chargen_race_done ()
1058key_change_class (object *op, char key)
1059{ 742{
1060 int tmp_loop;
1061
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D')
1069 {
1070 char buf[MAX_BUF];
1071
1072 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 744 esrv_new_player (ob->contr);
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075 745
746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
747 if (tl)
748 create_treasure (tl, ob, 0, 0, 0);
749
1076 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
1078 752
1079 op->contr->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
1080 754
1081 if (op->msg) 755 if (ob->msg)
1082 op->msg = NULL; 756 ob->msg = 0;
1083 757
1084 /* We create this now because some of the unique maps will need it
1085 * to save here.
1086 */
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1088 make_path_to_file (buf);
1089
1090#ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092#endif
1093 start_info (op); 758 start_info (ob);
1094 CLEAR_FLAG (op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 760 give_initial_items (ob, ob->randomitems);
1096 link_player_skills (op);
1097 esrv_send_inventory (op, op); 761 esrv_send_inventory (ob, ob);
1098 fix_player (op); 762 ob->update_stats ();
1099 763
1100 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
1101 * is one for this race 765 * is one for this race
1102 */ 766 */
1103 if (*first_map_ext_path) 767 if (*first_map_ext_path)
1104 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1105 object *tmp;
1106 char mapname[MAX_BUF];
1107
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1109 tmp = get_object ();
1110 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x;
1112 EXIT_Y (tmp) = op->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the
1115 * default initial map */
1116 free_object (tmp);
1117 }
1118 else 769 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 771}
1122 return 0;
1123 }
1124 772
773void
774player::chargen_race_next ()
775{
1125 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
1127 */ 778 */
1128 779
1129 tmp_loop = 0; 780 do
1130 while (!tmp_loop)
1131 { 781 {
1132 shstr name = op->name; 782 shstr name = ob->name;
1133 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
1134 784
1135 remove_statbonus (op); 785 ob->remove_statbonus ();
1136 remove_ob (op); 786 ob->remove ();
1137 op->arch = get_player_archetype (op->arch); 787 ob->arch = get_player_archetype (ob->arch);
1138 copy_object (&op->arch->clone, op); 788 ob->arch->copy_to (ob);
1139 op->instantiate (); 789 ob->instantiate ();
1140 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
1141 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
1142 op->x = x; 792 ob->x = x;
1143 op->y = y; 793 ob->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 796 assign (ob->contr->title, ob->arch->object::name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 797 ob->add_statbonus ();
1149 tmp_loop = allowed_class (op);
1150 } 798 }
799 while (!allowed_class (ob));
800
1151 update_object (op, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 802 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 803 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 806 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} 807}
1162 808
1163int 809static void
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 play_again (op);
1208 return 1;
1209}
1210
1211void
1212flee_player (object *op) 810flee_player (object *op)
1213{ 811{
1214 int dir, diff; 812 int dir, diff;
1215 rv_vector rv; 813 rv_vector rv;
1216 814
1219 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1220 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1221 return; 819 return;
1222 } 820 }
1223 821
1224 if (op->enemy == NULL) 822 if (!op->enemy)
1225 { 823 {
1226 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1227 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1228 return; 826 return;
1229 } 827 }
1230 828
1231 /* Seen some crashes here. Since we don't store an
1232 * op->enemy_count, it is possible that something destroys the
1233 * actual enemy, and the object is recycled.
1234 */
1235 if (op->enemy->map == NULL)
1236 {
1237 CLEAR_FLAG (op, FLAG_SCARED);
1238 op->enemy = NULL;
1239 return;
1240 }
1241
1242 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1243 { 830 {
1244 op->enemy = NULL; 831 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 833 return;
1247 } 834 }
835
1248 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1249 837
1250 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1252 { 840 {
1253 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1254 842
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 844 return;
1258 }
1259 } 845 }
846
1260 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 849 op->enemy = NULL;
1263} 850}
1264 851
1265
1266/* check_pick sees if there is stuff to be picked up/picks up stuff. 852/* check_pick sees if there is stuff to be picked up/picks up stuff.
1267 * IT returns 1 if the player should keep on moving, 0 if he should 853 * It returns 1 if the player should keep on moving, 0 if he should
1268 * stop. 854 * stop.
1269 */ 855 */
1270int 856int
1271check_pick (object *op) 857check_pick (object *op)
1272{ 858{
1273 object *tmp, *next; 859 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 860 int stop = 0;
1276 int j, k, wvratio; 861 int wvratio;
1277 char putstring[128], tmpstr[16];
1278
1279 862
1280 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1282 return 1; 865 return 1;
1283 866
1284 op_tag = op->count;
1285
1286 next = op->below; 867 next = op->below;
1287 if (next) 868
1288 next_tag = next->count; 869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1289 871
1290 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 873 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 874 while (next && !next->destroyed ())
1293 { 875 {
1294 tmp = next; 876 tmp = next;
1295 next = tmp->below; 877 next = tmp->below;
878
1296 if (next) 879 if (cnt <= 0)
1297 next_tag = next->count; 880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
1298 884
1299 if (was_destroyed (op, op_tag)) 885 if (op->destroyed ())
1300 return 0; 886 return 0;
1301 887
1302 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1303 continue; 889 continue;
1304 890
1305 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1306 { 892 {
1307 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1308 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1309 continue; 896 continue;
1310 } 897 }
1311 898
1312 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1313 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1314 { 961 {
1315 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1316 { 1025 {
1317 case 0: 1026 CHK_PICK_PICKUP;
1318 return 1; /* don't pick up */ 1027 continue;
1319 case 1:
1320 pick_up (op, tmp);
1321 return 1;
1322 case 2:
1323 pick_up (op, tmp);
1324 return 0;
1325 case 3:
1326 return 0; /* stop before pickup */
1327 case 4:
1328 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1028 }
1350 } 1029 }
1351 else 1030
1352 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1353 /* NEW pickup handling */
1354 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1355 { 1037 {
1356 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1357 if (tmp->name != NULL)
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 }
1394 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for
1399 * example.
1400 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#>
1403 */
1404
1405 /* the first two modes are exclusive: if NOTHING we return, if
1406 * STOP then we stop. All the rest are applied sequentially,
1407 * meaning if any test passes, the item gets picked up. */
1408
1409 /* if mode is set to pick nothing up, return */
1410
1411 if (op->contr->mode & PU_NOTHING)
1412 return 1;
1413
1414 /* if mode is set to stop when encountering objects, return */
1415 /* take STOP before INHIBIT since it doesn't actually pick
1416 * anything up */
1417
1418 if (op->contr->mode & PU_STOP)
1419 return 0;
1420
1421 /* useful for going into stores and not losing your settings... */
1422 /* and for battles wher you don't want to get loaded down while
1423 * fighting */
1424 if (op->contr->mode & PU_INHIBIT)
1425 return 1;
1426
1427 /* prevent us from turning into auto-thieves :) */
1428 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1429 continue; 1039 continue;
1040 }
1430 1041
1431 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1432 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1433 continue; 1047 continue;
1048 }
1434 1049
1435 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1436 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1437 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1438 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1439 { 1121 {
1440 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1123 continue;
1444 } 1124 }
1125 }
1126
1127 /* misc stuff that's useful */
1445 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1447 { 1130 {
1448 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1132 continue;
1452 } 1133 }
1453 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1454 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1455 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1456 { 1142 */
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue;
1461 }
1462
1463 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK)
1466 {
1467 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue;
1471 }
1472 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL)
1474 {
1475 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue;
1479 }
1480 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue;
1487 }
1488
1489 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue;
1497 }
1498
1499 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1502 {
1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue;
1507 }
1508
1509 if (op->contr->mode & PU_VALUABLES)
1510 { 1145 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1512 { 1149 {
1513 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n"); 1150 fprintf (stderr, "%s", tmp->name);
1516 continue;
1517 } 1151 }
1518 }
1519
1520 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET)
1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "JEWELS\n");
1527 continue;
1528 }
1529
1530 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW)
1533 {
1534 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue;
1538 }
1539 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW)
1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue;
1546 }
1547
1548 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR)
1551 {
1552 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue;
1556 }
1557 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET)
1559 {
1560 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue;
1564 }
1565 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD)
1567 {
1568 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue;
1572 }
1573 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS)
1575 {
1576 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue;
1580 }
1581 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES)
1583 {
1584 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue;
1588 }
1589 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK)
1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue;
1596 }
1597
1598 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 {
1602 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue;
1606 }
1607
1608 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON)
1610 {
1611 if (tmp->type == WEAPON && tmp->name != NULL)
1612 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1615 {
1616 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1622 if (tmp->type == WEAPON && tmp->name == NULL)
1623 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1625 {
1626 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue;
1630 }
1631 }
1632 }
1633
1634 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 {
1638 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue;
1642 }
1643
1644 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */
1646 if (op->contr->mode & PU_RATIO)
1647 {
1648 /* use value density to decide what else to grab */
1649 /* >=7 was >= op->contr->mode */
1650 /* >=7 is the old standard setting. Now we take the last 4 bits
1651 * and multiply them by 5, giving 0..15*5== 5..75 */
1652 wvratio = (op->contr->mode & PU_RATIO) * 5;
1653 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1654 {
1655 pick_up (op, tmp);
1656#if 0
1657 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1658 if (tmp->name != NULL)
1659 {
1660 fprintf (stderr, "%s", tmp->name);
1661 }
1662 else 1152 else
1663 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1664 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1665 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1666#endif 1156#endif
1157 CHK_PICK_PICKUP;
1667 continue; 1158 continue;
1668 }
1669 } 1159 }
1670 } /* the new pickup model */ 1160 } /* the new pickup model */
1671 } 1161 }
1162
1672 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1673} 1199}
1674 1200
1675/* 1201/*
1676 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1677 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1678 * found object is returned. 1204 * found object is returned.
1679 */ 1205 */
1680object * 1206static object *
1681find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1682{ 1208{
1683 object *tmp = NULL;
1684
1685 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1689 return op; 1218 return arrow;
1219 }
1220
1690 return tmp; 1221 return 0;
1691} 1222}
1692 1223
1693/* 1224/*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */ 1229 */
1699 1230static object *
1700object *
1701find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1702{ 1232{
1703 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1705 1235
1706 if (!type) 1236 if (!type)
1710 { 1240 {
1711 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1712 { 1242 {
1713 i = 0; 1243 i = 0;
1714 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1715 if (i > betterby) 1246 if (i > betterby)
1716 { 1247 {
1717 tmp = ntmp; 1248 tmp = ntmp;
1718 betterby = i; 1249 betterby = i;
1719 } 1250 }
1720 } 1251 }
1721 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1722 { 1253 {
1723 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1724 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1725 { 1256 {
1726 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1727 { 1258 {
1728 *better = 100; 1259 *better = 100;
1729 return arrow; 1260 return arrow;
1737 else 1268 else
1738 { 1269 {
1739 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1740 { 1271 {
1741 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1742 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1743 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1744 { 1275 {
1745 tmp = arrow; 1276 tmp = arrow;
1746 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1747 } 1278 }
1748 } 1279 }
1280
1749 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1750 { 1282 {
1751 tmp = arrow; 1283 tmp = arrow;
1752 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1753 } 1285 }
1286
1754 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1755 { 1288 {
1756 tmp = arrow; 1289 tmp = arrow;
1757 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1758 } 1291 }
1759 } 1292 }
1760 } 1293 }
1761 } 1294 }
1295
1762 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1763 return find_arrow (op, type); 1297 return find_arrow (op, type);
1764 1298
1765 *better = betterby; 1299 *better = betterby;
1766 return tmp; 1300 return tmp;
1770 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1771 * op = the shooter 1305 * op = the shooter
1772 * type = bow->race 1306 * type = bow->race
1773 * dir = fire direction 1307 * dir = fire direction
1774 */ 1308 */
1775 1309static object *
1776object *
1777pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1778{ 1311{
1779 object *tmp = NULL; 1312 object *tmp = NULL;
1780 mapstruct *m; 1313 maptile *m;
1781 int i, mflags, found, number; 1314 int i, mflags, found, number;
1782 sint16 x, y; 1315 sint16 x, y;
1783 1316
1784 if (op->map == NULL) 1317 if (op->map == NULL)
1785 return find_arrow (op, type); 1318 return find_arrow (op, type);
1797 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1798 { 1331 {
1799 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1800 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1801 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1802 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1803 { 1337 {
1804 tmp = NULL; 1338 tmp = 0;
1805 break; 1339 break;
1806 } 1340 }
1807 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1808 { 1342 {
1809 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1810 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1811 */ 1345 */
1812 tmp = NULL; 1346 tmp = 0;
1813 break; 1347 break;
1814 } 1348 }
1349
1815 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1816 {
1817 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1818 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1819 {
1820 found++;
1821 break;
1822 }
1823 if (found)
1824 break; 1353 break;
1825 }
1826 } 1354 }
1827 if (tmp == NULL) 1355
1356 if (!tmp)
1828 return find_arrow (op, type); 1357 return find_arrow (op, type);
1829 1358
1830 if (tmp->head) 1359 if (tmp->head)
1831 tmp = tmp->head; 1360 tmp = tmp->head;
1832 1361
1845 */ 1374 */
1846int 1375int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1377{
1849 object *left, *bow; 1378 object *left, *bow;
1850 tag_t left_tag, tag; 1379 int mflags;
1851 int bowspeed, mflags; 1380 maptile *m;
1852 mapstruct *m;
1853 1381
1854 if (!dir) 1382 if (!dir)
1855 { 1383 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1385 return 0;
1858 } 1386 }
1859 if (op->type == PLAYER) 1387
1860 bow = op->contr->ranges[range_bow]; 1388 if (op->contr)
1389 bow = op->current_weapon;
1861 else 1390 else
1862 { 1391 {
1863 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1864 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* Don't check for applied - monsters don't apply bows - in that way, they
1865 * don't need to switch back and forth between bows and weapons. 1394 * don't need to switch back and forth between bows and weapons.
1870 if (!bow) 1399 if (!bow)
1871 { 1400 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1402 return 0;
1874 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1875 } 1407 }
1408
1876 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1877 { 1410 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1412 return 0;
1880 } 1413 }
1881
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883
1884 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1887 if (bowspeed < 1)
1888 bowspeed = 1;
1889 1414
1890 if (arrow == NULL) 1415 if (arrow == NULL)
1891 { 1416 {
1892 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 { 1418 {
1894 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897 else 1422 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1899 return 0; 1425 return 0;
1900 } 1426 }
1901 } 1427 }
1428
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1430 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1431 return 0;
1906 } 1432
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1433 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1434 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1436 return 0;
1911 } 1437 }
1912 1438
1913 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1915 { 1441 {
1916 remove_ob (arrow); 1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1917 free_object (arrow); 1443 arrow->destroy ();
1918 return 0; 1444 return 0;
1919 } 1445 }
1920 1446
1921 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count; 1448 arrow = arrow->split ();
1923 arrow = get_split_ob (arrow, 1); 1449 if (!arrow)
1924 if (arrow == NULL)
1925 { 1450 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1452 return 0;
1928 } 1453 }
1929 set_owner (arrow, op); 1454
1455 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1457 arrow->direction = dir;
1933 arrow->x = sx; 1458
1934 arrow->y = sy; 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1460 arrow->stats.hp = arrow->stats.dam;
1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1463
1464#if 0
1465 if (player *pl = op->contr)
1466 {
1467 float speed = pl->weapon_sp;
1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1481 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 arrow->speed_left = 0;
1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1935 1489
1936 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1937 { 1491 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op);
1940 }
1941
1942 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying);
1948
1949 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper.
1951 */
1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1955 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958
1959 if (arrow->speed < 1.0)
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0;
1963
1964 if (op->type == PLAYER)
1965 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1493 wc -= dex_bonus[op->stats.Dex];
1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1971 } 1499 }
1972 else 1500 else
1973 { 1501 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1502 arrow->level = op->level;
1977 } 1503 arrow->stats.wc -= bow->magic;
1978 if (arrow->attacktype == AT_PHYSICAL) 1504
1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1979 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1980 if (bow->slaying != NULL) 1509 }
1981 arrow->slaying = bow->slaying;
1982 1510
1983 arrow->map = m; 1511 wc -= arrow->level;
1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1984 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1517
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1988 tag = arrow->count; 1519 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1520
1991 if (!was_destroyed (arrow, tag)) 1521 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1522 move_arrow (arrow);
1993 1523
1994 if (op->type == PLAYER)
1995 {
1996 if (was_destroyed (left, left_tag))
1997 esrv_del_item (op->contr, left_tag);
1998 else
1999 esrv_send_item (op, left);
2000 }
2001 return 1; 1524 return 1;
2002} 1525}
2003 1526
2004/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1528 * account the special fire modes players can have
2006 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
2007 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
2008 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
2009 * hence the function name. 1532 * hence the function name.
2010 */ 1533 */
2011int 1534static int
2012player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
2013{ 1536{
2014 int ret = 0, wcmod = 0; 1537 int ret;
2015 1538
2016 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
2017 { 1540 {
2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2019 } 1542 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1544 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
2023 wcmod = -1;
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1547 }
2026 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
2027 { 1549 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2029 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2030 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2031 } 1553 }
2032 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
2033 { 1555 {
2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2037
2038 } 1559 }
2039 else 1560 else
2040 { 1561 {
2041 /* Simple case */ 1562 /* Simple case */
2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 } 1564 }
1565
2044 return ret; 1566 return ret;
2045} 1567}
2046
2047 1568
2048/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
2049 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
2050 */ 1571 */
2051void 1572static void
2052fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
2053{ 1574{
2054 object *item; 1575 object *item = op->contr->ranged_ob;
2055 1576
2056 if (!op->contr->ranges[range_misc]) 1577 if (!item)
2057 { 1578 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2059 return; 1580 return;
2060 } 1581 }
2061 1582
2062 item = op->contr->ranges[range_misc];
2063 if (!item->inv) 1583 if (!item->inv)
2064 { 1584 {
2065 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2066 return; 1586 return;
2067 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
2068 if (item->type == WAND) 1592 if (item->type == WAND)
2069 { 1593 {
2070 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
2071 { 1595 {
2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
2074 return; 1599 return;
2075 } 1600 }
2076 } 1601 }
2077 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
2078 { 1603 {
2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2080 { 1609 {
2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
2082 if (item->type == ROD) 1612 if (item->type == ROD)
2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2084 else 1614 else
2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1616
2086 return; 1617 return;
2087 } 1618 }
2088 } 1619 }
2089 1620
2090 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
2091 { 1622 {
2092 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
2093 if (item->type == WAND) 1625 if (item->type == WAND)
2094 { 1626 {
2095 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
2096 { 1628 {
2097 object *tmp; 1629 object *tmp;
2098 1630
2099 if (item->arch) 1631 if (item->arch)
2100 { 1632 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
2103 item->speed = 0; 1635 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1636 }
2106 if ((tmp = is_player_inv (item))) 1637
1638 if (object *pl = item->visible_to ())
2107 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
2108 } 1640 }
2109 } 1641 }
2110 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1643 drain_rod_charge (item);
2113 }
2114 } 1644 }
2115} 1645}
2116 1646
2117/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
2118 */ 1648 */
2119void 1649bool
2120fire (object *op, int dir) 1650fire (object *op, int dir)
2121{ 1651{
2122 int spellcost = 0; 1652 int spellcost = 0;
1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
2123 1674
2124 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
2125 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
2126 make_visible (op); 1677 make_visible (op);
2127 1678
2128 switch (op->contr->shoottype) 1679 switch (ob->type)
2129 { 1680 {
2130 case range_none: 1681 case BOW:
2131 return;
2132
2133 case range_bow:
2134 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
2135 return; 1683 break;
2136 1684
2137 case range_magic: /* Casting spells */ 1685 case SPELL:
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2139 return; 1687 break;
2140 1688
2141 case range_misc: 1689 case BUILDER:
2142 fire_misc_object (op, dir);
2143 return;
2144
2145 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir);
2154 return;
2155
2156 case range_skill:
2157 if (!op->chosen_skill)
2158 {
2159 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return;
2162 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return;
2165 case range_builder:
2166 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
2167 return; 1691 break;
1692
1693 case SKILL:
1694 do_skill (op, op, ob, dir, 0);
1695 break;
1696
2168 default: 1697 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1698 fire_misc_object (op, dir);
2170 return; 1699 break;
2171 } 1700 }
2172}
2173 1701
1702 return true;
1703}
2174 1704
2175 1705static object *
2176/* find_key
2177 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic
2180 * for both is the same - just the specific key is different.
2181 * pl is the player,
2182 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers.
2185 */
2186
2187object *
2188find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
2189{ 1707{
2190 object *tmp, *key; 1708 object *tmp, *key;
2191 1709
2192 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL) 1711 if (!container->inv)
2194 return NULL; 1712 return 0;
2195 1713
2196 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
2198 { 1716 {
2199 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
2200 break; 1718 break;
1719
2201 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
2203 */ 1722 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break; 1724 break;
2206 } 1725 }
1726
2207 /* No key found - lets search inventories now */ 1727 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time. 1728 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find 1729 * otherwise, if we search all the inventories and still don't find
2210 * a key, return 1730 * a key, return
2211 */ 1731 */
2212 if (!tmp) 1732 if (!tmp)
2213 { 1733 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
2215 {
2216 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
2218 {
2219 if ((key = find_key (pl, tmp, door)) != NULL) 1737 if ((key = find_key_ (pl, tmp, door)))
2220 return key; 1738 return key;
2221 } 1739
2222 }
2223 if (!tmp) 1740 if (!tmp)
2224 return NULL; 1741 return 0;
2225 } 1742 }
1743
2226 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it 1745 * see if we actually want to use it
2228 */ 1746 */
2229 if (pl != container) 1747 if (pl != container)
2230 { 1748 {
2231 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
2232 if (!pl->contr) 1750 if (!pl->contr)
2233 return NULL; 1751 return 0;
1752
2234 /* cases where this fails: 1753 /* cases where this fails:
2235 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
2236 * are not in the players inventory. 1755 * are not in the players inventory.
2237 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
2238 * containers can be used. 1757 * containers can be used.
2242 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
2243 * 1762 *
2244 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
2245 * all the others. 1764 * all the others.
2246 */ 1765 */
2247 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
2248 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
2249 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2250 { 1769 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL; 1772 return NULL;
2254 } 1773 }
2255 } 1774 }
1775
2256 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
2257} 1802}
2258 1803
2259/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
2261 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
2262 * 0 otherwise 1807 * 0 otherwise
2263 */ 1808 */
2264static int 1809static int
2265player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
2266{ 1811{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* If its a door, try to find a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 1813 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
2271 */ 1815 */
2272 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
2273 1817
2274 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
2275 if (key) 1819 if (key)
2276 { 1820 {
2277 object *container = key->env; 1821 object *container = key->env;
2278 1822
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2280 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
2281 make_visible (op); 1824 make_visible (op);
1825
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1828
2284 if (door->type == DOOR) 1829 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2289 { 1832 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2291 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2292 } 1835 }
1836
2293 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */ 1839
2296 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container);
2298 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2299 } 1841 }
2300 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2301 { 1843 {
2302 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2304 return 1; 1846 return 1;
2305 } 1847 }
1848
2306 return 0; 1849 return 0;
2307} 1850}
2308 1851
2309/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2314 */ 1857 */
2315 1858bool
2316void
2317move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2318{ 1860{
2319 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2320 sint16 nx, ny; 1862 {
2321 int on_battleground; 1863 --op->speed_left;
2322 mapstruct *m; 1864 return true;
1865 }
2323 1866
2324 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2326 1869
2327 on_battleground = op_on_battleground (op, NULL, NULL); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2328 1872
2329 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2333 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2334 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2335 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2336 * move_ob uses. 1880 * move_ob uses.
2337 */ 1881 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2339 { 1897 }
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2341 { 1910 }
2342 m = get_map_from_coord (op->map, &nx, &ny); 1911
2343 if (!m) 1912 /* The following deals with possibly attacking peaceful
2344 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2345 } 1945 }
2346 else 1946 else
2347 m = op->map;
2348
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return; 1947 return false;
2353 } 1948 }
2354 1949
2355 mon = NULL; 1950 bool on_battleground = op_on_battleground (op, 0, 0);
2356 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space
2360 */
2361 while (tmp != NULL)
2362 {
2363 if (tmp == op)
2364 {
2365 tmp = tmp->above;
2366 continue;
2367 }
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 {
2370 mon = tmp;
2371 break;
2372 }
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp;
2375 tmp = tmp->above;
2376 }
2377 1951
2378 if (mon == NULL) /* This happens anytime the player tries to move */
2379 return; /* into a wall */
2380
2381 if (mon->head != NULL)
2382 mon = mon->head;
2383
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2385 if (player_attack_door (op, mon))
2386 return;
2387
2388 /* The following deals with possibly attacking peaceful
2389 * or frienddly creatures. Basically, all players are considered
2390 * unaggressive. If the moving player has peaceful set, then the
2391 * object should be pushed instead of attacked. It is assumed that
2392 * if you are braced, you will not attack friends accidently,
2393 * and thus will not push them.
2394 */
2395
2396 /* If the creature is a pet, push it even if the player is not
2397 * peaceful. Our assumption is the creature is a pet if the
2398 * player owns it and it is either friendly or unagressive.
2399 */
2400 if ((op->type == PLAYER)
2401#if COZY_SERVER
2402 &&
2403 ((get_owner (mon) && get_owner (mon)->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2405#else
2406 && get_owner (mon) == op
2407#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 {
2410 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced)
2412 return;
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op);
2415 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op);
2417 return;
2418 }
2419
2420 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2422 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2423 * attack them either. 1955 * attack them either.
2424 */ 1956 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 1957 if ((mon->type == PLAYER || mon->enemy != op)
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1958 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2427#ifdef PROHIBIT_PLAYERKILL 1959 && ((op->contr->peaceful
2428 (op->contr->peaceful 1960 || (mon->type == PLAYER && mon->contr->peaceful))
2429 || (mon->type == PLAYER 1961 && !on_battleground))
2430 && mon->contr-> 1962 {
2431 peaceful)) && 1963 if (op->speed_left > 0.f)
2432#else
2433 op->contr->peaceful &&
2434#endif
2435 !on_battleground))
2436 { 1964 {
1965 --op->speed_left;
1966
2437 if (!op->contr->braced) 1967 if (!op->contr->braced)
2438 { 1968 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2440 (void) push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2441 } 1971 }
2442 else 1972 else
2443 { 1973 op->statusmsg ("You withhold your attack");
2444 new_draw_info (0, 0, op, "You withhold your attack"); 1974
2445 }
2446 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2447 make_visible (op); 1976 make_visible (op);
2448 }
2449 1977
1978 return true;
1979 }
1980 }
2450 /* If the object is a boulder or other rollable object, then 1981 /* If the object is a boulder or other rollable object, then
2451 * roll it if not braced. You can't roll it if you are braced. 1982 * roll it if not braced. You can't roll it if you are braced.
2452 */ 1983 */
2453 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1984 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1985 {
1986 if (op->speed_left > 0.f)
2454 { 1987 {
1988 --op->speed_left;
1989
2455 recursive_roll (mon, dir, op); 1990 recursive_roll (mon, dir, op);
2456 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2457 make_visible (op); 1992 make_visible (op);
2458 }
2459 1993
1994 return true;
1995 }
1996 }
2460 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2461 * Way it works is like this: First, it must have some hit points 1998 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 1999 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2000 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2001 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2002 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2004 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2005 {
2470 2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2471 /* If the player hasn't hit something this tick, and does
2472 * so, give them speed boost based on weapon speed. Doing
2473 * it here is better than process_players2, which basically
2474 * incurred a 1 tick offset.
2475 */
2476 if (!op->contr->has_hit)
2477 { 2007 {
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2008 --op->contr->weapon_sp_left;
2479 2009
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 }
2482
2483 skill_attack (mon, op, 0, NULL, NULL); 2010 skill_attack (mon, op, 0, 0, 0);
2484 2011
2485 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is
2488 * the wiz.
2489 */
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 {
2492 short luck = mon->stats.luck;
2493
2494 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL);
2496 mon->stats.luck = luck;
2497 }
2498 if (action_makes_visible (op)) 2012 if (action_makes_visible (op))
2499 make_visible (op); 2013 make_visible (op);
2500 }
2501 } /* if player should attack something */
2502}
2503 2014
2504int 2015 return true;
2016 }
2017 }
2018
2019 return false;
2020}
2021
2022bool
2505move_player (object *op, int dir) 2023move_player (object *op, int dir)
2506{ 2024{
2507 int pick;
2508
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2510 return 0; 2026 return 0;
2511 2027
2512 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2514 { 2030 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2032 return 0;
2517 } 2033 }
2518 2034
2519 /* peterm: added following line */ 2035 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2522 2038
2523 op->facing = dir; 2039 op->facing = dir;
2524 2040
2525 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2526 do_hidden_move (op); 2042 do_hidden_move (op);
2527 2043
2044 bool retval;
2045 int pick = 0;
2046
2528 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2529 /*nop */ ; 2048 retval = RESULT_INT (0);
2530 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2531 fire (op, dir); 2050 retval = fire (op, dir);
2532 else 2051 else
2533 { 2052 {
2534 move_player_attack (op, dir); 2053 retval = move_player_attack (op, dir);
2535 pick = check_pick (op); 2054 pick = check_pick (op);
2536 } 2055 }
2537 2056
2538 /* Add special check for newcs players and fire on - this way, the 2057 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2058 * server can handle repeat firing.
2540 */ 2059 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2060 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2061 op->direction = dir;
2544 }
2545 else 2062 else
2546 {
2547 op->direction = 0; 2063 op->direction = 0;
2548 } 2064
2549 /* Update how the player looks. Use the facing, so direction may 2065 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2066 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2067 * for players.
2552 */ 2068 */
2553 animate_object (op, op->facing); 2069 animate_object (op, op->facing);
2554 return 0; 2070
2071 return retval;
2555} 2072}
2556 2073
2557/* This is similar to handle_player, below, but is only used by the 2074/* This is similar to handle_player, below, but is only used by the
2558 * new client/server stuff. 2075 * new client/server stuff.
2559 * This is sort of special, in that the new client/server actually uses 2076 * This is sort of special, in that the new client/server actually uses
2560 * the new speed values for commands. 2077 * the new speed values for commands.
2561 * 2078 *
2562 * Returns true if there are more actions we can do. 2079 * Returns true if there are more actions we can do. Should not do
2080 * many actions in a row, as that would be too unfair to other
2081 * players.
2563 */ 2082 */
2564int 2083bool
2565handle_newcs_player (object *op) 2084handle_newcs_player (object *op)
2566{ 2085{
2567 if (op->contr->hidden)
2568 {
2569 op->invisible = 1000;
2570 /* the socket code flashes the player visible/invisible
2571 * depending on the value of invisible, so we need to
2572 * alternate it here for it to work correctly.
2573 */
2574 if (pticks & 2)
2575 op->invisible--;
2576 }
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2579 op->invisible--;
2580 if (!op->invisible)
2581 {
2582 make_visible (op);
2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 }
2585 }
2586
2587 if (QUERY_FLAG (op, FLAG_SCARED)) 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2588 { 2087 {
2589 flee_player (op); 2088 if (op->speed_left > 0.f)
2590 /* If player is still scared, that is his action for this tick */
2591 if (QUERY_FLAG (op, FLAG_SCARED))
2592 { 2089 {
2593 op->speed_left--; 2090 --op->speed_left;
2091 flee_player (op);
2092
2594 return 0; 2093 return true;
2595 } 2094 }
2596 } 2095 else
2597 2096 return false;
2598 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer.
2602 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605 {
2606 op->contr->ranges[range_golem] = NULL;
2607 op->contr->golem_count = 0;
2608 } 2097 }
2609 2098
2610 /* call this here - we also will call this in do_ericserver, but 2099 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2101 * called, so we recheck it here.
2613 */ 2102 */
2614 HandleClient (&op->contr->socket, op->contr); 2103 if (op->contr->ns->handle_command ())
2615 if (op->speed_left < 0)
2616 return 0; 2104 return true;
2617 2105
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2106 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 {
2620 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--;
2622
2623 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff.
2626 */
2627 move_player (op, op->direction); 2107 return move_player (op, op->direction);
2628 if (op->speed_left > 0) 2108
2629 return 1;
2630 else
2631 return 0;
2632 }
2633 return 0; 2109 return false;
2634} 2110}
2635 2111
2636int 2112static int
2637save_life (object *op) 2113save_life (object *op)
2638{ 2114{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2116 return 0;
2643 2117
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2120 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 op->play_sound (sound_find ("ob_evaporate"));
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2122 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2649 if (op->contr) 2123
2650 esrv_del_item (op->contr, tmp->count); 2124 tmp->destroy ();
2651 remove_ob (tmp);
2652 free_object (tmp);
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2126
2654 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2128 op->stats.hp = op->stats.maxhp;
2129
2656 if (op->stats.food < 0) 2130 if (op->stats.food < 0)
2657 op->stats.food = 999; 2131 op->stats.food = 999;
2658 fix_player (op); 2132
2133 op->update_stats ();
2659 return 1; 2134 return 1;
2660 } 2135 }
2136
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2137 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2139 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2140 return 0;
2665} 2141}
2666 2142
2667/* This goes throws the inventory and removes unpaid objects, and puts them 2143/* This goes throws the inventory and removes unpaid objects, and puts them
2668 * back in the map (location and map determined by values of env). This 2144 * back in the map (location and map determined by values of env). This
2669 * function will descend into containers. op is the object to start the search 2145 * function will descend into containers. op is the object to start the search
2670 * from. 2146 * from.
2671 */ 2147 */
2148static void
2149drop_unpaid_items (object *op, object *env)
2150{
2151 while (op)
2152 {
2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2154
2155 if (QUERY_FLAG (op, FLAG_UNPAID))
2156 op->insert_at (env);
2157 else if (op->inv)
2158 drop_unpaid_items (op->inv, env);
2159
2160 op = next;
2161 }
2162}
2163
2672void 2164void
2673remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2674{ 2166{
2675 object *next; 2167 if (!flag [FLAG_REMOVED])
2676 2168 ::drop_unpaid_items (inv, this);
2677 while (op)
2678 {
2679 next = op->below; /* Make sure we have a good value, in case
2680 * we remove object 'op'
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0);
2690 }
2691 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env);
2693 op = next;
2694 }
2695} 2169}
2696
2697
2698/*
2699 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the
2702 * best, a misc file for object actions is probably better,
2703 * but there isn't one in the server directory.
2704 */
2705char *
2706gravestone_text (object *op)
2707{
2708 static char buf2[MAX_BUF];
2709 char buf[MAX_BUF];
2710 time_t now = time (NULL);
2711
2712 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else
2716 sprintf (buf, "%s\n", &op->name);
2717 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf);
2719 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2723 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf);
2725 if (op->type == PLAYER)
2726 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf);
2730 }
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf);
2734 return buf2;
2735}
2736
2737
2738 2170
2739void 2171void
2740do_some_living (object *op) 2172do_some_living (object *op)
2741{ 2173{
2742 int last_food = op->stats.food; 2174 int last_food = op->stats.food;
2748 int rate_grace = 2000; 2180 int rate_grace = 2000;
2749 const int max_hp = 1; 2181 const int max_hp = 1;
2750 const int max_sp = 1; 2182 const int max_sp = 1;
2751 const int max_grace = 1; 2183 const int max_grace = 1;
2752 2184
2753 if (op->contr->outputs_sync) 2185 if (op->contr->hidden)
2754 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2186 {
2187 op->invisible = 1000;
2188 /* the socket code flashes the player visible/invisible
2189 * depending on the value of invisible, so we need to
2190 * alternate it here for it to work correctly.
2191 */
2192 if (pticks & 2)
2193 op->invisible--;
2194 }
2195 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2196 {
2197 if (!op->invisible--)
2198 {
2199 make_visible (op);
2200 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2201 }
2202 }
2759 2203
2760 if (op->contr->state == ST_PLAYING) 2204 if (op->contr->ns->state == ST_PLAYING)
2761 { 2205 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2206 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2207 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2208 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2209 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2210 else
2768 { 2211 {
2769 gen_hp = op->stats.maxhp; 2212 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2213 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2214 }
2215
2772 if (op->contr->gen_sp >= 0) 2216 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2217 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2218 else
2775 { 2219 {
2776 gen_sp = op->stats.maxsp; 2220 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2221 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2222 }
2223
2779 if (op->contr->gen_grace >= 0) 2224 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2226 else
2782 { 2227 {
2783 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785 } 2230 }
2786 2231
2787 /* Regenerate Spell Points */
2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2789 {
2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791 if (op->stats.sp < op->stats.maxsp)
2792 {
2793 op->stats.sp++;
2794 /* dms do not consume food */
2795 if (!QUERY_FLAG (op, FLAG_WIZ))
2796 {
2797 op->stats.food--;
2798 if (op->contr->digestion < 0)
2799 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food;
2802 }
2803 }
2804 if (max_sp > 1)
2805 {
2806 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0)
2808 {
2809 if (op->stats.sp < op->stats.maxsp)
2810 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--;
2814 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp;
2816 }
2817 op->last_sp = 0;
2818 }
2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2828 }
2829
2830 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2233 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2833 { 2235 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2236 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2237 op->stats.grace++; /* no penalty in food for regaining grace */
2238
2836 if (max_grace > 1) 2239 if (max_grace > 1)
2837 { 2240 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2241 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0) 2242 if (over_grace > 0)
2840 { 2243 {
2852 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2255 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2853 } 2256 }
2854 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2855 } 2258 }
2856 2259
2260 if (op->stats.food > 0)
2261 {
2857 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2858 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2859 {
2860 if (op->stats.hp < op->stats.maxhp)
2861 { 2264 {
2862 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2863 /* dms do not consume food */ 2266
2864 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2865 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2866 op->stats.food--; 2274 op->stats.food--;
2275
2867 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2868 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2278 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2871 } 2281 }
2872 } 2282
2873 if (max_hp > 1) 2283 if (max_sp > 1)
2874 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0)
2877 { 2284 {
2878 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2285 over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0)
2287 {
2288 if (op->stats.sp < op->stats.maxsp)
2289 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2291
2292 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2293 op->stats.sp--;
2294
2295 if (op->stats.sp > op->stats.maxsp)
2296 op->stats.sp = op->stats.maxsp;
2297 }
2298
2879 op->last_heal = 0; 2299 op->last_sp = 0;
2300 }
2301 else
2302 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2880 } 2303 }
2881 else 2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2306 }
2307
2308 /* Regenerate Hit Points */
2309 if (--op->last_heal < 0)
2310 {
2311 if (op->stats.hp < op->stats.maxhp)
2882 { 2312 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->stats.hp++;
2314
2315 /* dms do not consume food */
2316 if (!QUERY_FLAG (op, FLAG_WIZ))
2317 {
2318 op->stats.food--;
2319
2320 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food;
2324 }
2884 } 2325 }
2326
2327 if (max_hp > 1)
2328 {
2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2330
2331 if (over_hp > 0)
2332 {
2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2334 op->last_heal = 0;
2335 }
2336 else
2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2885 } 2338 }
2886 else 2339 else
2887 {
2888 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2889 } 2341 }
2890 } 2342 }
2891 2343
2892 /* Digestion */ 2344 /* Digestion */
2893 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2894 { 2346 {
2895#ifdef COZY_SERVER 2347 int bonus = max (0, op->contr->digestion),
2896 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2348 penalty = max (0, -op->contr->digestion);
2897 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2898#else
2899 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2900#endif
2901 2349
2902 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2350 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2904 else 2351
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2906 /* dms do not consume food */ 2352 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--; 2354 op->stats.food--;
2909 } 2355 }
2910 }
2911 2356
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2358 {
2914 object *tmp, *flesh = NULL; 2359 object *flesh = 0;
2915 2360
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2917 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 { 2362 {
2363 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2364 continue;
2365
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2921 { 2367 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2368 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2923 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2373 break;
2926 } 2374 }
2927 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2928 flesh = tmp; 2376 flesh = tmp;
2929 } /* End if paid for object */ 2377 }
2930 } /* end of for loop */ 2378
2931 /* If player is still starving, it means they don't have any food, so 2379 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead. 2380 * eat flesh instead.
2933 */ 2381 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 { 2383 {
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2384 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>");
2937 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2387 }
2388
2389 // If player is still starving, alert him!
2390 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! "
2392 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2393 }
2394
2395 if (op->stats.food < 0)
2938 } 2396 {
2939 } /* end if player is starving */ 2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2940 2399
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2400 if (op->stats.hp < 0)
2942 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2943 2406
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2407 /* killer should be set here already */
2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2945 kill_player (op); 2409 kill_player (op);
2410 }
2946} 2411}
2947
2948
2949 2412
2950/* If the player should die (lack of hp, food, etc), we call this. 2413/* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not 2414 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player 2415 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2416 * file.
2954 */ 2417 */
2955void 2418void
2956kill_player (object *op) 2419kill_player (object *op)
2957{ 2420{
2958 char buf[MAX_BUF];
2959 int x, y; 2421 int x, y;
2960
2961 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2963
2964 /* int z;
2965 int num_stats_lose;
2966 int lost_a_stat;
2967 int lose_this_stat;
2968 int this_stat; */
2969 int will_kill_again; 2423 int will_kill_again;
2970 archetype *at; 2424 archetype *at;
2971 object *tmp; 2425 object *tmp;
2972 2426
2973 if (save_life (op)) 2427 if (save_life (op))
2974 return; 2428 return;
2975 2429
2430 dynbuf_text deathtab;
2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2976 2467
2977 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2978 * in cities ONLY!!! It is very important that this doesn't get abused. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2979 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2980 */ 2471 */
2981 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2982 { 2473 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985
2986 /* restore player */
2987 at = find_archetype ("poisoning");
2988 tmp = present_arch_in_ob (at, op);
2989 if (tmp)
2990 {
2991 remove_ob (tmp);
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 }
2995
2996 at = find_archetype ("confusion");
2997 tmp = present_arch_in_ob (at, op);
2998 if (tmp)
2999 {
3000 remove_ob (tmp);
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 }
3004
3005 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0)
3008 op->stats.food = 999;
3009 2475
3010 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2477 object *tmp = archetype::find (shstr_finger)->instance ();
3012 if (tmp != NULL) 2478
3013 { 2479 tmp->name = format ("%s's finger" , &op->name);
3014 sprintf (buf, "%s's finger", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
3015 tmp->name = buf; 2481 tmp->msg = format (
3016 sprintf (buf, " This finger has been cut off %s\n" 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
3017 " the %s, when he was defeated at\n level %d by %s.\n", 2483 &op->name, op->contr->title,
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2484 (int)op->level,
3019 tmp->msg = buf; 2485 op->contr->killer_name ()
2486 );
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2488 tmp->material = name_to_material (shstr_organic);
3022 tmp->x = op->x, tmp->y = op->y; 2489 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 }
3025 2490
3026 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3029 return; 2496 return;
3030 } 2497 }
3031 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
3032 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
3033 2503
3034 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
3035 2505
3036 if (op->stats.food < 0) 2506 op->contr->play_sound (sound_find ("player_dies"));
2507
2508 /* save the map location for corpse, gravestone */
2509 x = op->x;
2510 y = op->y;
2511 map = op->map;
2512
2513 /* NOT_PERMADEATH code. This basically brings the character back to
2514 * life if they are dead - it takes some exp and a random stat.
2515 * See the config.h file for a little more in depth detail about this.
2516 */
2517
2518 /* Basically two ways to go - remove a stat permanently, or just
2519 * make it depletion. This bunch of code deals with that aspect
2520 * of death.
2521 */
2522#ifndef COZY_SERVER
2523 if (settings.balanced_stat_loss)
3037 { 2524 {
3038 if (op->contr->explore) 2525 /* If stat loss is permanent, lose one stat only. */
3039 { 2526 /* Lower level chars don't lose as many stats because they suffer
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2527 more if they do. */
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2528 /* Higher level characters can afford things such as potions of
3042 op->stats.food = 999; 2529 restoration, or better, stat potions. So we slug them that
3043 return; 2530 little bit harder. */
3044 } 2531 /* GD */
3045 sprintf (buf, "%s starved to death.", &op->name); 2532 if (settings.stat_loss_on_death)
3046 strcpy (op->contr->killer, "starvation"); 2533 num_stats_lose = 1;
2534 else
2535 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3047 } 2536 }
3048 else 2537 else
3049 { 2538 num_stats_lose = 1;
3050 if (op->contr->explore) 2539
3051 { 2540 lost_a_stat = 0;
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2541
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2542 for (z = 0; z < num_stats_lose; z++)
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name);
3058 } 2543 {
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2544 i = rndm (NUM_STATS);
3060 2545
3061 /* save the map location for corpse, gravestone */
3062 x = op->x;
3063 y = op->y;
3064 map = op->map;
3065
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this.
3072 */
3073
3074 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect
3076 * of death.
3077 */
3078#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */
3084 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */
3087 /* GD */
3088 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2547 {
3090 else 2548 /* Pick a random stat and take a point off it. Tell the player
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2549 * what he lost.
2550 */
2551 change_attr_value (&(op->stats), i, -1);
2552 check_stat_bounds (&(op->stats));
2553 change_attr_value (&(op->contr->orig_stats), i, -1);
2554 check_stat_bounds (&(op->contr->orig_stats));
2555 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2556 lost_a_stat = 1;
3092 } 2557 }
3093 else 2558 else
3094 { 2559 {
3095 num_stats_lose = 1; 2560 /* deplete a stat */
3096 } 2561 archetype *deparch = archetype::find (shstr_depletion);
3097 lost_a_stat = 0; 2562 object *dep;
3098 2563
3099 for (z = 0; z < num_stats_lose; z++) 2564 dep = present_arch_in_ob (deparch, op);
3100 { 2565 if (!dep)
3101 i = RANDOM () % NUM_STATS;
3102
3103 if (settings.stat_loss_on_death)
3104 { 2566 {
3105 /* Pick a random stat and take a point off it. Tell the player 2567 dep = deparch->instance ();
3106 * what he lost. 2568 insert_ob_in_ob (dep, op);
3107 */
3108 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1;
3114 } 2569 }
3115 else 2570 lose_this_stat = 1;
2571 if (settings.balanced_stat_loss)
3116 { 2572 {
3117 /* deplete a stat */ 2573 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2574 /* Get the stat that we're about to deplete. */
3119 object *dep; 2575 this_stat = get_attr_value (&(dep->stats), i);
3120 2576 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2577 {
3124 dep = arch_to_object (deparch); 2578 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2579 int keep_chance = this_stat * this_stat;
3126 } 2580
3127 lose_this_stat = 1; 2581 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0) 2582 if (keep_chance < 1)
2583 keep_chance = 1;
2584
2585 /* There is a maximum depletion total per level. */
2586 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2587 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2588 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2589 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2590 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2591 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2592 else
3169 if (this_stat >= -50)
3170 { 2593 {
3171 change_attr_value (&(dep->stats), i, -1); 2594 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1; 2595 lose_this_stat = 0;
2596 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2597 this_stat, keep_chance, loss_chance,
2598 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2599 }
3177 } 2600 }
3178 } 2601 }
2602
2603 if (lose_this_stat)
2604 {
2605 this_stat = get_attr_value (&dep->stats, i);
2606 /* We could try to do something clever like find another
2607 * stat to reduce if this fails. But chances are, if
2608 * stats have been depleted to -50, all are pretty low
2609 * and should be roughly the same, so it shouldn't make a
2610 * difference.
2611 */
2612 if (this_stat >= -50)
2613 {
2614 change_attr_value (&(dep->stats), i, -1);
2615 SET_FLAG (dep, FLAG_APPLIED);
2616 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2617 op->update_stats ();
2618 lost_a_stat = 1;
2619 }
3179 } 2620 }
2621 }
2622 }
2623
3180 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2625 if (!lost_a_stat)
3182 { 2626 {
3183 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2628 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
3186 2630
3187 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3189 else 2633 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3191 } 2635 }
2636#else
2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3192#endif 2638#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2639
3195 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2641 * exp loss on the stone.
3197 */ 2642 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
3199 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
3200 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
3201 sprintf (buf, "%s's gravestones", &op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3202 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
3203 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);
3204 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2650
3208 /**************************************/ 2651 /**************************************/
3209 /* */ 2652 /* */
3210 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */
3213 /* */ 2654 /* */
3214
3215 /**************************************/ 2655 /**************************************/
3216 2656
3217 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */
3219 at = find_archetype ("poisoning");
3220 tmp = present_arch_in_ob (at, op);
3221 if (tmp)
3222 {
3223 remove_ob (tmp);
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 }
3227
3228 at = find_archetype ("confusion");
3229 tmp = present_arch_in_ob (at, op);
3230 if (tmp)
3231 {
3232 remove_ob (tmp);
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 }
3236 cure_disease (op, 0); /* remove any disease */
3237
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100)
3241 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2659
3246 /* 2660 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2661 * Check to see if the player has any unpaid items. If so, remove them
3248 * the player has any unpaid items. If so, remove them and put them back 2662 * and put them back in the map.
3249 * in the map. 2663 */
3250 */ 2664 op->drop_unpaid_items ();
3251 2665
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op);
3254
3255 /****************************************/ 2666 /****************************************/
3256 /* */ 2667 /* */
3257 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
3259 /* */ 2670 /* */
3260
3261 /****************************************/ 2671 /****************************************/
3262 2672
3263 enter_player_savebed (op); 2673 enter_player_savebed (op);
3264 2674
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2675 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2676
3271 /* it is possible that the player has blown something up 2677 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2678 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2679 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2680 * on the space that might harm the player.
3275 */ 2681 */
3276 will_kill_again = 0; 2682 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2683 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2684 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2685 will_kill_again |= tmp->attacktype;
3281 } 2686
3282 if (will_kill_again) 2687 if (will_kill_again)
3283 { 2688 {
3284 object *force; 2689 object *force;
3285 int at; 2690 int at;
3286 2691
3287 force = get_archetype (FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2694 force->speed = 0.1f;
3290 force->speed_left = -5.0; 2695 force->speed_left = -5.f;
3291 SET_FLAG (force, FLAG_APPLIED); 2696 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2697 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2699 force->resist[at] = 100;
3296 } 2700
3297 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
3298 fix_player (op); 2702 op->update_stats ();
3299
3300 }
3301
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 { 2703 }
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318 2704
3319 op->contr->party = NULL; 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2706}
3380 2707
3381 2708static void
3382void
3383loot_object (object *op) 2709loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
3386 2712
3387 if (op->container) 2713 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2714
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2715 for (tmp = op->inv; tmp; tmp = next)
3393 { 2716 {
3394 next = tmp->below; 2717 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2718
2719 if (tmp->invisible)
3396 continue; 2720 continue;
3397 remove_ob (tmp); 2721
2722 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2723 tmp->x = op->x, tmp->y = op->y;
2724
3399 if (tmp->type == CONTAINER) 2725 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2726 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2727
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3404 { 2729 {
3405 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
3406 { 2731 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
3408 free_object (tmp2);
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2734 }
3411 else 2735 else
3412 free_object (tmp); 2736 tmp->destroy ();
3413 } 2737 }
3414 else 2738 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2739 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2740 }
3417} 2741}
3419/* 2743/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 2746 * was changed.
3423 */ 2747 */
3424
3425void 2748void
3426fix_weight (void) 2749fix_weight ()
3427{ 2750{
3428 player *pl; 2751 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 2752 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
3433 2754
3434 if (old == sum) 2755 pl->ob->update_weight ();
3435 continue; 2756
3436 fix_player (pl->ob); 2757 if (old != pl->ob->carrying)
2758 {
2759 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2760 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2761 }
3438 } 2762 }
3439} 2763}
3440 2764
3441void 2765void
3442fix_luck (void) 2766fix_luck ()
3443{ 2767{
3444 player *pl; 2768 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 2769 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 2770 pl->ob->change_luck (0);
3449} 2771}
3450
3451 2772
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 2773/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 2774 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 2775 * just treat this as any other spell casting object.
3455 */ 2776 */
3456
3457void 2777void
3458cast_dust (object *op, object *throw_ob, int dir) 2778cast_dust (object *op, object *throw_ob, int dir)
3459{ 2779{
3460 object *skop, *spob; 2780 object *skop, *spob;
3461 2781
3482 if (op->type == PLAYER) 2802 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 2804
3485 cast_spell (op, throw_ob, dir, spob, NULL); 2805 cast_spell (op, throw_ob, dir, spob, NULL);
3486 2806
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2807 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 2808}
3491 2809
3492void 2810void
3493make_visible (object *op) 2811make_visible (object *op)
3494{ 2812{
3495 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3496 op->invisible = 0; 2814 op->invisible = 0;
2815
3497 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3498 { 2817 {
3499 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3501 } 2820 }
2821
3502 update_object (op, UP_OBJ_FACE); 2822 update_object (op, UP_OBJ_CHANGE);
3503} 2823}
3504 2824
3505int 2825int
3506is_true_undead (object *op) 2826is_true_undead (object *op)
3507{ 2827{
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3511 return 1; 2829 return 1;
3512 2830
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 2831 return 0;
3519} 2832}
3520 2833
3521/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3523 * indicate greater hideability. 2836 * indicate greater hideability.
3524 */ 2837 */
3525
3526int 2838int
3527hideability (object *ob) 2839hideability (object *ob)
3528{ 2840{
3529 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3530 sint16 x, y; 2842 sint16 x, y;
3531 2843
3532 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3533 return 0; 2845 return 0;
3534 2846
3535 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3536 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3537 2849
3538 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3539 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3540 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3541 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3542 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3543 2855
3544 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3545 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2857 for (i = 0, x = ob->x, y = ob->y;
2858 i <= SIZEOFFREE1;
2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3546 { 2860 {
3547 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3548 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3549 {
3550 continue; 2863 continue;
3551 } 2864
3552 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3553 level += 2; 2866 level += 2;
3554 else /* open terrain! */ 2867 else /* open terrain! */
3555 level -= 1; 2868 level -= 1;
3556 } 2869 }
3564/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3565 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3566 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3567 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3568 */ 2881 */
3569
3570void 2882void
3571do_hidden_move (object *op) 2883do_hidden_move (object *op)
3572{ 2884{
3573 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3574 object *skop;
3575 2886
3576 if (!op || !op->map) 2887 if (!op || !op->map)
3577 return; 2888 return;
3578 2889
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2890 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2891 int num = random_roll (0, 19, op, PREFER_LOW);
3580 2892
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 2893 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3585 { 2896 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2897 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 2898 make_visible (op);
3588 return; 2899 return;
3589 } 2900 }
3590 else 2901 else
3591 num += 20; 2902 num += 20;
3592 } 2903
3593 num += op->map->difficulty; 2904 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 2905 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 2906 num -= hide;
2907
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 2909 {
3598 make_visible (op); 2910 make_visible (op);
2911
3599 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 2914 }
3602 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2916 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 2917}
3607 2918
3608/* determine if who is standing near a hostile creature. */ 2919/* determine if who is standing near a hostile creature. */
3609 2920
3610int 2921int
3611stand_near_hostile (object *who) 2922stand_near_hostile (object *who)
3612{ 2923{
3613 object *tmp = NULL; 2924 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 2925 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 2926 maptile *m;
3616 sint16 x, y; 2927 sint16 x, y;
3617 2928
3618 if (!who) 2929 if (!who)
3619 return 0; 2930 return 0;
3620 2931
3637 if (mflags & P_OUT_OF_MAP) 2948 if (mflags & P_OUT_OF_MAP)
3638 continue; 2949 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2950 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 2951 continue;
3641 2952
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2953 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 2954 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2955 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 2956 return 1;
3646 else if (tmp->type == PLAYER) 2957 else if (tmp->type == PLAYER)
3647 { 2958 {
3658 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3659 * but we dont worry if the object isnt the top one in 2970 * but we dont worry if the object isnt the top one in
3660 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3661 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3662 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3663 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3664 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3665 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3666 * for them to differ. Sigh, this fctn could get a bit more complex. 2977 * for them to differ. Sigh, this fctn could get a bit more complex.
3667 * -b.t. 2978 * -b.t.
3668 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3669 */ 2980 */
3670
3671int 2981int
3672player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3673{ 2983{
3674 rv_vector rv; 2984 rv_vector rv;
3675 int dx, dy; 2985 int dx, dy;
3677 if (pl->type != PLAYER) 2987 if (pl->type != PLAYER)
3678 { 2988 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 2989 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 2990 return -1;
3681 } 2991 }
2992
3682 if (!pl || !op) 2993 if (!pl || !op)
3683 return 0; 2994 return 0;
3684 2995
3685 if (op->head)
3686 {
3687 op = op->head; 2996 op = op->head_ ();
3688 } 2997
3689 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3690 2999
3691 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3001 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3694 * a blocked los square. 3003 * a blocked los square.
3695 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3696 */ 3005 */
3697 while (op) 3006 while (op)
3698 { 3007 {
3699 dx = rv.distance_x + op->arch->clone.x; 3008 dx = rv.distance_x + op->arch->x;
3700 dy = rv.distance_y + op->arch->clone.y; 3009 dy = rv.distance_y + op->arch->y;
3701 3010
3702 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3703 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values.
3705 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3709 return 1; 3012 return 1;
3013
3710 op = op->more; 3014 op = op->more;
3711 } 3015 }
3712 return 0;
3713}
3714 3016
3715/* routine for both players and monsters. We call this when
3716 * there is a possibility for our action distrubing our hiding
3717 * place or invisiblity spell. Artefact invisiblity is not
3718 * effected by this. If we arent invisible to begin with, we
3719 * return 0.
3720 */
3721int
3722action_makes_visible (object *op)
3723{
3724
3725 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3726 {
3727 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3728 return 0;
3729
3730 if (op->contr && op->contr->tmp_invis == 0)
3731 return 0;
3732
3733 /* If monsters, they should become visible */
3734 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3735 {
3736 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3737 return 1;
3738 }
3739 }
3740 return 0; 3017 return 0;
3741} 3018}
3742 3019
3743/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3744 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3749 * Default is to do the same as before, so only people wanting to have different points need worry about this 3026 * Default is to do the same as before, so only people wanting to have different points need worry about this
3750 */ 3027 */
3751int 3028int
3752op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3753{ 3030{
3754 object *tmp;
3755
3756 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3757 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3032 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3758 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3759 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3760 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3761 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3762 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3763 { 3038 {
3764 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3765 { 3040 {
3766 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3767 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3042 && tmp->type == BATTLEGROUND
3043 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3768 { 3045 {
3769 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3770 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3771 {
3772 object *invtmp;
3773
3774 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3775 { 3050 {
3776 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3777 {
3778 if (x != NULL && y != NULL) 3051 if (x && y)
3779 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3780 return 1; 3054 return 1;
3781 }
3782 } 3055 }
3783 } 3056
3784 if (x != NULL && y != NULL) 3057 if (x && y)
3785 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3786 return 1; 3060 return 1;
3787 } 3061 }
3788 } 3062 }
3789 } 3063 }
3064
3790 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3791 return 0; 3066 return 0;
3792} 3067}
3793 3068
3794/* 3069/*
3810 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0; 3086 int i = 0, j = 0;
3812 3087
3813 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3816 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3818 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3820 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3822 3097
3823 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3824 return; 3099 return;
3825 3100
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3101 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3102
3828 if (tr == NULL || tr->item == NULL) 3103 if (!tr || !tr->item)
3829 { 3104 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3105 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3106 return;
3832 } 3107 }
3833 3108
3834 /* everything seems okay - now bring on the gift: */ 3109 /* everything seems okay - now bring on the gift: */
3835 item = &(tr->item->clone); 3110 item = tr->item;
3836 3111
3837 if (item->type == SPELL) 3112 if (item->type == SPELL)
3838 { 3113 {
3839 if (check_spell_known (who, item->name)) 3114 if (check_spell_known (who, item->name))
3840 return; 3115 return;
3899 { 3174 {
3900 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3176 object *skin;
3902 3177
3903 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3179 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3180 ;
3181
3905 if (skin == NULL) 3182 if (!skin)
3906 return; 3183 return;
3907 3184
3908 /* adding new spellpath attunements */ 3185 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3186 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3187 {
3940 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3941 } 3218 }
3942 else 3219 else
3943 { 3220 {
3944 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3945 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3946 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3947 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3948 if (who->type == PLAYER)
3949 esrv_send_item (who, tmp);
3950 } 3225 }
3951} 3226}
3952 3227
3953/** 3228/**
3954 * Unready an object for a player. This function does nothing if the object was 3229 * Unready an object for a player. This function does nothing if the object was
3955 * not readied. 3230 * not readied.
3956 */ 3231 */
3957void 3232void
3958player_unready_range_ob (player *pl, object *ob) 3233player_unready_range_ob (player *pl, object *ob)
3959{ 3234{
3960 rangetype i; 3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3961 3237
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3238 if (pl->combat_ob == ob)
3963 { 3239 pl->combat_ob = 0;
3240
3964 if (pl->ranges[i] == ob) 3241 if (pl->ranged_ob == ob)
3965 { 3242 pl->ranged_ob = 0;
3966 pl->ranges[i] = NULL;
3967 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none;
3970 }
3971 }
3972 }
3973} 3243}
3244
3245//-GPL
3246
3247sint8
3248player::darkness_at (maptile *map, int x, int y) const
3249{
3250 if (!ns)
3251 return LOS_BLOCKED;
3252
3253 int dx, dy;
3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281

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