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Comparing deliantra/server/server/player.C (file contents):
Revision 1.49 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#ifdef COZY_SERVER 38playervec players;
34extern int same_party (partylist *a, partylist *b);
35#endif
36
37player *
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100
101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete (fp, comp);
103}
104
105void
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
178 }
179 strncat (news + size, buf, HUGE_BUF - size);
180 size += strlen (buf);
181 }
182 }
183
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296 39
297/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
298static void 41static void
299set_first_map (object *op) 42set_first_map (object *op)
300{ 43{
301 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
302 op->x = -1; 45 op->x = -1;
303 op->y = -1; 46 op->y = -1;
304 enter_exit (op, 0);
305} 47}
306 48
307/* Tries to add player on the connection passwd in ns. 49void
308 * All we can really get in this is some settings like host and display 50player::activate ()
309 * mode.
310 */
311
312int
313add_player (client *ns)
314{ 51{
315 player *p = new player; 52 if (active)
53 return;
316 54
317 p->socket = ns; 55 players.insert (this);
318 ns->pl = p; 56 ob->remove ();
319 57 ob->map = 0;
320 p->next = first_player; 58 ob->activate_recursive ();
321 first_player = p; 59 ob->clr_flag (FLAG_FRIENDLY);
322
323 p = get_player (p);
324
325 set_first_map (p->ob);
326
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob); 60 add_friendly_object (ob);
329 send_rules (p->ob); 61}
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333 62
63void
64player::deactivate ()
65{
66 if (!active)
334 return 0; 67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 players.erase (this);
82}
83
84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
114 {
115 object *tmp, *abil = 0, *skin = 0;
116
117 for (tmp = ob->inv; tmp; tmp = tmp->below)
118 if (tmp->type == FORCE)
119 if (tmp->arch->archname == shstr_dragon_ability_force)
120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
210 /* There are some elements we want initialised to non zero value -
211 * we deal with that below this point.
212 */
213 outputs_sync = 4;
214 outputs_count = 4;
215 unapply = unapply_nochoice;
216
217 savebed_map = first_map_path; /* Init. respawn position */
218
219 gen_sp_armour = 10;
220 bowtype = bow_normal;
221 petmode = pet_normal;
222 usekeys = containers;
223 peaceful = 1; /* default peaceful */
224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
228}
229
230void
231player::do_destroy ()
232{
233 disconnect ();
234
235 attachable::do_destroy ();
236
237 if (ob)
238 ob->destroy ();
239
240 ob = observe = viewpoint = 0;
241}
242
243player::~player ()
244{
245 /* Clear item stack */
246 free (stack_items);
335} 247}
336 248
337/* 249/*
338 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
341 */ 253 */
342archetype * 254static archetype *
343get_player_archetype (archetype *at) 255get_player_archetype (archetype *at)
344{ 256{
345 archetype *start = at; 257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
346 264
347 for (;;) 265 for (;;)
348 { 266 {
349 if (at == NULL || at->next == NULL) 267 if (++i == archetypes.end ())
350 at = first_archetype; 268 i = archetypes.begin ();
351 else 269 else if (*i == at)
352 at = at->next; 270 cleanup ("not a single player archetype found");
353 271
354 if (at->clone.type == PLAYER) 272 if ((*i)->type == PLAYER)
355 return at; 273 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 274 }
275}
276
277/* Tries to add player on the connection passed in ns.
278 * All we can really get in this is some settings like host and display
279 * mode.
280 */
281player *
282player::create ()
283{
284 player *pl = new player;
285
286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
293
294 return pl;
363} 295}
364 296
365object * 297object *
366get_nearest_player (object *mon) 298get_nearest_player (object *mon)
367{ 299{
368 object *op = NULL; 300 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 301 objectlink *ol;
371 unsigned lastdist; 302 unsigned lastdist;
372 rv_vector rv; 303 rv_vector rv;
373 304
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 306 {
376 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop.
380 */
381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
383 object *tmp = ol->ob;
384
385 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared.
387 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389 ol = ol->next;
390 remove_friendly_object (tmp);
391 if (!ol)
392 return op;
393 }
394
395 /* Remove special check for player from this. First, it looks to cause
396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
397 * complicated method of state checking would be needed in any case -
398 * as it was, a clever player could type quit, and the function would
399 * skip them over while waiting for confirmation. Remove
400 * on_same_map check, as can_detect_enemy also does this
401 */
402 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue; 308 continue;
404 309
405 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
406 { 311 {
407 op = ol->ob; 312 op = ol->ob;
408 lastdist = rv.distance; 313 lastdist = rv.distance;
409 } 314 }
410 } 315 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 316
412 { 317 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 318 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 319 if (lastdist > rv.distance)
417 { 320 {
418 op = pl->ob; 321 op = pl->ob;
419 lastdist = rv.distance; 322 lastdist = rv.distance;
420 } 323 }
421 } 324
422 }
423#if 0 325#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 326 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 327#endif
426 return op; 328 return op;
427} 329}
445 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 348 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 349 * is probably not a good thing.
448 */ 350 */
449#define MAX_SPACES 50 351#define MAX_SPACES 50
450
451 352
452/* 353/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 355 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 356 * player and if path is blocked then see if blockage is close enough to player that
472 */ 373 */
473int 374int
474path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
475{ 376{
476 rv_vector rv; 377 rv_vector rv;
477 sint16 x, y;
478 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
479 maptile *m, *lastmap;
480 379
481 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
482 381
483 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
484 return 0; 383 return 0;
485 384
486 x = mon->x; 385 mapxy pos (mon);
487 y = mon->y;
488 m = mon->map;
489 dir = rv.direction; 386 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
492 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 391 if (diff > max)
494 return 0; 392 return 0;
393
495 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
496 { 395 {
497 lastx = x; 396 mapxy lastpos = pos;
498 lasty = y;
499 lastmap = m;
500 x = lastx + freearr_x[dir];
501 y = lasty + freearr_y[dir];
502 397
503 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
504 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
505 399
506 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
507 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
508 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
509 { 404 {
510 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
511 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
512 */ 407 */
513 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
514 if (rv.direction != dir) 409 if (rv.direction != dir)
515 { 410 {
516 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
517 * the values so it will try again. 412 * the values so it will try again.
518 */ 413 */
519 x = lastx;
520 y = lasty;
521 m = lastmap; 414 pos = lastpos;
522 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
523 } 416 }
524 else 417 else
525 { 418 {
526 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
533 */ 426 */
534 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535 { 428 {
536 if (i == 0) 429 if (i == 0)
537 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
538 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
539 * since the direction that the creature should move in 433 * since the direction that the creature should move in
540 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
541 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
542 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
544 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
545 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
546 * the last direction the creature has successfully 440 * the last direction the creature has successfully
547 * moved. 441 * moved.
548 */ 442 */
549
550 x = lastx + freearr_x[absdir (lastdir + i)];
551 y = lasty + freearr_y[absdir (lastdir + i)];
552 m = lastmap; 443 pos = lastpos;
553 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
554 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
555 continue; 447 continue;
556 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
557 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
558 continue; 452 continue;
559 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
560 continue; 455 continue;
561 456
562 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
563 break; 458 break;
564 } 459 }
460
565 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
566 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
567 */ 463 */
568 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
569 return 0; 465 return 0;
466
570 diff--; 467 diff--;
571 lastdir = dir; 468 lastdir = dir;
572 max--; 469 max--;
573 if (!firstdir) 470 if (!firstdir)
574 firstdir = dir + i; 471 firstdir = dir + i;
578 { 475 {
579 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
580 diff--; 477 diff--;
581 max--; 478 max--;
582 lastdir = dir; 479 lastdir = dir;
480
583 if (!firstdir) 481 if (!firstdir)
584 firstdir = dir; 482 firstdir = dir;
585 } 483 }
484
586 if (diff <= 1) 485 if (diff <= 1)
587 { 486 {
588 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 488 * headed toward player for entire distance.
590 */ 489 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 492 }
493
594 if (diff > max) 494 if (diff > max)
595 return 0; 495 return 0;
596 } 496 }
497
597 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
598 if (!max) 499 if (!max)
599 return 0; 500 return 0;
600 501
601 return firstdir; 502 return firstdir;
602} 503}
603 504
604void 505void
605give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
606{ 507{
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL) 508 if (pl->randomitems)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611 510
612 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
613 { 512 {
614 next = op->below; 513 next = op->below;
615 514
616 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
617 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
618 */ 517 */
619 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
620 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
621 520
622 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
623 * by this player due to race restrictions 522 * by this player due to race restrictions
624 */ 523 */
625 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
626 { 525 {
627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
628 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
629 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
630 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
631 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
632 { 533 {
633 op->destroy (); 534 op->destroy ();
634 continue; 535 continue;
635 } 536 }
636 } 537 }
637 538
638 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
639 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
640 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */ 542 */
644 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
645 { 544 {
646 object *tmp;
647
648 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 { 547 {
654 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
656 continue; 551 break;
657 } 552 }
658 553
659 if (op->nrof > 1) 554 if (op->nrof > 1)
660 op->nrof = 1; 555 op->nrof = 1;
661 } 556 }
662 557
663 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
664 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667 560
668 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
669 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
670 * merged properly. 563 * merged properly.
671 */ 564 */
672 if (need_identify (op)) 565 if (op->need_identify ())
673 {
674 SET_FLAG (op, FLAG_IDENTIFIED);
675 CLEAR_FLAG (op, FLAG_CURSED);
676 CLEAR_FLAG (op, FLAG_DAMNED);
677 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
678 if (op->type == SPELL) 572 if (op->type == SPELL)
679 { 573 {
680 op->destroy (); 574 op->destroy ();
681 continue; 575 continue;
682 } 576 }
683 else if (op->type == SKILL) 577 else if (op->type == SKILL)
684 { 578 {
685 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
686 op->stats.exp = 0; 580 op->stats.exp = 0;
687 op->level = 1; 581 op->level = 1;
688 } 582 }
689 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
690 else 584 op->set_flag (FLAG_INV_LOCKED);
691 SET_FLAG (op, FLAG_INV_LOCKED);
692 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
693 586
694 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
695 link_player_skills (pl); 588 pl->contr->link_skills ();
696}
697
698void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779} 589}
780 590
781void 591void
782get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
783{ 593{
784 if (party == NULL) 594 if (party == NULL)
785 { 595 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 596 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 597 return;
788 } 598 }
599
789 op->contr->write_buf[0] = '\0'; 600 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 602 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 604}
794
795 605
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 607static int
798roll_stat (void) 608roll_stat ()
799{ 609{
800 int a[4], i, j, k; 610 int a[4], i, j, k;
801 611
802 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 613 a[i] = rndm (1, 6);
804 614
805 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 616 if (a[i] < k)
807 k = a[i], j = i; 617 k = a[i], j = i;
808 618
809 for (i = 0, k = 0; i < 4; i++) 619 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 620 if (i != j)
812 k += a[i]; 621 k += a[i];
813 } 622
814 return k; 623 return k;
815} 624}
816 625
817void 626void
818roll_stats (object *op) 627object::roll_stats ()
819{ 628{
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
820 int sum = 0; 633 int sum = 0;
821 int i = 0, j = 0; 634 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 635 sum += statsort [i] = roll_stat ();
823 636
824 do 637 if (sum >= 82 && sum <= 116)
638 break;
825 { 639 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 640
837 /* Sort the stats so that rerolling is easier... */ 641 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 643
846 /* a quick and dirty bubblesort? */ 644 for (int i = 0; i < NUM_STATS; ++i)
847 do 645 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 646
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 647 stats.exp = 0;
882 op->stats.ac = 0; 648 stats.ac = 0;
883 649
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 650 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 651 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 652 stats.grace = stats.maxgrace;
653
654 if (contr)
655 {
656 contr->levhp[1] = 9;
657 contr->levsp[1] = 6;
658 contr->levgrace[1] = 3;
659
892 op->contr->orig_stats = op->stats; 660 contr->orig_stats = stats;
661 }
893} 662}
894 663
895void 664void
896Roll_Again (object *op) 665object::swap_stats (int a, int b)
897{ 666{
898 esrv_new_player (op->contr, 0); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 668
903void 669 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 670 stats.stat (i) = contr->orig_stats.stat (i);
671
672 //TODO: the following code looks so borked and should, at the very least,
673 // be merged with the similar code in roll_stats
674 stats.ac = 0;
675
676 level = 1;
677 stats.exp = 0;
678 stats.ac = 0;
679
680 stats.hp = stats.maxhp;
681 stats.sp = stats.maxsp;
682 stats.grace = stats.maxgrace;
683
684 if (contr)
685 {
686 contr->levhp[1] = 9;
687 contr->levsp[1] = 6;
688 contr->levgrace[1] = 3;
689
690 contr->orig_stats = stats;
691 }
692}
693
694static void
695start_info (object *op)
905{ 696{
906 signed char tmp;
907 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
908 698
909 if (op->contr->Swap_First == -1) 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf);
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 701}
1024 702
1025/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
1029 * not the class. 707 * not the class.
1030 */ 708 */
1031 709void
1032int 710player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 711{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
1049 714
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1051 if (tl) 716 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
1053 718
1054 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr);
1056 720
1057 op->contr->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
1058 722
1059 if (op->msg) 723 if (ob->msg)
1060 op->msg = NULL; 724 ob->msg = 0;
1061 725
1062 /* We create this now because some of the unique maps will need it
1063 * to save here.
1064 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf);
1067
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 726 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op);
1075 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
1076 fix_player (op); 730 ob->update_stats ();
1077 731
1078 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
1079 * is one for this race 733 * is one for this race
1080 */ 734 */
1081 if (*first_map_ext_path) 735 if (*first_map_ext_path)
1082 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1083 object *tmp;
1084 char mapname[MAX_BUF];
1085
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1087 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the
1093 * default initial map */
1094 tmp->destroy ();
1095 }
1096 else 737 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
739}
1098 740
1099 return 0; 741void
1100 } 742player::chargen_race_next ()
1101 743{
1102 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1104 */ 746 */
1105 747
1106 tmp_loop = 0; 748 do
1107 while (!tmp_loop)
1108 { 749 {
1109 shstr name = op->name; 750 shstr name = ob->name;
1110 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
1111 752
1112 remove_statbonus (op); 753 ob->remove_statbonus ();
1113 op->remove (); 754 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 756 ob->arch->copy_to (ob);
1116 op->instantiate (); 757 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
1119 op->x = x; 760 ob->x = x;
1120 op->y = y; 761 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 765 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 766 }
767 while (!allowed_class (ob));
1127 768
1128 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 771 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 774 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140} 775}
1141 776
1142int 777static void
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189}
1190
1191void
1192flee_player (object *op) 778flee_player (object *op)
1193{ 779{
1194 int dir, diff; 780 int dir, diff;
1195 rv_vector rv; 781 rv_vector rv;
1196 782
1197 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
1198 { 784 {
1199 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1201 return; 787 return;
1202 } 788 }
1203 789
1204 if (op->enemy == NULL) 790 if (!op->enemy)
1205 { 791 {
1206 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1207 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1208 return; 794 return;
1209 } 795 }
1210 796
1211 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1212 * op->enemy_count, it is possible that something destroys the
1213 * actual enemy, and the object is recycled.
1214 */
1215 if (op->enemy->map == NULL)
1216 { 798 {
1217 CLEAR_FLAG (op, FLAG_SCARED);
1218 op->enemy = NULL; 799 op->enemy = NULL;
1219 return; 800 op->clr_flag (FLAG_SCARED);
1220 }
1221
1222 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 {
1224 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 801 return;
1227 } 802 }
1228 803
1229 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1230 805
1231 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1233 { 808 {
1234 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1235 810
1236 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1237 return; 812 return;
1238 } 813 }
1239 814
1240 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1242 op->enemy = NULL; 817 op->enemy = NULL;
1243} 818}
1244 819
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 822 * stop.
1249 */ 823 */
1250int 824int
1251check_pick (object *op) 825check_pick (object *op)
1252{ 826{
1253 object *tmp, *next; 827 object *tmp, *next;
1254 int stop = 0; 828 int stop = 0;
1255 int j, k, wvratio; 829 int wvratio;
1256 char putstring[128], tmpstr[16];
1257 830
1258 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1260 return 1; 833 return 1;
1261 834
1262 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1263 839
1264 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1265 * destroyed */ 841 * destroyed */
1266 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1267 { 843 {
1268 tmp = next; 844 tmp = next;
1269 next = tmp->below; 845 next = tmp->below;
1270 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1271 if (op->destroyed ()) 853 if (op->destroyed ())
1272 return 0; 854 return 0;
1273 855
1274 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1275 continue; 857 continue;
1276 858
1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1278 { 860 {
1279 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1280 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1281 continue; 864 continue;
1282 } 865 }
1283 866
1284 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1285 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1286 { 929 {
1287 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1288 { 993 {
1289 case 0: 994 CHK_PICK_PICKUP;
1290 return 1; /* don't pick up */ 995 continue;
1291 case 1:
1292 pick_up (op, tmp);
1293 return 1;
1294 case 2:
1295 pick_up (op, tmp);
1296 return 0;
1297 case 3:
1298 return 0; /* stop before pickup */
1299 case 4:
1300 pick_up (op, tmp);
1301 break;
1302 case 5:
1303 pick_up (op, tmp);
1304 stop = 1;
1305 break;
1306 case 6:
1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1308 pick_up (op, tmp);
1309 break;
1310
1311 case 7:
1312 if (tmp->type == MONEY || tmp->type == GEM)
1313 pick_up (op, tmp);
1314 break;
1315
1316 default:
1317 /* use value density */
1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1320 pick_up (op, tmp);
1321 } 996 }
1322 } 997 }
1323 else 998
1324 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1325 /* NEW pickup handling */
1326 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1327 { 1005 {
1328 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1329 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 }
1366 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for
1371 * example.
1372 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#>
1375 */
1376
1377 /* the first two modes are exclusive: if NOTHING we return, if
1378 * STOP then we stop. All the rest are applied sequentially,
1379 * meaning if any test passes, the item gets picked up. */
1380
1381 /* if mode is set to pick nothing up, return */
1382
1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1385
1386 /* if mode is set to stop when encountering objects, return */
1387 /* take STOP before INHIBIT since it doesn't actually pick
1388 * anything up */
1389
1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1392
1393 /* useful for going into stores and not losing your settings... */
1394 /* and for battles wher you don't want to get loaded down while
1395 * fighting */
1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1398
1399 /* prevent us from turning into auto-thieves :) */
1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue; 1007 continue;
1008 }
1402 1009
1403 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1404 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1405 continue; 1015 continue;
1016 }
1406 1017
1407 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1408 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1409 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1410 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1411 { 1089 {
1412 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1413 continue; 1091 continue;
1414 } 1092 }
1093 }
1415 1094
1095 /* misc stuff that's useful */
1416 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1418 { 1098 {
1419 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1420 continue; 1100 continue;
1421 } 1101 }
1422 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1423 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1424 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 { 1110 */
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1430 /* spellbooks, skillscrolls and normal books/scrolls */
1431 if (op->contr->mode & PU_SPELLBOOK)
1432 if (tmp->type == SPELLBOOK)
1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1438 if (op->contr->mode & PU_SKILLSCROLL)
1439 if (tmp->type == SKILLSCROLL)
1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1445 if (op->contr->mode & PU_READABLES)
1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 /* wands/staves/rods/horns */
1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1460 /* pick up all magical items */
1461 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1462 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1467
1468 if (op->contr->mode & PU_VALUABLES)
1469 { 1113 {
1470 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1471 { 1117 {
1472 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1473 continue;
1474 } 1119 }
1475 }
1476
1477 /* rings & amulets - talismans seems to be typed AMULET */
1478 if (op->contr->mode & PU_JEWELS)
1479 if (tmp->type == RING || tmp->type == AMULET)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1493 /* bows and arrows. Bows are good for selling! */
1494 if (op->contr->mode & PU_BOW)
1495 if (tmp->type == BOW)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 if (op->contr->mode & PU_ARROW)
1502 if (tmp->type == ARROW)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1508 /* all kinds of armor etc. */
1509 if (op->contr->mode & PU_ARMOUR)
1510 if (tmp->type == ARMOUR)
1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1516 if (op->contr->mode & PU_HELMET)
1517 if (tmp->type == HELMET)
1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1523 if (op->contr->mode & PU_SHIELD)
1524 if (tmp->type == SHIELD)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_BOOTS)
1531 if (tmp->type == BOOTS)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_GLOVES)
1538 if (tmp->type == GLOVES)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 if (op->contr->mode & PU_CLOAK)
1545 if (tmp->type == CLOAK)
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 /* hoping to catch throwing daggers here */
1552 if (op->contr->mode & PU_MISSILEWEAPON)
1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1558
1559 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON)
1561 {
1562 if (tmp->type == WEAPON && tmp->name != NULL)
1563 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1566 {
1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1572 if (tmp->type == WEAPON && tmp->name == NULL)
1573 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1575 {
1576 pick_up (op, tmp);
1577 continue;
1578 }
1579 }
1580 }
1581
1582 /* misc stuff that's useful */
1583 if (op->contr->mode & PU_KEY)
1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1589
1590 /* any of the last 4 bits set means we use the ratio for value
1591 * pickups */
1592 if (op->contr->mode & PU_RATIO)
1593 {
1594 /* use value density to decide what else to grab */
1595 /* >=7 was >= op->contr->mode */
1596 /* >=7 is the old standard setting. Now we take the last 4 bits
1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1600 {
1601 pick_up (op, tmp);
1602#if 0
1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1604 if (tmp->name != NULL)
1605 {
1606 fprintf (stderr, "%s", tmp->name);
1607 }
1608 else 1120 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1612#endif 1124#endif
1125 CHK_PICK_PICKUP;
1613 continue; 1126 continue;
1614 }
1615 } 1127 }
1616 } /* the new pickup model */ 1128 } /* the new pickup model */
1617 } 1129 }
1618 1130
1619 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1620} 1167}
1621 1168
1622/* 1169/*
1623 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1624 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1625 * found object is returned. 1172 * found object is returned.
1626 */ 1173 */
1627object * 1174static object *
1628find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1629{ 1176{
1630 object *tmp = NULL;
1631
1632 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1636 return op; 1186 return arrow;
1187 }
1188
1637 return tmp; 1189 return 0;
1638} 1190}
1639 1191
1640/* 1192/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1197 */
1646 1198static object *
1647object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1649{ 1200{
1650 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1652 1203
1653 if (!type) 1204 if (!type)
1654 return NULL; 1205 return NULL;
1655 1206
1656 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1657 { 1208 {
1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1659 { 1210 {
1660 i = 0; 1211 i = 0;
1661 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1662 if (i > betterby) 1214 if (i > betterby)
1663 { 1215 {
1664 tmp = ntmp; 1216 tmp = ntmp;
1665 betterby = i; 1217 betterby = i;
1666 } 1218 }
1667 } 1219 }
1668 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1669 { 1221 {
1670 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1672 { 1224 {
1673 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1674 { 1226 {
1675 *better = 100; 1227 *better = 100;
1676 return arrow; 1228 return arrow;
1684 else 1236 else
1685 { 1237 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1239 {
1688 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1243 {
1692 tmp = arrow; 1244 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1246 }
1695 } 1247 }
1248
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1250 {
1698 tmp = arrow; 1251 tmp = arrow;
1699 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1700 } 1253 }
1254
1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1702 { 1256 {
1703 tmp = arrow; 1257 tmp = arrow;
1704 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1705 } 1259 }
1706 } 1260 }
1707 } 1261 }
1708 } 1262 }
1263
1709 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1710 return find_arrow (op, type); 1265 return find_arrow (op, type);
1711 1266
1712 *better = betterby; 1267 *better = betterby;
1713 return tmp; 1268 return tmp;
1717 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1273 * op = the shooter
1719 * type = bow->race 1274 * type = bow->race
1720 * dir = fire direction 1275 * dir = fire direction
1721 */ 1276 */
1722 1277static object *
1723object *
1724pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1725{ 1279{
1726 object *tmp = NULL; 1280 object *tmp = NULL;
1727 maptile *m; 1281 maptile *m;
1728 int i, mflags, found, number; 1282 int i, mflags, found, number;
1729 sint16 x, y; 1283 sint16 x, y;
1744 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1745 { 1299 {
1746 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1747 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1748 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 { 1305 {
1751 tmp = NULL; 1306 tmp = 0;
1752 break; 1307 break;
1753 } 1308 }
1754 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1755 { 1310 {
1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1757 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1758 */ 1313 */
1759 tmp = NULL; 1314 tmp = 0;
1760 break; 1315 break;
1761 } 1316 }
1317
1762 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1763 {
1764 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1765 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1766 {
1767 found++;
1768 break;
1769 }
1770 if (found)
1771 break; 1321 break;
1772 }
1773 } 1322 }
1774 if (tmp == NULL) 1323
1324 if (!tmp)
1775 return find_arrow (op, type); 1325 return find_arrow (op, type);
1776 1326
1777 if (tmp->head) 1327 if (tmp->head)
1778 tmp = tmp->head; 1328 tmp = tmp->head;
1779 1329
1792 */ 1342 */
1793int 1343int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1345{
1796 object *left, *bow; 1346 object *left, *bow;
1797 int bowspeed, mflags; 1347 int mflags;
1798 maptile *m; 1348 maptile *m;
1799 1349
1800 if (!dir) 1350 if (!dir)
1801 { 1351 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1353 return 0;
1804 } 1354 }
1805 1355
1806 if (op->type == PLAYER) 1356 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1357 bow = op->current_weapon;
1808 else 1358 else
1809 { 1359 {
1810 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1362 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1367 if (!bow)
1818 { 1368 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1370 return 0;
1821 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1822 } 1375 }
1823 1376
1824 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1825 { 1378 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1380 return 0;
1828 } 1381 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1382
1839 if (arrow == NULL) 1383 if (arrow == NULL)
1840 { 1384 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1386 {
1843 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1390 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1848 return 0; 1393 return 0;
1849 } 1394 }
1850 } 1395 }
1851 1396
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1860 } 1405 }
1861 1406
1862 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1863 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1864 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1865 arrow->destroy (); 1411 arrow->destroy ();
1866 return 0; 1412 return 0;
1867 } 1413 }
1868 1414
1869 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1870 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1871 if (!arrow) 1417 if (!arrow)
1872 { 1418 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1874 return 0; 1420 return 0;
1875 } 1421 }
1876 1422
1877 arrow->set_owner (op); 1423 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1425 arrow->direction = dir;
1881 arrow->x = sx; 1426
1882 arrow->y = sy; 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1428 arrow->stats.hp = arrow->stats.dam;
1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1431
1432#if 0
1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1449 /* update the speed */
1450
1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1458
1884 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1885 { 1460 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1919 } 1468 }
1920 else 1469 else
1921 { 1470 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1471 arrow->level = op->level;
1924 } 1472 arrow->stats.wc -= bow->magic;
1925 1473
1926 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1927 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1928 1479
1929 if (bow->slaying) 1480 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1482
1932 arrow->map = m; 1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1486
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1937 insert_ob_in_map (arrow, m, op, 0); 1488 m->insert (arrow, sx, sy, op);
1938 1489
1939 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1491 move_arrow (arrow);
1941
1942 if (op->type == PLAYER)
1943 {
1944 if (left->destroyed ())
1945 esrv_del_item (op->contr, left->count);
1946 else
1947 esrv_send_item (op, left);
1948 }
1949 1492
1950 return 1; 1493 return 1;
1951} 1494}
1952 1495
1953/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1955 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1956 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1957 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1958 * hence the function name. 1501 * hence the function name.
1959 */ 1502 */
1960int 1503static int
1961player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1962{ 1505{
1963 int ret = 0, wcmod = 0; 1506 int ret;
1964 1507
1965 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1966 { 1509 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1511 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1513 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1972 wcmod = -1;
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1516 }
1975 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1976 { 1518 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1978 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1979 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1980 } 1522 }
1981 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1524 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1528 }
1988 else 1529 else
1989 { 1530 {
1990 /* Simple case */ 1531 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1533 }
1534
1993 return ret; 1535 return ret;
1994} 1536}
1995
1996 1537
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1999 */ 1540 */
2000void 1541static void
2001fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
2002{ 1543{
2003 object *item; 1544 object *item = op->contr->ranged_ob;
2004 1545
2005 if (!op->contr->ranges[range_misc]) 1546 if (!item)
2006 { 1547 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1549 return;
2009 } 1550 }
2010 1551
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1552 if (!item->inv)
2013 { 1553 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1555 return;
2016 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
2017 if (item->type == WAND) 1561 if (item->type == WAND)
2018 { 1562 {
2019 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
2020 { 1564 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
2023 return; 1568 return;
2024 } 1569 }
2025 } 1570 }
2026 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
2027 { 1572 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2029 { 1578 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
2031 if (item->type == ROD) 1581 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1583 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
2035 return; 1586 return;
2036 } 1587 }
2037 } 1588 }
2038 1589
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
2040 { 1591 {
2041 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
2042 if (item->type == WAND) 1594 if (item->type == WAND)
2043 { 1595 {
2044 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
2045 { 1597 {
2046 object *tmp; 1598 object *tmp;
2047 1599
2048 if (item->arch) 1600 if (item->arch)
2049 { 1601 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
2052 item->speed = 0; 1604 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1605 }
2055 if ((tmp = item->in_player ())) 1606
1607 if (object *pl = item->visible_to ())
2056 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
2057 } 1609 }
2058 } 1610 }
2059 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1612 drain_rod_charge (item);
2062 }
2063 } 1613 }
2064} 1614}
2065 1615
2066/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
2067 */ 1617 */
2068void 1618bool
2069fire (object *op, int dir) 1619fire (object *who, int dir)
2070{ 1620{
2071 int spellcost = 0; 1621 int spellcost = 0;
2072 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
2073 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
2075 make_visible (op); 1646 make_visible (who);
2076 1647
2077 switch (op->contr->shoottype) 1648 switch (ob->type)
2078 { 1649 {
2079 case range_none: 1650 case BOW:
2080 return;
2081
2082 case range_bow:
2083 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
2084 return; 1652 break;
2085 1653
2086 case range_magic: /* Casting spells */ 1654 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2088 return; 1656 break;
2089 1657
2090 case range_misc: 1658 case BUILDER:
2091 fire_misc_object (op, dir);
2092 return;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
2115 return; 1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
2116 default: 1670 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
2118 return; 1672 break;
2119 } 1673 }
2120}
2121 1674
1675 return true;
1676}
2122 1677
2123 1678static object *
2124/* find_key
2125 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic
2128 * for both is the same - just the specific key is different.
2129 * pl is the player,
2130 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers.
2133 */
2134
2135object *
2136find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
2137{ 1680{
2138 object *tmp, *key; 1681 object *tmp, *key;
2139 1682
2140 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1684 if (!container->inv)
2142 return NULL; 1685 return 0;
2143 1686
2144 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1689 {
2147 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1691 break;
1692
2149 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
2151 */ 1695 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1697 break;
2154 } 1698 }
1699
2155 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1701 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1702 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1703 * a key, return
2159 */ 1704 */
2160 if (!tmp) 1705 if (!tmp)
2161 { 1706 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 {
2164 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
2166 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
2168 return key; 1711 return key;
2169 } 1712
2170 }
2171 if (!tmp) 1713 if (!tmp)
2172 return NULL; 1714 return 0;
2173 } 1715 }
1716
2174 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1718 * see if we actually want to use it
2176 */ 1719 */
2177 if (pl != container) 1720 if (pl != container)
2178 { 1721 {
2179 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
2180 if (!pl->contr) 1723 if (!pl->contr)
2181 return NULL; 1724 return 0;
1725
2182 /* cases where this fails: 1726 /* cases where this fails:
2183 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
2184 * are not in the players inventory. 1728 * are not in the players inventory.
2185 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
2186 * containers can be used. 1730 * containers can be used.
2190 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
2191 * 1735 *
2192 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
2193 * all the others. 1737 * all the others.
2194 */ 1738 */
2195 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
2196 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2198 { 1742 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1745 return NULL;
2202 } 1746 }
2203 } 1747 }
1748
2204 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
2205} 1775}
2206 1776
2207/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
2209 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
2210 * 0 otherwise 1780 * 0 otherwise
2211 */ 1781 */
2212static int 1782static int
2213player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
2214{ 1784{
2215 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* If its a door, try to find a key. If we do destroy the door,
2216 * might as well return immediately as there is nothing more to do - 1786 * might as well return immediately as there is nothing more to do -
2217 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
2218 */ 1788 */
2219 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
2220 1790
2221 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
2222 if (key) 1792 if (key)
2223 { 1793 {
2224 object *container = key->env; 1794 object *container = key->env;
2225 1795
2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2227 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
2228 make_visible (op); 1797 make_visible (op);
1798
2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
2231 if (door->type == DOOR) 1802 if (door->type == DOOR)
2232 {
2233 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2234 }
2235 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
2236 { 1805 {
2237 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2238 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2239 } 1808 }
1809
2240 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2241 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2242 /* Need to update the weight the container the key was in */ 1812
2243 if (container != op)
2244 esrv_update_item (UPD_WEIGHT, op, container);
2245 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2246 } 1814 }
2247 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2248 { 1816 {
2249 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2250 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2251 return 1; 1819 return 1;
2252 } 1820 }
1821
2253 return 0; 1822 return 0;
2254} 1823}
2255 1824
2256/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2257 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2258 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2259 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2260 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2261 */ 1830 */
2262void 1831bool
2263move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2264{ 1833{
2265 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2266 sint16 nx, ny; 1835 {
2267 int on_battleground; 1836 --op->speed_left;
2268 maptile *m; 1837 return true;
1838 }
2269 1839
2270 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2271 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2272 1842
2273 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2274 1845
2275 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2276 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2277 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2278 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2279 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2280 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2281 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2282 * move_ob uses. 1853 * move_ob uses.
2283 */ 1854 */
2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2285 { 1870 }
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 /* no monster == player tries to move into a wall or so */
1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
2287 { 1877 {
2288 m = get_map_from_coord (op->map, &nx, &ny); 1878 if (ob->move_block == MOVE_ALL)
2289 if (!m) 1879 move_into_wall (op, ob);
2290 return; /* Don't think this should happen */ 1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
1898
1899 mon = mon->head_ ();
1900
1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1902 if (op->contr->weapon_sp_left > 0.f)
1903 if (player_attack_door (op, mon))
1904 {
1905 --op->contr->weapon_sp_left;
1906 return true;
1907 }
1908
1909 /* The following deals with possibly attacking peaceful
1910 * or friendly creatures. Basically, all players are considered
1911 * unaggressive. If the moving player has peaceful set, then the
1912 * object should be pushed instead of attacked. It is assumed that
1913 * if you are braced, you will not attack friends accidently,
1914 * and thus will not push them.
1915 */
1916
1917 /* If the creature is a pet, push it even if the player is not
1918 * peaceful. Our assumption is the creature is a pet if the
1919 * player owns it and it is either friendly or unagressive.
1920 */
1921 if (op->type == PLAYER
1922 && ((mon->owner && mon->owner->contr
1923 && same_party (mon->owner->contr->party, op->contr->party))
1924 || mon->owner == op)
1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1926 {
1927 /* If we're braced, we don't want to switch places with it */
1928 if (op->contr->braced)
1929 return false;
1930
1931 if (op->speed_left > 0.f)
1932 {
1933 --op->speed_left;
1934
1935 op->play_sound (sound_find ("push_player"));
1936 push_ob (mon, dir, op);
1937
1938 if (action_makes_visible (op))
1939 make_visible (op);
1940
1941 return true;
2291 } 1942 }
2292 else 1943 else
2293 m = op->map;
2294
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return; 1944 return false;
2299 } 1945 }
2300 1946
2301 mon = 0; 1947 bool on_battleground = op_on_battleground (op, 0, 0);
2302 /* Go through all the objects, and find ones of interest. Only stop if
2303 * we find a monster - that is something we know we want to attack.
2304 * if its a door or barrel (can roll) see if there may be monsters
2305 * on the space
2306 */
2307 while (tmp)
2308 {
2309 if (tmp == op)
2310 {
2311 tmp = tmp->above;
2312 continue;
2313 }
2314 1948
2315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2316 {
2317 mon = tmp;
2318 break;
2319 }
2320
2321 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2322 mon = tmp;
2323
2324 tmp = tmp->above;
2325 }
2326
2327 if (!mon) /* This happens anytime the player tries to move */
2328 return; /* into a wall */
2329
2330 if (mon->head)
2331 mon = mon->head;
2332
2333 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2334 if (player_attack_door (op, mon))
2335 return;
2336
2337 /* The following deals with possibly attacking peaceful
2338 * or frienddly creatures. Basically, all players are considered
2339 * unaggressive. If the moving player has peaceful set, then the
2340 * object should be pushed instead of attacked. It is assumed that
2341 * if you are braced, you will not attack friends accidently,
2342 * and thus will not push them.
2343 */
2344
2345 /* If the creature is a pet, push it even if the player is not
2346 * peaceful. Our assumption is the creature is a pet if the
2347 * player owns it and it is either friendly or unagressive.
2348 */
2349 if ((op->type == PLAYER)
2350#if COZY_SERVER
2351 &&
2352 ((mon->owner && mon->owner->contr
2353 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2354#else
2355 && mon->owner == op
2356#endif
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 {
2359 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced)
2361 return;
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2363 (void) push_ob (mon, dir, op);
2364 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op);
2366 return;
2367 }
2368
2369 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2371 * someone, but put it inside this loop so that you won't 1951 * someone, but put it inside this loop so that you won't
2372 * attack them either. 1952 * attack them either.
2373 */ 1953 */
2374 if ((mon->type == PLAYER || mon->enemy != op) && 1954 if ((mon->type == PLAYER || mon->enemy != op)
2375 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2376#ifdef PROHIBIT_PLAYERKILL
2377 (op->contr->peaceful 1956 && ((op->contr->peaceful
2378 || (mon->type == PLAYER 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2379 && mon->contr->
2380 peaceful)) &&
2381#else
2382 op->contr->peaceful &&
2383#endif
2384 !on_battleground)) 1958 && !on_battleground))
1959 {
1960 if (op->speed_left > 0.f)
2385 { 1961 {
1962 --op->speed_left;
1963
2386 if (!op->contr->braced) 1964 if (!op->contr->braced)
2387 { 1965 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2389 (void) push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2390 } 1968 }
2391 else 1969 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2393 1971
2394 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2395 make_visible (op); 1973 make_visible (op);
2396 }
2397 1974
1975 return true;
1976 }
1977 }
2398 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2399 * roll it if not braced. You can't roll it if you are braced. 1979 * roll it if not braced. You can't roll it if you are braced.
2400 */ 1980 */
2401 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1982 {
1983 if (op->speed_left > 0.f)
2402 { 1984 {
1985 --op->speed_left;
1986
2403 recursive_roll (mon, dir, op); 1987 recursive_roll (mon, dir, op);
2404 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2405 make_visible (op); 1989 make_visible (op);
2406 }
2407 1990
1991 return true;
1992 }
1993 }
2408 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2409 * Way it works is like this: First, it must have some hit points 1995 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 1997 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 1998 * that party_number -1 is no party, so attacks can still happen.
2413 */ 1999 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2002 {
2418 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit)
2425 { 2004 {
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2005 --op->contr->weapon_sp_left;
2427
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 }
2430 2006
2431 skill_attack (mon, op, 0, 0, 0); 2007 skill_attack (mon, op, 0, 0, 0);
2432
2433 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is
2436 * the wiz.
2437 */
2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439 {
2440 short luck = mon->stats.luck;
2441
2442 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck;
2445 }
2446 2008
2447 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2448 make_visible (op); 2010 make_visible (op);
2449 }
2450 } /* if player should attack something */
2451}
2452 2011
2453int 2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2454move_player (object *op, int dir) 2020move_player (object *op, int dir)
2455{ 2021{
2456 int pick; 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2457
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2023 return 0;
2460 2024
2461 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2463 { 2027 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2029 return 0;
2466 } 2030 }
2467 2031
2468 /* peterm: added following line */ 2032 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2471 2035
2472 op->facing = dir; 2036 op->facing = dir;
2473 2037
2474 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2475 do_hidden_move (op); 2039 do_hidden_move (op);
2476 2040
2041 bool retval;
2042 int pick = 0;
2043
2477 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2478 /*nop */ ; 2045 retval = RESULT_INT (0);
2479 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2480 fire (op, dir); 2047 retval = fire (op, dir);
2481 else 2048 else
2482 { 2049 {
2483 move_player_attack (op, dir); 2050 retval = move_player_attack (op, dir);
2484 pick = check_pick (op); 2051 pick = check_pick (op);
2485 } 2052 }
2486 2053
2487 /* Add special check for newcs players and fire on - this way, the 2054 /* Add special check for newcs players and fire on - this way, the
2488 * server can handle repeat firing. 2055 * server can handle repeat firing.
2495 /* Update how the player looks. Use the facing, so direction may 2062 /* Update how the player looks. Use the facing, so direction may
2496 * get reset to zero. This allows for full animation capabilities 2063 * get reset to zero. This allows for full animation capabilities
2497 * for players. 2064 * for players.
2498 */ 2065 */
2499 animate_object (op, op->facing); 2066 animate_object (op, op->facing);
2500 return 0; 2067
2068 return retval;
2501} 2069}
2502 2070
2503/* This is similar to handle_player, below, but is only used by the 2071/* This is similar to handle_player, below, but is only used by the
2504 * new client/server stuff. 2072 * new client/server stuff.
2505 * This is sort of special, in that the new client/server actually uses 2073 * This is sort of special, in that the new client/server actually uses
2506 * the new speed values for commands. 2074 * the new speed values for commands.
2507 * 2075 *
2508 * Returns true if there are more actions we can do. 2076 * Returns true if there are more actions we can do. Should not do
2077 * many actions in a row, as that would be too unfair to other
2078 * players.
2509 */ 2079 */
2510int 2080bool
2511handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2512{ 2082{
2513 if (op->contr->hidden) 2083 if (op->flag [FLAG_SCARED])
2514 {
2515 op->invisible = 1000;
2516 /* the socket code flashes the player visible/invisible
2517 * depending on the value of invisible, so we need to
2518 * alternate it here for it to work correctly.
2519 */
2520 if (pticks & 2)
2521 op->invisible--;
2522 } 2084 {
2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2085 if (op->speed_left > 0.f)
2524 {
2525 op->invisible--;
2526 if (!op->invisible)
2527 {
2528 make_visible (op);
2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2530 } 2086 {
2531 }
2532
2533 if (QUERY_FLAG (op, FLAG_SCARED))
2534 {
2535 flee_player (op);
2536 /* If player is still scared, that is his action for this tick */
2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 {
2539 op->speed_left--; 2087 --op->speed_left;
2088 flee_player (op);
2089
2540 return 0; 2090 return true;
2541 } 2091 }
2092 else
2093 return false;
2542 } 2094 }
2543
2544 /* I've been seeing crashes where the golem has been destroyed, but
2545 * the player object still points to the defunct golem. The code that
2546 * destroys the golem looks correct, and it doesn't always happen, so
2547 * put this in a a workaround to clean up the golem pointer.
2548 */
2549 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2550 op->contr->ranges[range_golem] = 0;
2551 2095
2552 /* call this here - we also will call this in do_ericserver, but 2096 /* call this here - we also will call this in do_ericserver, but
2553 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2098 * called, so we recheck it here.
2555 */ 2099 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2100 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2101 return true;
2558 ;
2559 2102
2560 if (op->speed_left < 0) 2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2104 return move_player (op, op->direction);
2105
2106 return false;
2107}
2108
2109static int
2110save_life (object *op)
2111{
2112 if (!op->flag [FLAG_LIFESAVE])
2561 return 0; 2113 return 0;
2562 2114
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 {
2565 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--;
2567
2568 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff.
2571 */
2572 move_player (op, op->direction);
2573 if (op->speed_left > 0)
2574 return 1;
2575 else
2576 return 0;
2577 }
2578
2579 return 0;
2580}
2581
2582int
2583save_life (object *op)
2584{
2585 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2586 return 0;
2587
2588 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2589 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2590 { 2117 {
2591 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 op->play_sound (sound_find ("ob_evaporate"));
2592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2593 2120
2594 if (op->contr)
2595 esrv_del_item (op->contr, tmp->count);
2596
2597 tmp->destroy (); 2121 tmp->destroy ();
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2599 2123
2600 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2601 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2602 2126
2603 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2604 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2605 2129
2606 fix_player (op); 2130 op->update_stats ();
2607 return 1; 2131 return 1;
2608 } 2132 }
2609 2133
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2612 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2613 return 0; 2137 return 0;
2614} 2138}
2615 2139
2616/* This goes throws the inventory and removes unpaid objects, and puts them 2140/* This goes throws the inventory and removes unpaid objects, and puts them
2617 * back in the map (location and map determined by values of env). This 2141 * back in the map (location and map determined by values of env). This
2618 * function will descend into containers. op is the object to start the search 2142 * function will descend into containers. op is the object to start the search
2619 * from. 2143 * from.
2620 */ 2144 */
2145static void
2146drop_unpaid_items (object *op, object *env)
2147{
2148 while (op)
2149 {
2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2151
2152 if (op->flag [FLAG_UNPAID])
2153 op->insert_at (env);
2154 else if (op->inv)
2155 drop_unpaid_items (op->inv, env);
2156
2157 op = next;
2158 }
2159}
2160
2621void 2161void
2622remove_unpaid_objects (object *op, object *env) 2162object::drop_unpaid_items ()
2623{ 2163{
2624 object *next; 2164 if (!flag [FLAG_REMOVED])
2625 2165 ::drop_unpaid_items (inv, this);
2626 while (op)
2627 {
2628 next = op->below; /* Make sure we have a good value, in case
2629 * we remove object 'op'
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0);
2639 }
2640 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env);
2642
2643 op = next;
2644 }
2645} 2166}
2646
2647
2648/*
2649 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the
2652 * best, a misc file for object actions is probably better,
2653 * but there isn't one in the server directory.
2654 */
2655char *
2656gravestone_text (object *op)
2657{
2658 static char buf2[MAX_BUF];
2659 char buf[MAX_BUF];
2660 time_t now = time (NULL);
2661
2662 strcpy (buf2, " R.I.P.\n\n");
2663 if (op->type == PLAYER)
2664 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2665 else
2666 sprintf (buf, "%s\n", &op->name);
2667
2668 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf);
2670 if (op->type == PLAYER)
2671 sprintf (buf, "who was in level %d when killed\n", op->level);
2672 else
2673 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2674
2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf);
2677 if (op->type == PLAYER)
2678 {
2679 sprintf (buf, "by %s.\n\n", op->contr->killer);
2680 strncat (buf2, " ", 21 - strlen (buf) / 2);
2681 strcat (buf2, buf);
2682 }
2683
2684 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf);
2687
2688 return buf2;
2689}
2690
2691
2692 2167
2693void 2168void
2694do_some_living (object *op) 2169do_some_living (object *op)
2695{ 2170{
2696 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2697 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2698 int over_hp, over_sp, over_grace;
2699 int i; 2173 int i;
2700 int rate_hp = 1200; 2174 int rate_hp = 1200;
2701 int rate_sp = 2500; 2175 int rate_sp = 2500;
2702 int rate_grace = 2000; 2176 int rate_grace = 2000;
2703 const int max_hp = 1; 2177 const int max_hp = 1;
2704 const int max_sp = 1; 2178 const int max_sp = 1;
2705 const int max_grace = 1; 2179 const int max_grace = 1;
2706 2180
2707 if (op->contr->outputs_sync) 2181 if (op->contr->hidden)
2708 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]);
2712 } 2182 {
2183 op->invisible = 1000;
2184 /* the socket code flashes the player visible/invisible
2185 * depending on the value of invisible, so we need to
2186 * alternate it here for it to work correctly.
2187 */
2188 if (server_tick & 2)
2189 op->invisible--;
2190 }
2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2192 {
2193 if (!op->invisible--)
2194 {
2195 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2197 }
2198 }
2713 2199
2714 if (op->contr->state == ST_PLAYING) 2200 if (op->contr->ns->state == ST_PLAYING)
2715 { 2201 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2203 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2204 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2205 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2206 else
2722 { 2207 {
2723 gen_hp = op->stats.maxhp; 2208 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2209 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2210 }
2211
2726 if (op->contr->gen_sp >= 0) 2212 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2213 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2214 else
2729 { 2215 {
2730 gen_sp = op->stats.maxsp; 2216 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2217 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2218 }
2219
2733 if (op->contr->gen_grace >= 0) 2220 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2221 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2222 else
2736 { 2223 {
2737 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2739 } 2226 }
2740 2227
2741 /* Regenerate Spell Points */
2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2743 {
2744 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2745 if (op->stats.sp < op->stats.maxsp)
2746 {
2747 op->stats.sp++;
2748 /* dms do not consume food */
2749 if (!QUERY_FLAG (op, FLAG_WIZ))
2750 {
2751 op->stats.food--;
2752 if (op->contr->digestion < 0)
2753 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food;
2756 }
2757 }
2758 if (max_sp > 1)
2759 {
2760 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0)
2762 {
2763 if (op->stats.sp < op->stats.maxsp)
2764 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--;
2768 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp;
2770 }
2771 op->last_sp = 0;
2772 }
2773 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 }
2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 }
2783
2784 /* Regenerate Grace */ 2228 /* Regenerate Grace */
2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2786 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2787 { 2231 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2790 if (max_grace > 1) 2237 if (max_grace > 1)
2791 { 2238 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 int over_grace = temp / rate_grace;
2240
2793 if (over_grace > 0) 2241 if (over_grace > 0)
2794 { 2242 {
2795 op->stats.sp += over_grace 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2796 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2797 op->last_grace = 0; 2244 op->last_grace = 0;
2798 } 2245 }
2799 else 2246 else
2800 { 2247 op->last_grace = rate_grace / temp;
2801 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2802 }
2803 } 2248 }
2804 else 2249 else
2250 op->last_grace = rate_grace / temp;
2251
2252 /* wearing stuff doesn't detract from grace generation. */
2253 }
2254
2255 if (op->stats.food > 0)
2256 {
2257 /* Regenerate Spell Points */
2258 if (!op->contr->golem && --op->last_sp < 0)
2805 { 2259 {
2806 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2807 }
2808 /* wearing stuff doesn't detract from grace generation. */
2809 }
2810 2261
2811 /* Regenerate Hit Points */
2812 if (--op->last_heal < 0)
2813 {
2814 if (op->stats.hp < op->stats.maxhp) 2262 if (op->stats.sp < op->stats.maxsp)
2815 {
2816 op->stats.hp++;
2817 /* dms do not consume food */
2818 if (!QUERY_FLAG (op, FLAG_WIZ))
2819 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2268 {
2820 op->stats.food--; 2269 op->stats.food--;
2270
2821 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2822 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2823 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2824 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2825 } 2276 }
2826 } 2277
2827 if (max_hp > 1) 2278 if (max_sp > 1)
2828 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0)
2831 { 2279 {
2832 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2280 int over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2833 op->last_heal = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2834 } 2298 }
2835 else 2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2836 { 2307 {
2837 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!op->flag [FLAG_WIZ])
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2838 } 2320 }
2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2324 if (max_hp > 1)
2325 {
2326 int over_hp = temp / rate_hp;
2327
2328 if (over_hp > 0)
2329 {
2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2839 } 2335 }
2840 else 2336 else
2841 { 2337 op->last_heal = rate_hp / temp;
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2843 } 2338 }
2844 } 2339 }
2845 2340
2846 /* Digestion */ 2341 /* Digestion */
2847 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2848 { 2343 {
2849#ifdef COZY_SERVER 2344 int bonus = max (0, op->contr->digestion),
2850 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2345 penalty = max (0, -op->contr->digestion);
2851 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2852#else
2853 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2854#endif
2855 2346
2856 if (op->contr->gen_hp > 0)
2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2858 else 2348
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2860 /* dms do not consume food */ 2349 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2862 op->stats.food--; 2351 op->stats.food--;
2863 } 2352 }
2864 }
2865 2353
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2355 {
2868 object *tmp, *flesh = NULL; 2356 object *flesh = 0;
2869 2357
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2871 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 { 2359 {
2360 if (tmp->flag [FLAG_UNPAID])
2361 continue;
2362
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 { 2364 {
2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2365 op->statusmsg ("You blindly grab for a bite of food. "
2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2877 manual_apply (op, tmp, 0); 2367 op->apply (tmp);
2368
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2370 break;
2880 } 2371 }
2881 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2882 flesh = tmp; 2373 flesh = tmp;
2883 } /* End if paid for object */ 2374 }
2884 } /* end of for loop */ 2375
2885 /* If player is still starving, it means they don't have any food, so 2376 /* If player is still starving, it means they don't have any food, so
2886 * eat flesh instead. 2377 * eat flesh instead.
2887 */ 2378 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2380 {
2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2383 op->apply (flesh);
2384 }
2385
2386 // If player is still starving, alert him!
2387 if (op->stats.food < 0)
2388 op->failmsg ("You are starving! "
2389 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2889 { 2390 }
2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2391
2891 manual_apply (op, flesh, 0); 2392 if (op->stats.food < 0)
2892 } 2393 {
2893 } /* end if player is starving */ 2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2894 2396
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2397 if (op->stats.hp < 0)
2896 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2897 2403
2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2404 /* killer should be set here already */
2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2899 kill_player (op); 2406 kill_player (op);
2407 }
2900} 2408}
2901
2902
2903 2409
2904/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2905 * op is the player in jeopardy. If the player can not be saved (not 2411 * op is the player in jeopardy. If the player can not be saved (not
2906 * permadeath, no lifesave), this will take care of removing the player 2412 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2413 * file.
2908 */ 2414 */
2909void 2415void
2910kill_player (object *op) 2416kill_player (object *op)
2911{ 2417{
2912 char buf[MAX_BUF];
2913 int x, y; 2418 int x, y;
2914
2915 //int i;
2916 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2917
2918 /* int z;
2919 int num_stats_lose;
2920 int lost_a_stat;
2921 int lose_this_stat;
2922 int this_stat; */
2923 int will_kill_again; 2420 int will_kill_again;
2924 archetype *at; 2421 archetype *at;
2925 object *tmp; 2422 object *tmp;
2926 2423
2927 if (save_life (op)) 2424 if (save_life (op))
2928 return; 2425 return;
2929 2426
2427 dynbuf_text deathtab;
2428
2429 /* restore player */
2430 at = archetype::find (shstr_poisoning);
2431 if (object *tmp = present_arch_in_ob (at, op))
2432 {
2433 tmp->destroy ();
2434 deathtab << "Your body feels cleansed...\r";
2435 }
2436
2437 at = archetype::find (shstr_confusion);
2438 if (object *tmp = present_arch_in_ob (at, op))
2439 {
2440 tmp->destroy ();
2441 deathtab << "Your mind feels clearer...\r";
2442 }
2443
2444 cure_disease (op, 0, 0); /* remove any disease */
2445
2446 max_it (op->stats.hp , op->stats.maxhp);
2447 max_it (op->stats.sp , op->stats.maxsp);
2448 max_it (op->stats.grace, op->stats.maxgrace);
2449 max_it (op->stats.food , 200);
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2930 2462
2931 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2932 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2933 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2934 */ 2466 */
2935 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2936 { 2468 {
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939
2940 /* restore player */
2941 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op);
2943 if (tmp)
2944 {
2945 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 }
2948
2949 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op);
2951 if (tmp)
2952 {
2953 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 }
2956
2957 cure_disease (op, 0); /* remove any disease */
2958 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0)
2960 op->stats.food = 999;
2961 2470
2962 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2964 if (tmp != NULL) 2473
2965 { 2474 tmp->name = format ("%s's finger" , &op->name);
2966 sprintf (buf, "%s's finger", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2967 tmp->name = buf; 2476 tmp->msg = format (
2968 sprintf (buf, " This finger has been cut off %s\n" 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2969 " the %s, when he was defeated at\n level %d by %s.\n", 2478 &op->name, op->contr->title,
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2479 (int)op->level,
2971 tmp->msg = buf; 2480 op->contr->killer_name ()
2481 );
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2483 tmp->material = name_to_material (shstr_organic);
2974 tmp->x = op->x, tmp->y = op->y; 2484 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 }
2977 2485
2978 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2981 return; 2491 return;
2982 } 2492 }
2983 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2984 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2985 2498
2986 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2987 2500
2988 if (op->stats.food < 0) 2501 op->contr->play_sound (sound_find ("player_dies"));
2502
2503 /* save the map location for corpse, gravestone */
2504 x = op->x;
2505 y = op->y;
2506 map = op->map;
2507
2508 /* NOT_PERMADEATH code. This basically brings the character back to
2509 * life if they are dead - it takes some exp and a random stat.
2510 * See the config.h file for a little more in depth detail about this.
2511 */
2512
2513 /* Basically two ways to go - remove a stat permanently, or just
2514 * make it depletion. This bunch of code deals with that aspect
2515 * of death.
2516 */
2517#ifndef COZY_SERVER
2518 if (settings.balanced_stat_loss)
2989 { 2519 {
2990 if (op->contr->explore) 2520 /* If stat loss is permanent, lose one stat only. */
2991 { 2521 /* Lower level chars don't lose as many stats because they suffer
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2522 more if they do. */
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2523 /* Higher level characters can afford things such as potions of
2994 op->stats.food = 999; 2524 restoration, or better, stat potions. So we slug them that
2995 return; 2525 little bit harder. */
2996 } 2526 /* GD */
2997 sprintf (buf, "%s starved to death.", &op->name); 2527 if (settings.stat_loss_on_death)
2998 strcpy (op->contr->killer, "starvation"); 2528 num_stats_lose = 1;
2529 else
2530 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2999 } 2531 }
3000 else 2532 else
3001 { 2533 num_stats_lose = 1;
3002 if (op->contr->explore) 2534
3003 { 2535 lost_a_stat = 0;
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2536
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2537 for (z = 0; z < num_stats_lose; z++)
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name);
3010 } 2538 {
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2539 i = rndm (NUM_STATS);
3012 2540
3013 /* save the map location for corpse, gravestone */
3014 x = op->x;
3015 y = op->y;
3016 map = op->map;
3017
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat.
3023 * See the config.h file for a little more in depth detail about this.
3024 */
3025
3026 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect
3028 * of death.
3029 */
3030#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss)
3032 {
3033 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */
3036 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */
3039 /* GD */
3040 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2542 {
3042 else 2543 /* Pick a random stat and take a point off it. Tell the player
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2544 * what he lost.
2545 */
2546 change_attr_value (&(op->stats), i, -1);
2547 check_stat_bounds (&(op->stats));
2548 change_attr_value (&(op->contr->orig_stats), i, -1);
2549 check_stat_bounds (&(op->contr->orig_stats));
2550 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2551 lost_a_stat = 1;
3044 } 2552 }
3045 else 2553 else
3046 { 2554 {
3047 num_stats_lose = 1; 2555 /* deplete a stat */
3048 } 2556 archetype *deparch = archetype::find (shstr_depletion);
3049 lost_a_stat = 0; 2557 object *dep;
3050 2558
3051 for (z = 0; z < num_stats_lose; z++) 2559 dep = present_arch_in_ob (deparch, op);
3052 { 2560 if (!dep)
3053 i = RANDOM () % NUM_STATS;
3054
3055 if (settings.stat_loss_on_death)
3056 { 2561 {
3057 /* Pick a random stat and take a point off it. Tell the player 2562 dep = deparch->instance ();
3058 * what he lost. 2563 insert_ob_in_ob (dep, op);
3059 */
3060 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1;
3066 } 2564 }
3067 else 2565 lose_this_stat = 1;
2566 if (settings.balanced_stat_loss)
3068 { 2567 {
3069 /* deplete a stat */ 2568 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2569 /* Get the stat that we're about to deplete. */
3071 object *dep; 2570 this_stat = get_attr_value (&(dep->stats), i);
3072 2571 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2572 {
3076 dep = arch_to_object (deparch); 2573 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2574 int keep_chance = this_stat * this_stat;
3078 } 2575
3079 lose_this_stat = 1; 2576 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0) 2577 if (keep_chance < 1)
2578 keep_chance = 1;
2579
2580 /* There is a maximum depletion total per level. */
2581 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 { 2582 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2583 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2584 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2585 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2586 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2587 else
3121 if (this_stat >= -50)
3122 { 2588 {
3123 change_attr_value (&(dep->stats), i, -1); 2589 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 lost_a_stat = 1; 2590 lose_this_stat = 0;
2591 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2592 this_stat, keep_chance, loss_chance,
2593 lose_this_stat?"LOSE":"KEEP"); */
3128 } 2594 }
3129 } 2595 }
3130 } 2596 }
2597
2598 if (lose_this_stat)
2599 {
2600 this_stat = get_attr_value (&dep->stats, i);
2601 /* We could try to do something clever like find another
2602 * stat to reduce if this fails. But chances are, if
2603 * stats have been depleted to -50, all are pretty low
2604 * and should be roughly the same, so it shouldn't make a
2605 * difference.
2606 */
2607 if (this_stat >= -50)
2608 {
2609 change_attr_value (&(dep->stats), i, -1);
2610 dep->set_flag (FLAG_APPLIED);
2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2612 op->update_stats ();
2613 lost_a_stat = 1;
2614 }
3131 } 2615 }
2616 }
2617 }
2618
3132 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2620 if (!lost_a_stat)
3134 { 2621 {
3135 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2623 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
3138 2625
3139 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2627 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3141 else 2628 else
3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2629 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3143 } 2630 }
3144#else 2631#else
3145 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2632 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3146#endif 2633#endif
3147 2634
3148 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2636 * exp loss on the stone.
3150 */ 2637 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
3152 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
3153 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
3154 sprintf (buf, "%s's gravestones", &op->name); 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3155 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
3156 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);
3157 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2645
3161 /**************************************/ 2646 /**************************************/
3162 /* */ 2647 /* */
3163 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */
3166 /* */ 2649 /* */
3167 /**************************************/ 2650 /**************************************/
3168 2651
3169 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */
3171 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op);
3173
3174 if (tmp)
3175 {
3176 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 }
3179
3180 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op);
3182 if (tmp)
3183 {
3184 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 }
3187
3188 cure_disease (op, 0); /* remove any disease */
3189
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100)
3193 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2654
3198 /* 2655 /*
3199 * Check to see if the player is in a shop. IF so, then check to see if 2656 * Check to see if the player has any unpaid items. If so, remove them
3200 * the player has any unpaid items. If so, remove them and put them back 2657 * and put them back in the map.
3201 * in the map. 2658 */
3202 */ 2659 op->drop_unpaid_items ();
3203 2660
3204 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op);
3206
3207 /****************************************/ 2661 /****************************************/
3208 /* */ 2662 /* */
3209 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
3211 /* */ 2665 /* */
3212 /****************************************/ 2666 /****************************************/
3213 2667
3214 enter_player_savebed (op); 2668 enter_player_savebed (op);
3215 2669
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2670 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2671
3222 /* it is possible that the player has blown something up 2672 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2673 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2674 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2675 * on the space that might harm the player.
3226 */ 2676 */
3227 will_kill_again = 0; 2677 will_kill_again = 0;
3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2678 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3229 if (tmp->type == SPELL_EFFECT) 2679 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2680 will_kill_again |= tmp->attacktype;
3231 2681
3232 if (will_kill_again) 2682 if (will_kill_again)
3233 { 2683 {
3234 object *force; 2684 object *force;
3235 int at; 2685 int at;
3236 2686
3237 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1;
3240 force->speed_left = -5.0; 2689 force->speed_left = -5.f;
3241 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
3242 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2695 force->resist[at] = 100;
3245 2696
3246 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
3247 fix_player (op); 2698 op->update_stats ();
3248
3249 }
3250
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 { 2699 }
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259 2700
3260 op->contr->party = NULL; 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2702}
3320 2703
3321 2704static void
3322void
3323loot_object (object *op) 2705loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
3326 2708
3327 if (op->container) 2709 op->close_container (); /* close open sack first */
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container);
3330 }
3331 2710
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
3333 { 2712 {
3334 next = tmp->below; 2713 next = tmp->below;
3335 if (tmp->type == EXPERIENCE || tmp->invisible) 2714
2715 if (tmp->invisible)
3336 continue; 2716 continue;
2717
3337 tmp->remove (); 2718 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3339 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3341 loot_object (tmp); 2723
3342 } 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3343 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3344 { 2725 {
3345 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3346 { 2727 {
3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3348 tmp2->destroy ();
3349 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3350 } 2730 }
3351 else 2731 else
3352 tmp->destroy (); 2732 tmp->destroy ();
3353 } 2733 }
3359/* 2739/*
3360 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3361 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
3362 * was changed. 2742 * was changed.
3363 */ 2743 */
3364
3365void 2744void
3366fix_weight (void) 2745fix_weight ()
3367{ 2746{
3368 player *pl; 2747 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 2748 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3373 2750
3374 if (old == sum) 2751 pl->ob->update_weight ();
3375 continue; 2752
3376 fix_player (pl->ob); 2753 if (old != pl->ob->carrying)
2754 {
2755 pl->ob->update_stats ();
3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3378 } 2758 }
3379} 2759}
3380 2760
3381void 2761void
3382fix_luck (void) 2762fix_luck ()
3383{ 2763{
3384 player *pl; 2764 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 2765 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 2766 pl->ob->change_luck (0);
3389} 2767}
3390
3391 2768
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3395 */ 2772 */
3396
3397void 2773void
3398cast_dust (object *op, object *throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3399{ 2775{
3400 object *skop, *spob; 2776 object *skop, *spob;
3401 2777
3428} 2804}
3429 2805
3430void 2806void
3431make_visible (object *op) 2807make_visible (object *op)
3432{ 2808{
3433 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3434 op->invisible = 0; 2810 op->invisible = 0;
2811
3435 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3436 { 2813 {
3437 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3438 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3439 } 2816 }
2817
3440 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3441} 2819}
3442 2820
3443int 2821int
3444is_true_undead (object *op) 2822is_true_undead (object *op)
3445{ 2823{
3446 object *tmp = NULL; 2824 if (op->arch->flag [FLAG_UNDEAD])
3447
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1; 2825 return 1;
3450 2826
3451 if (op->type == PLAYER)
3452 for (tmp = op->inv; tmp; tmp = tmp->below)
3453 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3454 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3455 return 1;
3456 return 0; 2827 return 0;
3457} 2828}
3458 2829
3459/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3460 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3461 * indicate greater hideability. 2832 * indicate greater hideability.
3462 */ 2833 */
3463
3464int 2834int
3465hideability (object *ob) 2835hideability (object *ob)
3466{ 2836{
3467 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3468 sint16 x, y; 2838 sint16 x, y;
3469 2839
3470 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3471 return 0; 2841 return 0;
3472 2842
3473 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3474 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3475 2845
3476 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3477 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3478 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3479 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3480 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3481 2851
3482 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3483 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3484 { 2856 {
3485 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3486 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3487 {
3488 continue; 2859 continue;
3489 } 2860
3490 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3491 level += 2; 2862 level += 2;
3492 else /* open terrain! */ 2863 else /* open terrain! */
3493 level -= 1; 2864 level -= 1;
3494 } 2865 }
3502/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3503 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3504 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3505 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3506 */ 2877 */
3507
3508void 2878void
3509do_hidden_move (object *op) 2879do_hidden_move (object *op)
3510{ 2880{
3511 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3512 object *skop;
3513 2882
3514 if (!op || !op->map) 2883 if (!op || !op->map)
3515 return; 2884 return;
3516 2885
3517 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3518 2888
3519 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3520 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3521 {
3522 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3523 { 2892 {
3524 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3525 make_visible (op); 2894 make_visible (op);
3526 return; 2895 return;
3527 } 2896 }
3528 else 2897 else
3529 num += 20; 2898 num += 20;
3530 } 2899
3531 num += op->map->difficulty; 2900 num += op->map->difficulty;
3532 hide = hideability (op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3533 num -= hide; 2902 num -= hide;
2903
3534 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3535 { 2905 {
3536 make_visible (op); 2906 make_visible (op);
2907
3537 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3538 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3539 } 2910 }
3540 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3541 {
3542 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3543 }
3544} 2913}
3545 2914
3546/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3547 2916
3548int 2917int
3558 2927
3559 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3560 player = 1; 2929 player = 1;
3561 2930
3562 else 2931 else
3563 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3564 2933
3565 /* search adjacent squares */ 2934 /* search adjacent squares */
3566 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3567 { 2936 {
3568 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3577 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3578 continue; 2947 continue;
3579 2948
3580 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3581 { 2950 {
3582 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3583 return 1; 2952 return 1;
3584 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3585 { 2954 {
3586 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3587 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3588 return 1; 2957 return 1;
3589 } 2958 }
3590 } 2959 }
3591 } 2960 }
3592 return 0; 2961 return 0;
3596 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3597 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3598 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3599 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3600 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3601 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3602 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3603 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3604 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3605 * -b.t. 2974 * -b.t.
3606 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3607 */ 2976 */
3608
3609int 2977int
3610player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3611{ 2979{
3612 rv_vector rv; 2980 rv_vector rv;
3613 int dx, dy; 2981 int dx, dy;
3615 if (pl->type != PLAYER) 2983 if (pl->type != PLAYER)
3616 { 2984 {
3617 LOG (llevError, "player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3618 return -1; 2986 return -1;
3619 } 2987 }
2988
3620 if (!pl || !op) 2989 if (!pl || !op)
3621 return 0; 2990 return 0;
3622 2991
3623 if (op->head)
3624 {
3625 op = op->head; 2992 op = op->head_ ();
3626 } 2993
3627 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3628 2995
3629 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3630 * through the object and find if it has any 2997 * through the object and find if it has any
3631 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3632 * a blocked los square. 2999 * a blocked los square.
3633 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3634 */ 3001 */
3635 while (op) 3002 while (op)
3636 { 3003 {
3637 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3638 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3639 3006
3640 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3641 * code, so we need to restrict ourselves to that range of values
3642 * for any meaningful values.
3643 */
3644 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3645 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3646 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3647 return 1; 3008 return 1;
3009
3648 op = op->more; 3010 op = op->more;
3649 } 3011 }
3650 return 0;
3651}
3652 3012
3653/* routine for both players and monsters. We call this when
3654 * there is a possibility for our action distrubing our hiding
3655 * place or invisiblity spell. Artefact invisiblity is not
3656 * effected by this. If we arent invisible to begin with, we
3657 * return 0.
3658 */
3659int
3660action_makes_visible (object *op)
3661{
3662
3663 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3664 {
3665 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3666 return 0;
3667
3668 if (op->contr && op->contr->tmp_invis == 0)
3669 return 0;
3670
3671 /* If monsters, they should become visible */
3672 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3673 {
3674 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3675 return 1;
3676 }
3677 }
3678 return 0; 3013 return 0;
3679} 3014}
3680 3015
3681/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3682 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3687 * Default is to do the same as before, so only people wanting to have different points need worry about this 3022 * Default is to do the same as before, so only people wanting to have different points need worry about this
3688 */ 3023 */
3689int 3024int
3690op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3691{ 3026{
3692 object *tmp;
3693
3694 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3695 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3028 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3696 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3697 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3698 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3699 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3700 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3701 { 3034 {
3702 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3703 { 3036 {
3704 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3705 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3038 && tmp->type == BATTLEGROUND
3039 && tmp->name == shstr_battleground
3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3706 { 3041 {
3707 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3708 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3709 {
3710 object *invtmp;
3711
3712 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3713 { 3046 {
3714 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3715 {
3716 if (x != NULL && y != NULL) 3047 if (x && y)
3717 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3718 return 1; 3050 return 1;
3719 }
3720 } 3051 }
3721 } 3052
3722 if (x != NULL && y != NULL) 3053 if (x && y)
3723 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3724 return 1; 3056 return 1;
3725 } 3057 }
3726 } 3058 }
3727 } 3059 }
3060
3728 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3729 return 0; 3062 return 0;
3730} 3063}
3731 3064
3732/* 3065/*
3748 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3749 int i = 0, j = 0; 3082 int i = 0, j = 0;
3750 3083
3751 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3752 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3753 trlist = find_treasurelist ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3754 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3755 trlist = find_treasurelist ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3756 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3757 trlist = find_treasurelist ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3758 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3759 trlist = find_treasurelist ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3760 3093
3761 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3762 return; 3095 return;
3763 3096
3764 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3097 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3765 3098
3766 if (tr == NULL || tr->item == NULL) 3099 if (!tr || !tr->item)
3767 { 3100 {
3768 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3101 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3769 return; 3102 return;
3770 } 3103 }
3771 3104
3772 /* everything seems okay - now bring on the gift: */ 3105 /* everything seems okay - now bring on the gift: */
3773 item = &(tr->item->clone); 3106 item = tr->item;
3774 3107
3775 if (item->type == SPELL) 3108 if (item->type == SPELL)
3776 { 3109 {
3777 if (check_spell_known (who, item->name)) 3110 if (check_spell_known (who, item->name))
3778 return; 3111 return;
3837 { 3170 {
3838 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3839 object *skin; 3172 object *skin;
3840 3173
3841 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3842 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3175 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3176 ;
3177
3843 if (skin == NULL) 3178 if (!skin)
3844 return; 3179 return;
3845 3180
3846 /* adding new spellpath attunements */ 3181 /* adding new spellpath attunements */
3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3182 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3848 { 3183 {
3859 else 3194 else
3860 j = 1; 3195 j = 1;
3861 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3862 } 3197 }
3863 } 3198 }
3199
3864 strcat (buf, "."); 3200 strcat (buf, ".");
3865 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3866 } 3202 }
3867 3203
3868 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3869 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3870 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3871 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3872 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3873 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3874 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3875 3211
3876 /* print message if there is one */ 3212 /* print message if there is one */
3877 if (item->msg != NULL) 3213 if (item->msg != NULL)
3878 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3879 } 3215 }
3880 else 3216 else
3881 { 3217 {
3882 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3883 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3884 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3885 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3886 if (who->type == PLAYER)
3887 esrv_send_item (who, tmp);
3888 } 3222 }
3889} 3223}
3890 3224
3891/** 3225//-GPL
3892 * Unready an object for a player. This function does nothing if the object was 3226
3893 * not readied. 3227sint8
3894 */ 3228player::darkness_at (maptile *map, int x, int y) const
3229{
3230 if (!ns)
3231 return LOS_BLOCKED;
3232
3233 int dx, dy;
3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3235 return LOS_BLOCKED;
3236
3237 x += dx - ns->current_x;
3238 y += dy - ns->current_y;
3239
3240 return blocked_los (x, y);
3241}
3242
3895void 3243void
3896player_unready_range_ob (player *pl, object *ob) 3244player::infobox (const char *title, const char *msg, int color)
3897{ 3245{
3898 rangetype i; 3246 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3899
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3901 {
3902 if (pl->ranges[i] == ob)
3903 {
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3247}
3248
3249void
3250player::statusmsg (const char *msg, int color)
3251{
3252 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3253}
3254
3255void
3256player::failmsg (const char *msg, int color)
3257{
3258 play_sound (sound_find ("generic_failure"));
3259 statusmsg (msg, color);
3260}
3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

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