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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.277 by root, Sun May 2 20:57:53 2010 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 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
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32#include <newclient.h>
33 34
34#ifdef COZY_SERVER 35#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 36#include <functional>
36#endif
37 37
38player * 38playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76
77void
78display_motd (const object *op)
79{
80 char buf[MAX_BUF];
81 char motd[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return;
90 }
91 motd[0] = '\0';
92 size = 0;
93 while (fgets (buf, MAX_BUF, fp) != NULL)
94 {
95 if (*buf == '#')
96 continue;
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp);
102}
103
104void
105send_rules (const object *op)
106{
107 char buf[MAX_BUF];
108 char rules[HUGE_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return;
117 }
118 rules[0] = '\0';
119 size = 0;
120 while (fgets (buf, MAX_BUF, fp) != NULL)
121 {
122 if (*buf == '#')
123 continue;
124 if (size + strlen (buf) >= HUGE_BUF)
125 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break;
128 }
129 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf);
131 }
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp);
134}
135
136void
137send_news (const object *op)
138{
139 char buf[MAX_BUF];
140 char news[HUGE_BUF];
141 char subject[MAX_BUF];
142 FILE *fp;
143 int comp;
144 int size;
145
146 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return;
149 news[0] = '\0';
150 subject[0] = '\0';
151 size = 0;
152 while (fgets (buf, MAX_BUF, fp) != NULL)
153 {
154 if (*buf == '#')
155 continue;
156 if (*buf == '%')
157 { /* send one news */
158 if (size > 0)
159 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 */
160 strcpy (subject, buf + 1);
161 strip_endline (subject);
162 size = 0;
163 news[0] = '\0';
164 }
165 else
166 {
167 if (size + strlen (buf) >= HUGE_BUF)
168 {
169 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
170 break;
171 }
172 strncat (news + size, buf, HUGE_BUF - size);
173 size += strlen (buf);
174 }
175 }
176
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288}
289 39
290/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
291static void 41static void
292set_first_map (object *op) 42set_first_map (object *op)
293{ 43{
294 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
295 op->x = -1; 45 op->x = -1;
296 op->y = -1; 46 op->y = -1;
297 enter_exit (op, NULL);
298} 47}
299 48
300/* Tries to add player on the connection passwd in ns. 49void
301 * All we can really get in this is some settings like host and display 50player::activate ()
302 * mode.
303 */
304
305int
306add_player (client_socket *ns)
307{ 51{
308 player *p = new player; 52 if (active)
53 return;
309 54
310 p->socket = ns; 55 players.insert (this);
311 ns->pl = p; 56 ob->remove ();
312 57 ob->map = 0;
313 p->next = first_player; 58 ob->activate_recursive ();
314 first_player = p; 59 ob->clr_flag (FLAG_FRIENDLY);
315
316 p = get_player (p);
317
318 set_first_map (p->ob);
319
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob); 60 add_friendly_object (ob);
322 send_rules (p->ob); 61}
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326 62
63void
64player::deactivate ()
65{
66 if (!active)
327 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->set_speed (1.0f);
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);
328} 247}
329 248
330/* 249/*
331 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
333 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
334 */ 253 */
335archetype * 254static archetype *
336get_player_archetype (archetype *at) 255get_player_archetype (archetype *at)
337{ 256{
338 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);
339 264
340 for (;;) 265 for (;;)
341 { 266 {
342 if (at == NULL || at->next == NULL) 267 if (++i == archetypes.end ())
343 at = first_archetype; 268 i = archetypes.begin ();
344 else 269 else if (*i == at)
345 at = at->next; 270 cleanup ("not a single player archetype found");
271
346 if (at->clone.type == PLAYER) 272 if ((*i)->type == PLAYER)
347 return at; 273 return *i;
348 if (at == start)
349 {
350 LOG (llevError, "No Player archetypes\n");
351 exit (-1);
352 }
353 } 274 }
354} 275}
355 276
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;
295}
356 296
357object * 297object *
358get_nearest_player (object *mon) 298get_nearest_player (object *mon)
359{ 299{
360 object *op = NULL; 300 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 301 objectlink *ol;
363 unsigned lastdist; 302 unsigned lastdist;
364 rv_vector rv; 303 rv_vector rv;
365 304
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 306 {
368 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop.
372 */
373 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
374 {
375 object *tmp = ol->ob;
376
377 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared.
379 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
381 ol = ol->next;
382 remove_friendly_object (tmp);
383 if (!ol)
384 return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 308 continue;
396 309
397 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
398 { 311 {
399 op = ol->ob; 312 op = ol->ob;
400 lastdist = rv.distance; 313 lastdist = rv.distance;
401 } 314 }
402 } 315 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 316
404 { 317 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 318 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 319 if (lastdist > rv.distance)
409 { 320 {
410 op = pl->ob; 321 op = pl->ob;
411 lastdist = rv.distance; 322 lastdist = rv.distance;
412 } 323 }
413 } 324
414 }
415#if 0 325#if 0
416 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)");
417#endif 327#endif
418 return op; 328 return op;
419} 329}
437 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 349 * is probably not a good thing.
440 */ 350 */
441#define MAX_SPACES 50 351#define MAX_SPACES 50
442
443 352
444/* 353/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
464 */ 373 */
465int 374int
466path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
467{ 376{
468 rv_vector rv; 377 rv_vector rv;
469 sint16 x, y;
470 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;
471 maptile *m, *lastmap;
472 379
473 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
474 381
475 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
476 return 0; 383 return 0;
477 384
478 x = mon->x; 385 mapxy pos (mon);
479 y = mon->y;
480 m = mon->map;
481 dir = rv.direction; 386 dir = rv.direction;
482 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 */
483 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
484 /* 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. */
485 if (diff > max) 391 if (diff > max)
486 return 0; 392 return 0;
393
487 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
488 { 395 {
489 lastx = x; 396 mapxy lastpos = pos;
490 lasty = y;
491 lastmap = m;
492 x = lastx + freearr_x[dir];
493 y = lasty + freearr_y[dir];
494 397
495 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
496 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
497 399
498 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
499 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
500 && (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)))
501 { 404 {
502 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
503 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
504 */ 407 */
505 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
506 if (rv.direction != dir) 409 if (rv.direction != dir)
507 { 410 {
508 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
509 * the values so it will try again. 412 * the values so it will try again.
510 */ 413 */
511 x = lastx;
512 y = lasty;
513 m = lastmap; 414 pos = lastpos;
514 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
515 } 416 }
516 else 417 else
517 { 418 {
518 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
525 */ 426 */
526 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
527 { 428 {
528 if (i == 0) 429 if (i == 0)
529 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
530 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
531 * since the direction that the creature should move in 433 * since the direction that the creature should move in
532 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
533 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
534 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
536 * 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
537 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
538 * the last direction the creature has successfully 440 * the last direction the creature has successfully
539 * moved. 441 * moved.
540 */ 442 */
541
542 x = lastx + freearr_x[absdir (lastdir + i)];
543 y = lasty + freearr_y[absdir (lastdir + i)];
544 m = lastmap; 443 pos = lastpos;
545 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
546 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
547 continue; 447 continue;
548 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
549 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
550 continue; 452 continue;
551 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
552 continue; 455 continue;
553 456
554 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
555 break; 458 break;
556 } 459 }
460
557 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
558 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
559 */ 463 */
560 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
561 return 0; 465 return 0;
466
562 diff--; 467 diff--;
563 lastdir = dir; 468 lastdir = dir;
564 max--; 469 max--;
565 if (!firstdir) 470 if (!firstdir)
566 firstdir = dir + i; 471 firstdir = dir + i;
570 { 475 {
571 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
572 diff--; 477 diff--;
573 max--; 478 max--;
574 lastdir = dir; 479 lastdir = dir;
480
575 if (!firstdir) 481 if (!firstdir)
576 firstdir = dir; 482 firstdir = dir;
577 } 483 }
484
578 if (diff <= 1) 485 if (diff <= 1)
579 { 486 {
580 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 488 * headed toward player for entire distance.
582 */ 489 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
584 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));
585 } 492 }
493
586 if (diff > max) 494 if (diff > max)
587 return 0; 495 return 0;
588 } 496 }
497
589 /* 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 */
590 if (!max) 499 if (!max)
591 return 0; 500 return 0;
592 501
593 return firstdir; 502 return firstdir;
594} 503}
595 504
596void 505void
597give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
598{ 507{
599 object *op, *next = NULL;
600
601 if (pl->randomitems != NULL) 508 if (pl->randomitems)
602 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
603 510
604 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
605 { 512 {
606 next = op->below; 513 next = op->below;
607 514
608 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
609 * 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
610 */ 517 */
611 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
612 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
613 520
614 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
615 * by this player due to race restrictions 522 * by this player due to race restrictions
616 */ 523 */
617 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
618 { 525 {
619 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
620 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
621 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
622 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
623 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))
624 { 533 {
625 op->destroy (); 534 op->destroy ();
626 continue; 535 continue;
627 } 536 }
628 } 537 }
629 538
630 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
631 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
632 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
633 * a first level treasurelist for each skill.)
634 * remove duplicate skills also
635 */ 542 */
636 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
637 { 544 {
638 object *tmp;
639
640 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
641 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
642 break;
643
644 if (tmp)
645 { 547 {
646 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
647 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
648 continue; 551 break;
649 } 552 }
650 553
651 if (op->nrof > 1) 554 if (op->nrof > 1)
652 op->nrof = 1; 555 op->nrof = 1;
653 } 556 }
654 557
655 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
656 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
657 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
658 }
659 560
660 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
661 * 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
662 * merged properly. 563 * merged properly.
663 */ 564 */
664 if (need_identify (op)) 565 if (op->need_identify ())
665 {
666 SET_FLAG (op, FLAG_IDENTIFIED);
667 CLEAR_FLAG (op, FLAG_CURSED);
668 CLEAR_FLAG (op, FLAG_DAMNED);
669 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
670 if (op->type == SPELL) 572 if (op->type == SPELL)
671 { 573 {
672 op->destroy (); 574 op->destroy ();
673 continue; 575 continue;
674 } 576 }
675 else if (op->type == SKILL) 577 else if (op->type == SKILL)
676 { 578 {
677 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
678 op->stats.exp = 0; 580 op->stats.exp = 0;
679 op->level = 1; 581 op->level = 1;
680 } 582 }
681 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
682 else 584 op->set_flag (FLAG_INV_LOCKED);
683 SET_FLAG (op, FLAG_INV_LOCKED);
684 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
685 586
686 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
687 link_player_skills (pl); 588 pl->contr->link_skills ();
688}
689
690void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771} 589}
772 590
773void 591void
774get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
775{ 593{
776 if (party == NULL) 594 if (party == NULL)
777 { 595 {
778 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);
779 return; 597 return;
780 } 598 }
599
781 op->contr->write_buf[0] = '\0'; 600 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 602 op->contr->party_to_join = party;
784 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:");
785} 604}
786
787 605
788/* 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. */
789int 607static int
790roll_stat (void) 608roll_stat ()
791{ 609{
792 int a[4], i, j, k; 610 int a[4], i, j, k;
793 611
794 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 613 a[i] = rndm (1, 6);
796 614
797 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 616 if (a[i] < k)
799 k = a[i], j = i; 617 k = a[i], j = i;
800 618
801 for (i = 0, k = 0; i < 4; i++) 619 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 620 if (i != j)
804 k += a[i]; 621 k += a[i];
805 } 622
806 return k; 623 return k;
807} 624}
808 625
809void 626void
810roll_stats (object *op) 627object::roll_stats ()
811{ 628{
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
812 int sum = 0; 633 int sum = 0;
813 int i = 0, j = 0; 634 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 635 sum += statsort [i] = roll_stat ();
815 636
816 do 637 if (sum >= 82 && sum <= 116)
638 break;
817 { 639 }
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 }
827 while (sum < 82 || sum > 116);
828 640
829 /* Sort the stats so that rerolling is easier... */ 641 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 643
838 /* a quick and dirty bubblesort? */ 644 for (int i = 0; i < NUM_STATS; ++i)
839 do 645 stats.stat (i) = statsort [i];
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854 646
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 647 stats.exp = 0;
874 op->stats.ac = 0; 648 stats.ac = 0;
875 649
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 650 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 651 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 660 contr->orig_stats = stats;
661 }
885} 662}
886 663
887void 664void
888Roll_Again (object *op) 665object::swap_stats (int a, int b)
889{ 666{
890 esrv_new_player (op->contr, 0); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 668
895void 669 for (int i = 0; i < NUM_STATS; ++i)
896Swap_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)
897{ 696{
898 signed char tmp;
899 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
900 698
901 if (op->contr->Swap_First == -1) 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str;
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf);
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 701}
1016 702
1017/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
1021 * not the class. 707 * not the class.
1022 */ 708 */
1023 709void
1024int 710player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 711{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
1041 714
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1043 if (tl) 716 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
1045 718
1046 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr);
1048 720
1049 op->contr->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
1050 722
1051 if (op->msg) 723 if (ob->msg)
1052 op->msg = NULL; 724 ob->msg = 0;
1053 725
1054 /* We create this now because some of the unique maps will need it
1055 * to save here.
1056 */
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1058 make_path_to_file (buf);
1059
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 726 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op);
1067 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
1068 fix_player (op); 730 ob->update_stats ();
1069 731
1070 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
1071 * is one for this race 733 * is one for this race
1072 */ 734 */
1073 if (*first_map_ext_path) 735 if (*first_map_ext_path)
1074 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1075 object *tmp;
1076 char mapname[MAX_BUF];
1077
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1079 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the
1085 * default initial map */
1086 tmp->destroy ();
1087 }
1088 else 737 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 739}
1092 return 0;
1093 }
1094 740
741void
742player::chargen_race_next ()
743{
1095 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1097 */ 746 */
1098 747
1099 tmp_loop = 0; 748 do
1100 while (!tmp_loop)
1101 { 749 {
1102 shstr name = op->name; 750 shstr name = ob->name;
1103 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
1104 752
1105 remove_statbonus (op); 753 ob->remove_statbonus ();
1106 op->remove (); 754 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 756 ob->arch->copy_to (ob);
1109 op->instantiate (); 757 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
1112 op->x = x; 760 ob->x = x;
1113 op->y = y; 761 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
1117 add_statbonus (op); 765 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 766 }
767 while (!allowed_class (ob));
1120 768
1121 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 771 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 774 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133} 775}
1134 776
1135int 777static void
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182}
1183
1184void
1185flee_player (object *op) 778flee_player (object *op)
1186{ 779{
1187 int dir, diff; 780 int dir, diff;
1188 rv_vector rv; 781 rv_vector rv;
1189 782
1190 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
1191 { 784 {
1192 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1193 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1194 return; 787 return;
1195 } 788 }
1196 789
1197 if (op->enemy == NULL) 790 if (!op->enemy)
1198 { 791 {
1199 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1201 return; 794 return;
1202 } 795 }
1203 796
1204 /* 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))
1205 * op->enemy_count, it is possible that something destroys the
1206 * actual enemy, and the object is recycled.
1207 */
1208 if (op->enemy->map == NULL)
1209 { 798 {
1210 CLEAR_FLAG (op, FLAG_SCARED);
1211 op->enemy = NULL; 799 op->enemy = NULL;
800 op->clr_flag (FLAG_SCARED);
1212 return; 801 return;
1213 } 802 }
1214 803
1215 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1216 {
1217 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED);
1219 return;
1220 }
1221 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1222 805
1223 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1225 { 808 {
1226 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1227 810
1228 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))))
1229 {
1230 return; 812 return;
1231 }
1232 } 813 }
814
1233 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1235 op->enemy = NULL; 817 op->enemy = NULL;
1236} 818}
1237 819
1238
1239/* 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.
1240 * 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
1241 * stop. 822 * stop.
1242 */ 823 */
1243int 824int
1244check_pick (object *op) 825check_pick (object *op)
1245{ 826{
1246 object *tmp, *next; 827 object *tmp, *next;
1247 int stop = 0; 828 int stop = 0;
1248 int j, k, wvratio; 829 int wvratio;
1249 char putstring[128], tmpstr[16];
1250 830
1251 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1253 return 1; 833 return 1;
1254 834
1255 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)
1256 839
1257 /* 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
1258 * destroyed */ 841 * destroyed */
1259 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1260 { 843 {
1261 tmp = next; 844 tmp = next;
1262 next = tmp->below; 845 next = tmp->below;
1263 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1264 if (op->destroyed ()) 853 if (op->destroyed ())
1265 return 0; 854 return 0;
1266 855
1267 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1268 continue; 857 continue;
1269 858
1270 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1271 { 860 {
1272 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1273 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1274 continue; 864 continue;
1275 } 865 }
1276 866
1277 /* 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? */
1278 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1279 { 929 {
1280 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)
1281 { 993 {
1282 case 0: 994 CHK_PICK_PICKUP;
1283 return 1; /* don't pick up */ 995 continue;
1284 case 1:
1285 pick_up (op, tmp);
1286 return 1;
1287 case 2:
1288 pick_up (op, tmp);
1289 return 0;
1290 case 3:
1291 return 0; /* stop before pickup */
1292 case 4:
1293 pick_up (op, tmp);
1294 break;
1295 case 5:
1296 pick_up (op, tmp);
1297 stop = 1;
1298 break;
1299 case 6:
1300 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1301 pick_up (op, tmp);
1302 break;
1303
1304 case 7:
1305 if (tmp->type == MONEY || tmp->type == GEM)
1306 pick_up (op, tmp);
1307 break;
1308
1309 default:
1310 /* use value density */
1311 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1312 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1313 pick_up (op, tmp);
1314 } 996 }
1315 } 997 }
1316 else 998
1317 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1318 /* NEW pickup handling */
1319 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)
1320 { 1005 {
1321 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1322 if (tmp->name != NULL)
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 }
1359 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for
1364 * example.
1365 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#>
1368 */
1369
1370 /* the first two modes are exclusive: if NOTHING we return, if
1371 * STOP then we stop. All the rest are applied sequentially,
1372 * meaning if any test passes, the item gets picked up. */
1373
1374 /* if mode is set to pick nothing up, return */
1375
1376 if (op->contr->mode & PU_NOTHING)
1377 return 1;
1378
1379 /* if mode is set to stop when encountering objects, return */
1380 /* take STOP before INHIBIT since it doesn't actually pick
1381 * anything up */
1382
1383 if (op->contr->mode & PU_STOP)
1384 return 0;
1385
1386 /* useful for going into stores and not losing your settings... */
1387 /* and for battles wher you don't want to get loaded down while
1388 * fighting */
1389 if (op->contr->mode & PU_INHIBIT)
1390 return 1;
1391
1392 /* prevent us from turning into auto-thieves :) */
1393 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1394 continue; 1007 continue;
1008 }
1395 1009
1396 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1397 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;
1398 continue; 1015 continue;
1016 }
1399 1017
1400 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1401 /* 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
1402 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1403 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"))
1404 { 1089 {
1405 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1406 continue; 1091 continue;
1407 } 1092 }
1093 }
1408 1094
1095 /* misc stuff that's useful */
1409 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1410 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1411 { 1098 {
1412 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1413 continue; 1100 continue;
1414 } 1101 }
1415 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1416 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1417 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
1418 { 1110 */
1419 pick_up (op, tmp);
1420 continue;
1421 }
1422
1423 /* spellbooks, skillscrolls and normal books/scrolls */
1424 if (op->contr->mode & PU_SPELLBOOK)
1425 if (tmp->type == SPELLBOOK)
1426 {
1427 pick_up (op, tmp);
1428 continue;
1429 }
1430
1431 if (op->contr->mode & PU_SKILLSCROLL)
1432 if (tmp->type == SKILLSCROLL)
1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1438 if (op->contr->mode & PU_READABLES)
1439 if (tmp->type == BOOK || tmp->type == SCROLL)
1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1445 /* wands/staves/rods/horns */
1446 if (op->contr->mode & PU_MAGIC_DEVICE)
1447 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1448 {
1449 pick_up (op, tmp);
1450 continue;
1451 }
1452
1453 /* pick up all magical items */
1454 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1455 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)
1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1460
1461 if (op->contr->mode & PU_VALUABLES)
1462 { 1113 {
1463 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1464 { 1117 {
1465 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1466 continue;
1467 } 1119 }
1468 }
1469
1470 /* rings & amulets - talismans seems to be typed AMULET */
1471 if (op->contr->mode & PU_JEWELS)
1472 if (tmp->type == RING || tmp->type == AMULET)
1473 {
1474 pick_up (op, tmp);
1475 continue;
1476 }
1477
1478 /* we don't forget dragon food */
1479 if (op->contr->mode & PU_FLESH)
1480 if (tmp->type == FLESH)
1481 {
1482 pick_up (op, tmp);
1483 continue;
1484 }
1485
1486 /* bows and arrows. Bows are good for selling! */
1487 if (op->contr->mode & PU_BOW)
1488 if (tmp->type == BOW)
1489 {
1490 pick_up (op, tmp);
1491 continue;
1492 }
1493
1494 if (op->contr->mode & PU_ARROW)
1495 if (tmp->type == ARROW)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 /* all kinds of armor etc. */
1502 if (op->contr->mode & PU_ARMOUR)
1503 if (tmp->type == ARMOUR)
1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1509 if (op->contr->mode & PU_HELMET)
1510 if (tmp->type == HELMET)
1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1516 if (op->contr->mode & PU_SHIELD)
1517 if (tmp->type == SHIELD)
1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1523 if (op->contr->mode & PU_BOOTS)
1524 if (tmp->type == BOOTS)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_GLOVES)
1531 if (tmp->type == GLOVES)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_CLOAK)
1538 if (tmp->type == CLOAK)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 /* hoping to catch throwing daggers here */
1545 if (op->contr->mode & PU_MISSILEWEAPON)
1546 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1547 {
1548 pick_up (op, tmp);
1549 continue;
1550 }
1551
1552 /* careful: chairs and tables are weapons! */
1553 if (op->contr->mode & PU_ALLWEAPON)
1554 {
1555 if (tmp->type == WEAPON && tmp->name != NULL)
1556 {
1557 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1559 {
1560 pick_up (op, tmp);
1561 continue;
1562 }
1563 }
1564
1565 if (tmp->type == WEAPON && tmp->name == NULL)
1566 {
1567 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1568 {
1569 pick_up (op, tmp);
1570 continue;
1571 }
1572 }
1573 }
1574
1575 /* misc stuff that's useful */
1576 if (op->contr->mode & PU_KEY)
1577 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1578 {
1579 pick_up (op, tmp);
1580 continue;
1581 }
1582
1583 /* any of the last 4 bits set means we use the ratio for value
1584 * pickups */
1585 if (op->contr->mode & PU_RATIO)
1586 {
1587 /* use value density to decide what else to grab */
1588 /* >=7 was >= op->contr->mode */
1589 /* >=7 is the old standard setting. Now we take the last 4 bits
1590 * and multiply them by 5, giving 0..15*5== 5..75 */
1591 wvratio = (op->contr->mode & PU_RATIO) * 5;
1592 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1593 {
1594 pick_up (op, tmp);
1595#if 0
1596 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1597 if (tmp->name != NULL)
1598 {
1599 fprintf (stderr, "%s", tmp->name);
1600 }
1601 else 1120 else
1602 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1603 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1604 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))));
1605#endif 1124#endif
1125 CHK_PICK_PICKUP;
1606 continue; 1126 continue;
1607 }
1608 } 1127 }
1609 } /* the new pickup model */ 1128 } /* the new pickup model */
1610 } 1129 }
1611 1130
1612 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;
1613} 1167}
1614 1168
1615/* 1169/*
1616 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1617 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1618 * found object is returned. 1172 * found object is returned.
1619 */ 1173 */
1620object * 1174static object *
1621find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1622{ 1176{
1623 object *tmp = NULL;
1624
1625 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type);
1628 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);
1629 return op; 1186 return arrow;
1187 }
1188
1630 return tmp; 1189 return 0;
1631} 1190}
1632 1191
1633/* 1192/*
1634 * 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
1635 * 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
1636 * 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
1637 * 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.
1638 */ 1197 */
1639 1198static object *
1640object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1642{ 1200{
1643 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1645 1203
1646 if (!type) 1204 if (!type)
1647 return NULL; 1205 return NULL;
1648 1206
1649 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1650 { 1208 {
1651 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1652 { 1210 {
1653 i = 0; 1211 i = 0;
1654 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1655 if (i > betterby) 1214 if (i > betterby)
1656 { 1215 {
1657 tmp = ntmp; 1216 tmp = ntmp;
1658 betterby = i; 1217 betterby = i;
1659 } 1218 }
1660 } 1219 }
1661 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1662 { 1221 {
1663 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1664 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1665 { 1224 {
1666 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1667 { 1226 {
1668 *better = 100; 1227 *better = 100;
1669 return arrow; 1228 return arrow;
1677 else 1236 else
1678 { 1237 {
1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 { 1239 {
1681 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1683 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)
1684 { 1243 {
1685 tmp = arrow; 1244 tmp = arrow;
1686 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;
1687 } 1246 }
1688 } 1247 }
1248
1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690 { 1250 {
1691 tmp = arrow; 1251 tmp = arrow;
1692 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1693 } 1253 }
1254
1694 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1695 { 1256 {
1696 tmp = arrow; 1257 tmp = arrow;
1697 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1698 } 1259 }
1699 } 1260 }
1700 } 1261 }
1701 } 1262 }
1263
1702 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1703 return find_arrow (op, type); 1265 return find_arrow (op, type);
1704 1266
1705 *better = betterby; 1267 *better = betterby;
1706 return tmp; 1268 return tmp;
1710 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1273 * op = the shooter
1712 * type = bow->race 1274 * type = bow->race
1713 * dir = fire direction 1275 * dir = fire direction
1714 */ 1276 */
1715 1277static object *
1716object *
1717pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1718{ 1279{
1719 object *tmp = NULL; 1280 object *tmp = NULL;
1720 maptile *m; 1281 maptile *m;
1721 int i, mflags, found, number; 1282 int i, mflags, found, number;
1722 sint16 x, y; 1283 sint16 x, y;
1737 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1738 { 1299 {
1739 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1740 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1741 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1742 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1743 { 1305 {
1744 tmp = NULL; 1306 tmp = 0;
1745 break; 1307 break;
1746 } 1308 }
1747 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)
1748 { 1310 {
1749 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1750 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1751 */ 1313 */
1752 tmp = NULL; 1314 tmp = 0;
1753 break; 1315 break;
1754 } 1316 }
1317
1755 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1756 {
1757 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)
1758 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1759 {
1760 found++;
1761 break;
1762 }
1763 if (found)
1764 break; 1321 break;
1765 }
1766 } 1322 }
1767 if (tmp == NULL) 1323
1324 if (!tmp)
1768 return find_arrow (op, type); 1325 return find_arrow (op, type);
1769 1326
1770 if (tmp->head) 1327 if (tmp->head)
1771 tmp = tmp->head; 1328 tmp = tmp->head;
1772 1329
1785 */ 1342 */
1786int 1343int
1787fire_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)
1788{ 1345{
1789 object *left, *bow; 1346 object *left, *bow;
1790 int bowspeed, mflags; 1347 int mflags;
1791 maptile *m; 1348 maptile *m;
1792 1349
1793 if (!dir) 1350 if (!dir)
1794 { 1351 {
1795 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!");
1796 return 0; 1353 return 0;
1797 } 1354 }
1798 if (op->type == PLAYER) 1355
1799 bow = op->contr->ranges[range_bow]; 1356 if (op->contr)
1357 bow = op->current_weapon;
1800 else 1358 else
1801 { 1359 {
1802 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1803 /* 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
1804 * 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.
1809 if (!bow) 1367 if (!bow)
1810 { 1368 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1370 return 0;
1813 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1814 } 1375 }
1376
1815 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1816 { 1378 {
1817 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);
1818 return 0; 1380 return 0;
1819 } 1381 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1382
1829 if (arrow == NULL) 1383 if (arrow == NULL)
1830 { 1384 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1386 {
1833 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1834 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);
1835 /* 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 */
1836 else 1390 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1838 return 0; 1393 return 0;
1839 } 1394 }
1840 } 1395 }
1396
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1398 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1399 return 0;
1845 } 1400
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1401 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1402 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1404 return 0;
1850 } 1405 }
1851 1406
1852 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1853 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1854 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1855 arrow->destroy (); 1411 arrow->destroy ();
1856 return 0; 1412 return 0;
1857 } 1413 }
1858 1414
1859 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1861 if (arrow == NULL) 1417 if (!arrow)
1862 { 1418 {
1863 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);
1864 return 0; 1420 return 0;
1865 } 1421 }
1422
1866 arrow->set_owner (op); 1423 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1425 arrow->direction = dir;
1870 arrow->x = sx; 1426
1871 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;
1872 1458
1873 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1874 { 1460 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup (arrow->slaying);
1885
1886 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 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;
1908 } 1468 }
1909 else 1469 else
1910 { 1470 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1471 arrow->level = op->level;
1913 } 1472 arrow->stats.wc -= bow->magic;
1914 1473
1915 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1916 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1917 1479
1918 if (bow->slaying != NULL) 1480 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1482
1921 arrow->map = m; 1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1486
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1926 insert_ob_in_map (arrow, m, op, 0); 1488 m->insert (arrow, sx, sy, op);
1927 1489
1928 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1491 move_arrow (arrow);
1930
1931 if (op->type == PLAYER)
1932 {
1933 if (left->destroyed ())
1934 esrv_del_item (op->contr, left->count);
1935 else
1936 esrv_send_item (op, left);
1937 }
1938 1492
1939 return 1; 1493 return 1;
1940} 1494}
1941 1495
1942/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1944 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1945 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1946 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1947 * hence the function name. 1501 * hence the function name.
1948 */ 1502 */
1949int 1503static int
1950player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1951{ 1505{
1952 int ret = 0, wcmod = 0; 1506 int ret;
1953 1507
1954 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1955 { 1509 {
1956 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);
1957 } 1511 }
1958 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)
1959 { 1513 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1961 wcmod = -1;
1962 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);
1963 } 1516 }
1964 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1965 { 1518 {
1966 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);
1967 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)]);
1968 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)]);
1969 } 1522 }
1970 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1524 {
1972 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);
1973 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);
1974 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);
1975
1976 } 1528 }
1977 else 1529 else
1978 { 1530 {
1979 /* Simple case */ 1531 /* Simple case */
1980 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);
1981 } 1533 }
1534
1982 return ret; 1535 return ret;
1983} 1536}
1984
1985 1537
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1988 */ 1540 */
1989void 1541static void
1990fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1991{ 1543{
1992 object *item; 1544 object *item = op->contr->ranged_ob;
1993 1545
1994 if (!op->contr->ranges[range_misc]) 1546 if (!item)
1995 { 1547 {
1996 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.");
1997 return; 1549 return;
1998 } 1550 }
1999 1551
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1552 if (!item->inv)
2002 { 1553 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1555 return;
2005 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
2006 if (item->type == WAND) 1561 if (item->type == WAND)
2007 { 1562 {
2008 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
2009 { 1564 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
2011 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
2012 return; 1568 return;
2013 } 1569 }
2014 } 1570 }
2015 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
2016 { 1572 {
2017 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))
2018 { 1578 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
2020 if (item->type == ROD) 1581 if (item->type == ROD)
2021 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));
2022 else 1583 else
2023 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
2024 return; 1586 return;
2025 } 1587 }
2026 } 1588 }
2027 1589
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
2029 { 1591 {
2030 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
2031 if (item->type == WAND) 1594 if (item->type == WAND)
2032 { 1595 {
2033 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
2034 { 1597 {
2035 object *tmp; 1598 object *tmp;
2036 1599
2037 if (item->arch) 1600 if (item->arch)
2038 { 1601 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
2041 item->speed = 0; 1604 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1605 }
2044 if ((tmp = is_player_inv (item))) 1606
1607 if (object *pl = item->visible_to ())
2045 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
2046 } 1609 }
2047 } 1610 }
2048 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1612 drain_rod_charge (item);
2051 }
2052 } 1613 }
2053} 1614}
2054 1615
2055/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
2056 */ 1617 */
2057void 1618bool
2058fire (object *op, int dir) 1619fire (object *who, int dir)
2059{ 1620{
2060 int spellcost = 0; 1621 int spellcost = 0;
2061 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
2062 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
2064 make_visible (op); 1646 make_visible (who);
2065 1647
2066 switch (op->contr->shoottype) 1648 switch (ob->type)
2067 { 1649 {
2068 case range_none: 1650 case BOW:
2069 return;
2070
2071 case range_bow:
2072 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
2073 return; 1652 break;
2074 1653
2075 case range_magic: /* Casting spells */ 1654 case SPELL:
2076 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);
2077 return; 1656 break;
2078 1657
2079 case range_misc: 1658 case BUILDER:
2080 fire_misc_object (op, dir);
2081 return;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
2104 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
2105 default: 1670 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
2107 return; 1672 break;
2108 } 1673 }
2109}
2110 1674
1675 return true;
1676}
2111 1677
2112 1678static object *
2113/* find_key
2114 * We try to find a key for the door as passed. If we find a key
2115 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic
2117 * for both is the same - just the specific key is different.
2118 * pl is the player,
2119 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers.
2122 */
2123
2124object *
2125find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
2126{ 1680{
2127 object *tmp, *key; 1681 object *tmp, *key;
2128 1682
2129 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1684 if (!container->inv)
2131 return NULL; 1685 return 0;
2132 1686
2133 /* 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 */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1689 {
2136 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1691 break;
1692
2138 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
2140 */ 1695 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1697 break;
2143 } 1698 }
1699
2144 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
2145 /* 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.
2146 * 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
2147 * a key, return 1703 * a key, return
2148 */ 1704 */
2149 if (!tmp) 1705 if (!tmp)
2150 { 1706 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 {
2153 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
2155 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
2157 return key; 1711 return key;
2158 } 1712
2159 }
2160 if (!tmp) 1713 if (!tmp)
2161 return NULL; 1714 return 0;
2162 } 1715 }
1716
2163 /* 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,
2164 * see if we actually want to use it 1718 * see if we actually want to use it
2165 */ 1719 */
2166 if (pl != container) 1720 if (pl != container)
2167 { 1721 {
2168 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
2169 if (!pl->contr) 1723 if (!pl->contr)
2170 return NULL; 1724 return 0;
1725
2171 /* cases where this fails: 1726 /* cases where this fails:
2172 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
2173 * are not in the players inventory. 1728 * are not in the players inventory.
2174 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
2175 * containers can be used. 1730 * containers can be used.
2179 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
2180 * 1735 *
2181 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
2182 * all the others. 1737 * all the others.
2183 */ 1738 */
2184 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
2185 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
2186 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2187 { 1742 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "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));
2190 return NULL; 1745 return NULL;
2191 } 1746 }
2192 } 1747 }
1748
2193 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);
2194} 1775}
2195 1776
2196/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
2198 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
2199 * 0 otherwise 1780 * 0 otherwise
2200 */ 1781 */
2201static int 1782static int
2202player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
2203{ 1784{
2204
2205 /* 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,
2206 * 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 -
2207 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
2208 */ 1788 */
2209 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
2210 1790
2211 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
2212 if (key) 1792 if (key)
2213 { 1793 {
2214 object *container = key->env; 1794 object *container = key->env;
2215 1795
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2217 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
2218 make_visible (op); 1797 make_visible (op);
1798
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
2221 if (door->type == DOOR) 1802 if (door->type == DOOR)
2222 {
2223 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 */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
2226 { 1805 {
2227 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);
2228 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1808 }
1809
2230 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1812
2233 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container);
2235 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2236 } 1814 }
2237 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2238 { 1816 {
2239 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2240 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...");
2241 return 1; 1819 return 1;
2242 } 1820 }
1821
2243 return 0; 1822 return 0;
2244} 1823}
2245 1824
2246/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2251 */ 1830 */
2252 1831bool
2253void
2254move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2255{ 1833{
2256 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2257 sint16 nx, ny; 1835 {
2258 int on_battleground; 1836 --op->speed_left;
2259 maptile *m; 1837 return true;
1838 }
2260 1839
2261 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2263 1842
2264 on_battleground = op_on_battleground (op, NULL, NULL); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2265 1845
2266 /* 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
2267 * 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
2268 * 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
2269 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2270 * 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
2271 * 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
2272 * 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
2273 * move_ob uses. 1853 * move_ob uses.
2274 */ 1854 */
2275 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;
2276 { 1870 }
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 if (!mon) /* This happens anytime the player tries to move */
1873 return false; /* into a wall */
1874
1875 mon = mon->head_ ();
1876
1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f)
1879 if (player_attack_door (op, mon))
1880 {
1881 --op->contr->weapon_sp_left;
1882 return true;
2278 { 1883 }
2279 m = get_map_from_coord (op->map, &nx, &ny); 1884
2280 if (!m) 1885 /* The following deals with possibly attacking peaceful
2281 return; /* Don't think this should happen */ 1886 * or friendly creatures. Basically, all players are considered
1887 * unaggressive. If the moving player has peaceful set, then the
1888 * object should be pushed instead of attacked. It is assumed that
1889 * if you are braced, you will not attack friends accidently,
1890 * and thus will not push them.
1891 */
1892
1893 /* If the creature is a pet, push it even if the player is not
1894 * peaceful. Our assumption is the creature is a pet if the
1895 * player owns it and it is either friendly or unagressive.
1896 */
1897 if (op->type == PLAYER
1898 && ((mon->owner && mon->owner->contr
1899 && same_party (mon->owner->contr->party, op->contr->party))
1900 || mon->owner == op)
1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1902 {
1903 /* If we're braced, we don't want to switch places with it */
1904 if (op->contr->braced)
1905 return false;
1906
1907 if (op->speed_left > 0.f)
1908 {
1909 --op->speed_left;
1910
1911 op->play_sound (sound_find ("push_player"));
1912 push_ob (mon, dir, op);
1913
1914 if (action_makes_visible (op))
1915 make_visible (op);
1916
1917 return true;
2282 } 1918 }
2283 else 1919 else
2284 m = op->map;
2285
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 1920 return false;
2290 } 1921 }
2291 1922
2292 mon = NULL; 1923 bool on_battleground = op_on_battleground (op, 0, 0);
2293 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space
2297 */
2298 while (tmp != NULL)
2299 {
2300 if (tmp == op)
2301 {
2302 tmp = tmp->above;
2303 continue;
2304 }
2305 1924
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp;
2309 break;
2310 }
2311
2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2313 mon = tmp;
2314
2315 tmp = tmp->above;
2316 }
2317
2318 if (mon == NULL) /* This happens anytime the player tries to move */
2319 return; /* into a wall */
2320
2321 if (mon->head != NULL)
2322 mon = mon->head;
2323
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon))
2326 return;
2327
2328 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them.
2334 */
2335
2336 /* If the creature is a pet, push it even if the player is not
2337 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive.
2339 */
2340 if ((op->type == PLAYER)
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2345#else
2346 && mon->owner == op
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 {
2350 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced)
2352 return;
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op);
2357 return;
2358 }
2359
2360 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2362 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
2363 * attack them either. 1928 * attack them either.
2364 */ 1929 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 1930 if ((mon->type == PLAYER || mon->enemy != op)
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2367#ifdef PROHIBIT_PLAYERKILL 1932 && ((op->contr->peaceful
2368 (op->contr->peaceful 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 1934 && !on_battleground))
2370 && mon->contr-> 1935 {
2371 peaceful)) && 1936 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 1937 {
1938 --op->speed_left;
1939
2377 if (!op->contr->braced) 1940 if (!op->contr->braced)
2378 { 1941 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1942 op->play_sound (sound_find ("push_player"));
2380 (void) push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2381 } 1944 }
2382 else 1945 else
2383 { 1946 op->statusmsg ("You withhold your attack");
2384 new_draw_info (0, 0, op, "You withhold your attack"); 1947
2385 }
2386 if (op->contr->tmp_invis || op->hide) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2387 make_visible (op); 1949 make_visible (op);
2388 }
2389 1950
1951 return true;
1952 }
1953 }
2390 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
2391 * roll it if not braced. You can't roll it if you are braced. 1955 * roll it if not braced. You can't roll it if you are braced.
2392 */ 1956 */
2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1958 {
1959 if (op->speed_left > 0.f)
2394 { 1960 {
1961 --op->speed_left;
1962
2395 recursive_roll (mon, dir, op); 1963 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2397 make_visible (op); 1965 make_visible (op);
2398 }
2399 1966
1967 return true;
1968 }
1969 }
2400 /* Any generic living creature. Including things like doors. 1970 /* Any generic living creature. Including things like doors.
2401 * Way it works is like this: First, it must have some hit points 1971 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 1973 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 1974 * that party_number -1 is no party, so attacks can still happen.
2405 */ 1975 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 1978 {
2410 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit)
2417 { 1980 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 1981 --op->contr->weapon_sp_left;
2419 1982
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 }
2422
2423 skill_attack (mon, op, 0, NULL, NULL); 1983 skill_attack (mon, op, 0, 0, 0);
2424 1984
2425 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is
2428 * the wiz.
2429 */
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 {
2432 short luck = mon->stats.luck;
2433
2434 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL);
2436 mon->stats.luck = luck;
2437 }
2438 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2439 make_visible (op); 1986 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 1987
2444int 1988 return true;
1989 }
1990 }
1991
1992 return false;
1993}
1994
1995bool
2445move_player (object *op, int dir) 1996move_player (object *op, int dir)
2446{ 1997{
2447 int pick;
2448
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2450 return 0; 1999 return 0;
2451 2000
2452 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2454 { 2003 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2005 return 0;
2457 } 2006 }
2458 2007
2459 /* peterm: added following line */ 2008 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2011
2463 op->facing = dir; 2012 op->facing = dir;
2464 2013
2465 if (op->hide) 2014 if (op->flag [FLAG_HIDDEN])
2466 do_hidden_move (op); 2015 do_hidden_move (op);
2467 2016
2017 bool retval;
2018 int pick = 0;
2019
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2021 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
2471 fire (op, dir); 2023 retval = fire (op, dir);
2472 else 2024 else
2473 { 2025 {
2474 move_player_attack (op, dir); 2026 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2027 pick = check_pick (op);
2476 } 2028 }
2477 2029
2478 /* Add special check for newcs players and fire on - this way, the 2030 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2031 * server can handle repeat firing.
2480 */ 2032 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2033 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2034 op->direction = dir;
2484 }
2485 else 2035 else
2486 {
2487 op->direction = 0; 2036 op->direction = 0;
2488 } 2037
2489 /* Update how the player looks. Use the facing, so direction may 2038 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2039 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2040 * for players.
2492 */ 2041 */
2493 animate_object (op, op->facing); 2042 animate_object (op, op->facing);
2494 return 0; 2043
2044 return retval;
2495} 2045}
2496 2046
2497/* This is similar to handle_player, below, but is only used by the 2047/* This is similar to handle_player, below, but is only used by the
2498 * new client/server stuff. 2048 * new client/server stuff.
2499 * This is sort of special, in that the new client/server actually uses 2049 * This is sort of special, in that the new client/server actually uses
2500 * the new speed values for commands. 2050 * the new speed values for commands.
2501 * 2051 *
2502 * Returns true if there are more actions we can do. 2052 * Returns true if there are more actions we can do. Should not do
2053 * many actions in a row, as that would be too unfair to other
2054 * players.
2503 */ 2055 */
2504int 2056bool
2505handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2506{ 2058{
2507 if (op->contr->hidden) 2059 if (op->flag [FLAG_SCARED])
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 } 2060 {
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2061 if (op->speed_left > 0.f)
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 } 2062 {
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 {
2529 flee_player (op);
2530 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 {
2533 op->speed_left--; 2063 --op->speed_left;
2064 flee_player (op);
2065
2534 return 0; 2066 return true;
2535 } 2067 }
2068 else
2069 return false;
2536 } 2070 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2071
2546 /* call this here - we also will call this in do_ericserver, but 2072 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2073 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2074 * called, so we recheck it here.
2549 */ 2075 */
2550 HandleClient (op->contr->socket, op->contr); 2076 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0) 2077 return true;
2078
2079 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2080 return move_player (op, op->direction);
2081
2082 return false;
2083}
2084
2085static int
2086save_life (object *op)
2087{
2088 if (!op->flag [FLAG_LIFESAVE])
2552 return 0; 2089 return 0;
2553 2090
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2558
2559 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff.
2562 */
2563 move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569
2570 return 0;
2571}
2572
2573int
2574save_life (object *op)
2575{
2576 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2577 return 0;
2578
2579 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2580 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2581 { 2093 {
2582 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2094 op->play_sound (sound_find ("ob_evaporate"));
2583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2584 2096
2585 if (op->contr)
2586 esrv_del_item (op->contr, tmp->count);
2587
2588 tmp->destroy (); 2097 tmp->destroy ();
2589 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2590 2099
2591 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2592 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2593 2102
2594 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2595 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2596 2105
2597 fix_player (op); 2106 op->update_stats ();
2598 return 1; 2107 return 1;
2599 } 2108 }
2600 2109
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2113 return 0;
2605} 2114}
2606 2115
2607/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2608 * back in the map (location and map determined by values of env). This 2117 * back in the map (location and map determined by values of env). This
2609 * function will descend into containers. op is the object to start the search 2118 * function will descend into containers. op is the object to start the search
2610 * from. 2119 * from.
2611 */ 2120 */
2121static void
2122drop_unpaid_items (object *op, object *env)
2123{
2124 while (op)
2125 {
2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2127
2128 if (op->flag [FLAG_UNPAID])
2129 op->insert_at (env);
2130 else if (op->inv)
2131 drop_unpaid_items (op->inv, env);
2132
2133 op = next;
2134 }
2135}
2136
2612void 2137void
2613remove_unpaid_objects (object *op, object *env) 2138object::drop_unpaid_items ()
2614{ 2139{
2615 object *next; 2140 if (!flag [FLAG_REMOVED])
2616 2141 ::drop_unpaid_items (inv, this);
2617 while (op)
2618 {
2619 next = op->below; /* Make sure we have a good value, in case
2620 * we remove object 'op'
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0);
2630 }
2631 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env);
2633
2634 op = next;
2635 }
2636} 2142}
2637
2638
2639/*
2640 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the
2643 * best, a misc file for object actions is probably better,
2644 * but there isn't one in the server directory.
2645 */
2646char *
2647gravestone_text (object *op)
2648{
2649 static char buf2[MAX_BUF];
2650 char buf[MAX_BUF];
2651 time_t now = time (NULL);
2652
2653 strcpy (buf2, " R.I.P.\n\n");
2654 if (op->type == PLAYER)
2655 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2656 else
2657 sprintf (buf, "%s\n", &op->name);
2658
2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf);
2661 if (op->type == PLAYER)
2662 sprintf (buf, "who was in level %d when killed\n", op->level);
2663 else
2664 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2665
2666 strncat (buf2, " ", 20 - strlen (buf) / 2);
2667 strcat (buf2, buf);
2668 if (op->type == PLAYER)
2669 {
2670 sprintf (buf, "by %s.\n\n", op->contr->killer);
2671 strncat (buf2, " ", 21 - strlen (buf) / 2);
2672 strcat (buf2, buf);
2673 }
2674
2675 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf);
2678
2679 return buf2;
2680}
2681
2682
2683 2143
2684void 2144void
2685do_some_living (object *op) 2145do_some_living (object *op)
2686{ 2146{
2687 int last_food = op->stats.food; 2147 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2153 int rate_grace = 2000;
2694 const int max_hp = 1; 2154 const int max_hp = 1;
2695 const int max_sp = 1; 2155 const int max_sp = 1;
2696 const int max_grace = 1; 2156 const int max_grace = 1;
2697 2157
2698 if (op->contr->outputs_sync) 2158 if (op->contr->hidden)
2699 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2159 {
2160 op->invisible = 1000;
2161 /* the socket code flashes the player visible/invisible
2162 * depending on the value of invisible, so we need to
2163 * alternate it here for it to work correctly.
2164 */
2165 if (pticks & 2)
2166 op->invisible--;
2167 }
2168 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2169 {
2170 if (!op->invisible--)
2171 {
2172 make_visible (op);
2173 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2174 }
2175 }
2704 2176
2705 if (op->contr->state == ST_PLAYING) 2177 if (op->contr->ns->state == ST_PLAYING)
2706 { 2178 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2179 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2180 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2181 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2182 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2183 else
2713 { 2184 {
2714 gen_hp = op->stats.maxhp; 2185 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2186 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2187 }
2188
2717 if (op->contr->gen_sp >= 0) 2189 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2190 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2191 else
2720 { 2192 {
2721 gen_sp = op->stats.maxsp; 2193 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2194 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2195 }
2196
2724 if (op->contr->gen_grace >= 0) 2197 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2198 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2199 else
2727 { 2200 {
2728 gen_grace = op->stats.maxgrace; 2201 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2202 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2203 }
2731 2204
2732 /* Regenerate Spell Points */
2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2734 {
2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2736 if (op->stats.sp < op->stats.maxsp)
2737 {
2738 op->stats.sp++;
2739 /* dms do not consume food */
2740 if (!QUERY_FLAG (op, FLAG_WIZ))
2741 {
2742 op->stats.food--;
2743 if (op->contr->digestion < 0)
2744 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food;
2747 }
2748 }
2749 if (max_sp > 1)
2750 {
2751 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0)
2753 {
2754 if (op->stats.sp < op->stats.maxsp)
2755 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--;
2759 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp;
2761 }
2762 op->last_sp = 0;
2763 }
2764 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 }
2769 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 }
2774
2775 /* Regenerate Grace */ 2205 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2206 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2207 if (--op->last_grace < 0)
2778 { 2208 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2209 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2210 op->stats.grace++; /* no penalty in food for regaining grace */
2211
2781 if (max_grace > 1) 2212 if (max_grace > 1)
2782 { 2213 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2214 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2215 if (over_grace > 0)
2785 { 2216 {
2797 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2228 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2798 } 2229 }
2799 /* wearing stuff doesn't detract from grace generation. */ 2230 /* wearing stuff doesn't detract from grace generation. */
2800 } 2231 }
2801 2232
2233 if (op->stats.food > 0)
2234 {
2802 /* Regenerate Hit Points */ 2235 /* Regenerate Spell Points */
2803 if (--op->last_heal < 0) 2236 if (!op->contr->golem && --op->last_sp < 0)
2804 {
2805 if (op->stats.hp < op->stats.maxhp)
2806 { 2237 {
2807 op->stats.hp++; 2238 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2808 /* dms do not consume food */ 2239
2809 if (!QUERY_FLAG (op, FLAG_WIZ)) 2240 if (op->stats.sp < op->stats.maxsp)
2810 { 2241 {
2242 op->stats.sp++;
2243
2244 /* dms do not consume food */
2245 if (!op->flag [FLAG_WIZ])
2246 {
2811 op->stats.food--; 2247 op->stats.food--;
2248
2812 if (op->contr->digestion < 0) 2249 if (op->contr->digestion < 0)
2813 op->stats.food += op->contr->digestion; 2250 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2251 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2252 op->stats.food = last_food;
2253 }
2816 } 2254 }
2817 } 2255
2818 if (max_hp > 1) 2256 if (max_sp > 1)
2819 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0)
2822 { 2257 {
2823 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2258 over_sp = (gen_sp + 10) / rate_sp;
2259 if (over_sp > 0)
2260 {
2261 if (op->stats.sp < op->stats.maxsp)
2262 {
2263 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2264
2265 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2266 op->stats.sp--;
2267
2268 if (op->stats.sp > op->stats.maxsp)
2269 op->stats.sp = op->stats.maxsp;
2270 }
2271
2824 op->last_heal = 0; 2272 op->last_sp = 0;
2273 }
2274 else
2275 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2825 } 2276 }
2826 else 2277 else
2278 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2279 }
2280
2281 /* Regenerate Hit Points */
2282 if (--op->last_heal < 0)
2283 {
2284 if (op->stats.hp < op->stats.maxhp)
2827 { 2285 {
2828 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2286 op->stats.hp++;
2287
2288 /* dms do not consume food */
2289 if (!op->flag [FLAG_WIZ])
2290 {
2291 op->stats.food--;
2292
2293 if (op->contr->digestion < 0)
2294 op->stats.food += op->contr->digestion;
2295 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2296 op->stats.food = last_food;
2297 }
2829 } 2298 }
2299
2300 if (max_hp > 1)
2301 {
2302 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2303
2304 if (over_hp > 0)
2305 {
2306 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2830 } 2311 }
2831 else 2312 else
2832 {
2833 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2834 } 2314 }
2835 } 2315 }
2836 2316
2837 /* Digestion */ 2317 /* Digestion */
2838 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2839 { 2319 {
2840#ifdef COZY_SERVER 2320 int bonus = max (0, op->contr->digestion),
2841 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2321 penalty = max (0, -op->contr->digestion);
2842 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2843#else
2844 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2845#endif
2846 2322
2847 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2849 else 2324
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2851 /* dms do not consume food */ 2325 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2853 op->stats.food--; 2327 op->stats.food--;
2854 } 2328 }
2855 }
2856 2329
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2331 {
2859 object *tmp, *flesh = NULL; 2332 object *flesh = 0;
2860 2333
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2334 for_inv_removable (op, tmp)
2862 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 { 2335 {
2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2340 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2341 op->statusmsg ("You blindly grab for a bite of food. "
2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2868 manual_apply (op, tmp, 0); 2343 op->apply (tmp);
2344
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2346 break;
2871 } 2347 }
2872 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2873 flesh = tmp; 2349 flesh = tmp;
2874 } /* End if paid for object */ 2350 }
2875 } /* end of for loop */ 2351
2876 /* If player is still starving, it means they don't have any food, so 2352 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2353 * eat flesh instead.
2878 */ 2354 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2356 {
2357 op->statusmsg ("You blindly grab for a bite of food. "
2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2359 op->apply (flesh);
2360 }
2361
2362 // If player is still starving, alert him!
2363 if (op->stats.food < 0)
2364 op->failmsg ("You are starving! "
2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2880 { 2366 }
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2367
2882 manual_apply (op, flesh, 0); 2368 if (op->stats.food < 0)
2883 } 2369 {
2884 } /* end if player is starving */ 2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2885 2372
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2373 if (op->stats.hp < 0)
2887 op->stats.food++, op->stats.hp--; 2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2888 2379
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2380 /* killer should be set here already */
2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2890 kill_player (op); 2382 kill_player (op);
2383 }
2891} 2384}
2892
2893
2894 2385
2895/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2387 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2388 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2389 * file.
2899 */ 2390 */
2900void 2391void
2901kill_player (object *op) 2392kill_player (object *op)
2902{ 2393{
2903 char buf[MAX_BUF];
2904 int x, y; 2394 int x, y;
2905
2906 //int i;
2907 maptile *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2908
2909 /* int z;
2910 int num_stats_lose;
2911 int lost_a_stat;
2912 int lose_this_stat;
2913 int this_stat; */
2914 int will_kill_again; 2396 int will_kill_again;
2915 archetype *at; 2397 archetype *at;
2916 object *tmp; 2398 object *tmp;
2917 2399
2918 if (save_life (op)) 2400 if (save_life (op))
2919 return; 2401 return;
2920 2402
2403 dynbuf_text deathtab;
2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2921 2438
2922 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2923 * in cities ONLY!!! It is very important that this doesn't get abused. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2924 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2925 */ 2442 */
2926 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2927 { 2444 {
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930
2931 /* restore player */
2932 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op);
2934 if (tmp)
2935 {
2936 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 }
2939
2940 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op);
2942 if (tmp)
2943 {
2944 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 }
2947
2948 cure_disease (op, 0); /* remove any disease */
2949 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0)
2951 op->stats.food = 999;
2952 2446
2953 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2955 if (tmp != NULL) 2449
2956 { 2450 tmp->name = format ("%s's finger" , &op->name);
2957 sprintf (buf, "%s's finger", &op->name); 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2958 tmp->name = buf; 2452 tmp->msg = format (
2959 sprintf (buf, " This finger has been cut off %s\n" 2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2454 &op->name, op->contr->title,
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2455 (int)op->level,
2962 tmp->msg = buf; 2456 op->contr->killer_name ()
2457 );
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2459 tmp->material = name_to_material (shstr_organic);
2965 tmp->x = op->x, tmp->y = op->y; 2460 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 }
2968 2461
2969 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2972 return; 2467 return;
2973 } 2468 }
2974 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2975 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2976 2474
2977 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2978 2476
2979 if (op->stats.food < 0) 2477 op->contr->play_sound (sound_find ("player_dies"));
2478
2479 /* save the map location for corpse, gravestone */
2480 x = op->x;
2481 y = op->y;
2482 map = op->map;
2483
2484 /* NOT_PERMADEATH code. This basically brings the character back to
2485 * life if they are dead - it takes some exp and a random stat.
2486 * See the config.h file for a little more in depth detail about this.
2487 */
2488
2489 /* Basically two ways to go - remove a stat permanently, or just
2490 * make it depletion. This bunch of code deals with that aspect
2491 * of death.
2492 */
2493#ifndef COZY_SERVER
2494 if (settings.balanced_stat_loss)
2980 { 2495 {
2981 if (op->contr->explore) 2496 /* If stat loss is permanent, lose one stat only. */
2982 { 2497 /* Lower level chars don't lose as many stats because they suffer
2983 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2498 more if they do. */
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2499 /* Higher level characters can afford things such as potions of
2985 op->stats.food = 999; 2500 restoration, or better, stat potions. So we slug them that
2986 return; 2501 little bit harder. */
2987 } 2502 /* GD */
2988 sprintf (buf, "%s starved to death.", &op->name); 2503 if (settings.stat_loss_on_death)
2989 strcpy (op->contr->killer, "starvation"); 2504 num_stats_lose = 1;
2505 else
2506 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2990 } 2507 }
2991 else 2508 else
2992 { 2509 num_stats_lose = 1;
2993 if (op->contr->explore) 2510
2994 { 2511 lost_a_stat = 0;
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2512
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2513 for (z = 0; z < num_stats_lose; z++)
2997 op->stats.hp = op->stats.maxhp;
2998 return;
2999 }
3000 sprintf (buf, "%s died.", &op->name);
3001 } 2514 {
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2515 i = rndm (NUM_STATS);
3003 2516
3004 /* save the map location for corpse, gravestone */
3005 x = op->x;
3006 y = op->y;
3007 map = op->map;
3008
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this.
3015 */
3016
3017 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect
3019 * of death.
3020 */
3021#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss)
3023 {
3024 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */
3027 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */
3030 /* GD */
3031 if (settings.stat_loss_on_death) 2517 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2518 {
3033 else 2519 /* Pick a random stat and take a point off it. Tell the player
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2520 * what he lost.
2521 */
2522 change_attr_value (&(op->stats), i, -1);
2523 check_stat_bounds (&(op->stats));
2524 change_attr_value (&(op->contr->orig_stats), i, -1);
2525 check_stat_bounds (&(op->contr->orig_stats));
2526 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2527 lost_a_stat = 1;
3035 } 2528 }
3036 else 2529 else
3037 { 2530 {
3038 num_stats_lose = 1; 2531 /* deplete a stat */
3039 } 2532 archetype *deparch = archetype::find (shstr_depletion);
3040 lost_a_stat = 0; 2533 object *dep;
3041 2534
3042 for (z = 0; z < num_stats_lose; z++) 2535 dep = present_arch_in_ob (deparch, op);
3043 { 2536 if (!dep)
3044 i = RANDOM () % NUM_STATS;
3045
3046 if (settings.stat_loss_on_death)
3047 { 2537 {
3048 /* Pick a random stat and take a point off it. Tell the player 2538 dep = deparch->instance ();
3049 * what he lost. 2539 insert_ob_in_ob (dep, op);
3050 */
3051 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1;
3057 } 2540 }
3058 else 2541 lose_this_stat = 1;
2542 if (settings.balanced_stat_loss)
3059 { 2543 {
3060 /* deplete a stat */ 2544 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2545 /* Get the stat that we're about to deplete. */
3062 object *dep; 2546 this_stat = get_attr_value (&(dep->stats), i);
3063 2547 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2548 {
3067 dep = arch_to_object (deparch); 2549 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2550 int keep_chance = this_stat * this_stat;
3069 } 2551
3070 lose_this_stat = 1; 2552 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2553 if (keep_chance < 1)
2554 keep_chance = 1;
2555
2556 /* There is a maximum depletion total per level. */
2557 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2558 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2559 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2560 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2561 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2562 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2563 else
3112 if (this_stat >= -50)
3113 { 2564 {
3114 change_attr_value (&(dep->stats), i, -1); 2565 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2566 lose_this_stat = 0;
2567 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2568 this_stat, keep_chance, loss_chance,
2569 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2570 }
3120 } 2571 }
3121 } 2572 }
2573
2574 if (lose_this_stat)
2575 {
2576 this_stat = get_attr_value (&dep->stats, i);
2577 /* We could try to do something clever like find another
2578 * stat to reduce if this fails. But chances are, if
2579 * stats have been depleted to -50, all are pretty low
2580 * and should be roughly the same, so it shouldn't make a
2581 * difference.
2582 */
2583 if (this_stat >= -50)
2584 {
2585 change_attr_value (&(dep->stats), i, -1);
2586 dep->set_flag (FLAG_APPLIED);
2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2588 op->update_stats ();
2589 lost_a_stat = 1;
2590 }
3122 } 2591 }
2592 }
2593 }
2594
3123 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2596 if (!lost_a_stat)
3125 { 2597 {
3126 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2599 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2600 shstr_tmp god = determine_god (op);
3129 2601
3130 if (god && (strcmp (god, "none"))) 2602 if (god != shstr_none)
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3132 else 2604 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3134 } 2606 }
3135#else 2607#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3137#endif 2609#endif
3138 2610
3139 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2612 * exp loss on the stone.
3141 */ 2613 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
3143 sprintf (buf, "%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
3144 tmp->name = buf; 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
3145 sprintf (buf, "%s's gravestones", &op->name); 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3146 tmp->name_pl = buf; 2618 &op->name, op->contr->title, op->contr->killer_name ());
3147 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);
3148 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2619 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2621
3152 /**************************************/ 2622 /**************************************/
3153 /* */ 2623 /* */
3154 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */
3157 /* */ 2625 /* */
3158 /**************************************/ 2626 /**************************************/
3159 2627
3160 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */
3162 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op);
3164
3165 if (tmp)
3166 {
3167 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 }
3170
3171 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op);
3173 if (tmp)
3174 {
3175 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 }
3178
3179 cure_disease (op, 0); /* remove any disease */
3180
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2629 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100)
3184 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2630
3189 /* 2631 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2632 * Check to see if the player has any unpaid items. If so, remove them
3191 * the player has any unpaid items. If so, remove them and put them back 2633 * and put them back in the map.
3192 * in the map. 2634 */
3193 */ 2635 op->drop_unpaid_items ();
3194 2636
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op);
3197
3198 /****************************************/ 2637 /****************************************/
3199 /* */ 2638 /* */
3200 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
3202 /* */ 2641 /* */
3203 /****************************************/ 2642 /****************************************/
3204 2643
3205 enter_player_savebed (op); 2644 enter_player_savebed (op);
3206 2645
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2646 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2647
3213 /* it is possible that the player has blown something up 2648 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2649 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2650 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2651 * on the space that might harm the player.
3217 */ 2652 */
3218 will_kill_again = 0; 2653 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2654 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2655 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2656 will_kill_again |= tmp->attacktype;
3222 2657
3223 if (will_kill_again) 2658 if (will_kill_again)
3224 { 2659 {
3225 object *force; 2660 object *force;
3226 int at; 2661 int at;
3227 2662
3228 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1;
3231 force->speed_left = -5.0; 2665 force->speed_left = -5.f;
3232 SET_FLAG (force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
3233 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2671 force->resist[at] = 100;
3236 2672
3237 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
3238 fix_player (op); 2674 op->update_stats ();
3239
3240 }
3241
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 { 2675 }
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250 2676
3251 op->contr->party = NULL; 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 2678}
3311 2679
3312 2680static void
3313void
3314loot_object (object *op) 2681loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
3317 2684
3318 if (op->container) 2685 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2686
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2687 for (tmp = op->inv; tmp; tmp = next)
3324 { 2688 {
3325 next = tmp->below; 2689 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2690
2691 if (tmp->invisible)
3327 continue; 2692 continue;
2693
3328 tmp->remove (); 2694 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2696
3330 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2699
3333 } 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3335 { 2701 {
3336 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
3337 { 2703 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
3339 tmp2->destroy ();
3340 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
3341 } 2706 }
3342 else 2707 else
3343 tmp->destroy (); 2708 tmp->destroy ();
3344 } 2709 }
3350/* 2715/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2718 * was changed.
3354 */ 2719 */
3355
3356void 2720void
3357fix_weight (void) 2721fix_weight ()
3358{ 2722{
3359 player *pl; 2723 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2724 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
3364 2726
3365 if (old == sum) 2727 pl->ob->update_weight ();
3366 continue; 2728
3367 fix_player (pl->ob); 2729 if (old != pl->ob->carrying)
2730 {
2731 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733 }
3369 } 2734 }
3370} 2735}
3371 2736
3372void 2737void
3373fix_luck (void) 2738fix_luck ()
3374{ 2739{
3375 player *pl; 2740 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 2741 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 2742 pl->ob->change_luck (0);
3380} 2743}
3381
3382 2744
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 2745/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 2746 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 2747 * just treat this as any other spell casting object.
3386 */ 2748 */
3387
3388void 2749void
3389cast_dust (object *op, object *throw_ob, int dir) 2750cast_dust (object *op, object *throw_ob, int dir)
3390{ 2751{
3391 object *skop, *spob; 2752 object *skop, *spob;
3392 2753
3419} 2780}
3420 2781
3421void 2782void
3422make_visible (object *op) 2783make_visible (object *op)
3423{ 2784{
3424 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3425 op->invisible = 0; 2786 op->invisible = 0;
2787
3426 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3427 { 2789 {
3428 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3430 } 2792 }
2793
3431 update_object (op, UP_OBJ_FACE); 2794 update_object (op, UP_OBJ_CHANGE);
3432} 2795}
3433 2796
3434int 2797int
3435is_true_undead (object *op) 2798is_true_undead (object *op)
3436{ 2799{
3437 object *tmp = NULL; 2800 if (op->arch->flag [FLAG_UNDEAD])
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 2801 return 1;
3441 2802
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 2803 return 0;
3448} 2804}
3449 2805
3450/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3452 * indicate greater hideability. 2808 * indicate greater hideability.
3453 */ 2809 */
3454
3455int 2810int
3456hideability (object *ob) 2811hideability (object *ob)
3457{ 2812{
3458 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3459 sint16 x, y; 2814 sint16 x, y;
3460 2815
3461 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3462 return 0; 2817 return 0;
3463 2818
3464 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3465 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3466 2821
3467 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3468 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3469 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3470 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3471 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3472 2827
3473 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3474 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3475 { 2832 {
3476 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3477 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3478 {
3479 continue; 2835 continue;
3480 } 2836
3481 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3482 level += 2; 2838 level += 2;
3483 else /* open terrain! */ 2839 else /* open terrain! */
3484 level -= 1; 2840 level -= 1;
3485 } 2841 }
3493/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3494 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3495 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3496 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3497 */ 2853 */
3498
3499void 2854void
3500do_hidden_move (object *op) 2855do_hidden_move (object *op)
3501{ 2856{
3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3503 object *skop;
3504 2858
3505 if (!op || !op->map) 2859 if (!op || !op->map)
3506 return; 2860 return;
3507 2861
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3509 2864
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3514 { 2868 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 2870 make_visible (op);
3517 return; 2871 return;
3518 } 2872 }
3519 else 2873 else
3520 num += 20; 2874 num += 20;
3521 } 2875
3522 num += op->map->difficulty; 2876 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 2877 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 2878 num -= hide;
2879
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 2881 {
3527 make_visible (op); 2882 make_visible (op);
2883
3528 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 2886 }
3531 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 2889}
3536 2890
3537/* determine if who is standing near a hostile creature. */ 2891/* determine if who is standing near a hostile creature. */
3538 2892
3539int 2893int
3549 2903
3550 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3551 player = 1; 2905 player = 1;
3552 2906
3553 else 2907 else
3554 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3555 2909
3556 /* search adjacent squares */ 2910 /* search adjacent squares */
3557 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3558 { 2912 {
3559 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3566 if (mflags & P_OUT_OF_MAP) 2920 if (mflags & P_OUT_OF_MAP)
3567 continue; 2921 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 2923 continue;
3570 2924
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 2926 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3574 return 1; 2928 return 1;
3575 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3576 { 2930 {
3577 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3578 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3579 return 1; 2933 return 1;
3580 } 2934 }
3581 } 2935 }
3582 } 2936 }
3583 return 0; 2937 return 0;
3587 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3588 * but we dont worry if the object isnt the top one in 2942 * but we dont worry if the object isnt the top one in
3589 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3590 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3591 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3592 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3593 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3594 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3595 * for them to differ. Sigh, this fctn could get a bit more complex. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3596 * -b.t. 2950 * -b.t.
3597 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3598 */ 2952 */
3599
3600int 2953int
3601player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3602{ 2955{
3603 rv_vector rv; 2956 rv_vector rv;
3604 int dx, dy; 2957 int dx, dy;
3606 if (pl->type != PLAYER) 2959 if (pl->type != PLAYER)
3607 { 2960 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 2961 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 2962 return -1;
3610 } 2963 }
2964
3611 if (!pl || !op) 2965 if (!pl || !op)
3612 return 0; 2966 return 0;
3613 2967
3614 if (op->head)
3615 {
3616 op = op->head; 2968 op = op->head_ ();
3617 } 2969
3618 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3619 2971
3620 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 2973 * through the object and find if it has any
3622 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3623 * a blocked los square. 2975 * a blocked los square.
3624 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3625 */ 2977 */
3626 while (op) 2978 while (op)
3627 { 2979 {
3628 dx = rv.distance_x + op->arch->clone.x; 2980 dx = rv.distance_x + op->arch->x;
3629 dy = rv.distance_y + op->arch->clone.y; 2981 dy = rv.distance_y + op->arch->y;
3630 2982
3631 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3632 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values.
3634 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3638 return 1; 2984 return 1;
2985
3639 op = op->more; 2986 op = op->more;
3640 } 2987 }
3641 return 0;
3642}
3643 2988
3644/* routine for both players and monsters. We call this when
3645 * there is a possibility for our action distrubing our hiding
3646 * place or invisiblity spell. Artefact invisiblity is not
3647 * effected by this. If we arent invisible to begin with, we
3648 * return 0.
3649 */
3650int
3651action_makes_visible (object *op)
3652{
3653
3654 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3655 {
3656 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3657 return 0;
3658
3659 if (op->contr && op->contr->tmp_invis == 0)
3660 return 0;
3661
3662 /* If monsters, they should become visible */
3663 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3664 {
3665 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3666 return 1;
3667 }
3668 }
3669 return 0; 2989 return 0;
3670} 2990}
3671 2991
3672/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3673 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3678 * Default is to do the same as before, so only people wanting to have different points need worry about this 2998 * Default is to do the same as before, so only people wanting to have different points need worry about this
3679 */ 2999 */
3680int 3000int
3681op_on_battleground (object *op, int *x, int *y) 3001op_on_battleground (object *op, int *x, int *y)
3682{ 3002{
3683 object *tmp;
3684
3685 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3686 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3004 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3687 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3688 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3689 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3690 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3691 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3692 { 3010 {
3693 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3694 { 3012 {
3695 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3013 if (tmp->flag [FLAG_NO_PICK]
3696 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3014 && tmp->type == BATTLEGROUND
3015 && tmp->name == shstr_battleground
3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3697 { 3017 {
3698 /*before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3699 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3019 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3700 {
3701 object *invtmp;
3702
3703 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3704 { 3022 {
3705 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3706 {
3707 if (x != NULL && y != NULL) 3023 if (x && y)
3708 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3709 return 1; 3026 return 1;
3710 }
3711 } 3027 }
3712 } 3028
3713 if (x != NULL && y != NULL) 3029 if (x && y)
3714 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3715 return 1; 3032 return 1;
3716 } 3033 }
3717 } 3034 }
3718 } 3035 }
3036
3719 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3720 return 0; 3038 return 0;
3721} 3039}
3722 3040
3723/* 3041/*
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3058 int i = 0, j = 0;
3741 3059
3742 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3745 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3747 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3749 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3751 3069
3752 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3753 return; 3071 return;
3754 3072
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3073 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3074
3757 if (tr == NULL || tr->item == NULL) 3075 if (!tr || !tr->item)
3758 { 3076 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3077 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3078 return;
3761 } 3079 }
3762 3080
3763 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3764 item = &(tr->item->clone); 3082 item = tr->item;
3765 3083
3766 if (item->type == SPELL) 3084 if (item->type == SPELL)
3767 { 3085 {
3768 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3769 return; 3087 return;
3828 { 3146 {
3829 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3148 object *skin;
3831 3149
3832 /* first get the dragon skin force */ 3150 /* first get the dragon skin force */
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3151 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3152 ;
3153
3834 if (skin == NULL) 3154 if (!skin)
3835 return; 3155 return;
3836 3156
3837 /* adding new spellpath attunements */ 3157 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3158 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3159 {
3850 else 3170 else
3851 j = 1; 3171 j = 1;
3852 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3853 } 3173 }
3854 } 3174 }
3175
3855 strcat (buf, "."); 3176 strcat (buf, ".");
3856 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3857 } 3178 }
3858 3179
3859 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3860 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3861 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3862 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3863 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3864 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3865 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3866 3187
3867 /* print message if there is one */ 3188 /* print message if there is one */
3868 if (item->msg != NULL) 3189 if (item->msg != NULL)
3869 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3870 } 3191 }
3871 else 3192 else
3872 { 3193 {
3873 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3874 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3875 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3876 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3877 if (who->type == PLAYER)
3878 esrv_send_item (who, tmp);
3879 } 3198 }
3880} 3199}
3881 3200
3882/** 3201//-GPL
3883 * Unready an object for a player. This function does nothing if the object was 3202
3884 * not readied. 3203sint8
3885 */ 3204player::darkness_at (maptile *map, int x, int y) const
3205{
3206 if (!ns)
3207 return LOS_BLOCKED;
3208
3209 int dx, dy;
3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3211 return LOS_BLOCKED;
3212
3213 x += dx - ns->current_x;
3214 y += dy - ns->current_y;
3215
3216 return blocked_los (x, y);
3217}
3218
3886void 3219void
3887player_unready_range_ob (player *pl, object *ob) 3220player::infobox (const char *title, const char *msg, int color)
3888{ 3221{
3889 rangetype i; 3222 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3890
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3892 {
3893 if (pl->ranges[i] == ob)
3894 {
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3223}
3224
3225void
3226player::statusmsg (const char *msg, int color)
3227{
3228 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3229}
3230
3231void
3232player::failmsg (const char *msg, int color)
3233{
3234 play_sound (sound_find ("generic_failure"));
3235 statusmsg (msg, color);
3236}
3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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