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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.288 by root, Tue Jan 3 11:25:36 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#ifdef COZY_SERVER 38playervec players;
34extern int same_party (partylist *a, partylist *b);
35#endif
36
37player *
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return;
89 }
90 motd[0] = '\0';
91 size = 0;
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf);
98 }
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_rules (const object *op)
105{
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return;
116 }
117 rules[0] = '\0';
118 size = 0;
119 while (fgets (buf, MAX_BUF, fp) != NULL)
120 {
121 if (*buf == '#')
122 continue;
123 if (size + strlen (buf) >= HUGE_BUF)
124 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break;
127 }
128 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf);
130 }
131 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
132 close_and_delete (fp, comp);
133}
134
135void
136send_news (const object *op)
137{
138 char buf[MAX_BUF];
139 char news[HUGE_BUF];
140 char subject[MAX_BUF];
141 FILE *fp;
142 int comp;
143 int size;
144
145 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return;
148 news[0] = '\0';
149 subject[0] = '\0';
150 size = 0;
151 while (fgets (buf, MAX_BUF, fp) != NULL)
152 {
153 if (*buf == '#')
154 continue;
155 if (*buf == '%')
156 { /* send one news */
157 if (size > 0)
158 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 */
159 strcpy (subject, buf + 1);
160 strip_endline (subject);
161 size = 0;
162 news[0] = '\0';
163 }
164 else
165 {
166 if (size + strlen (buf) >= HUGE_BUF)
167 {
168 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
169 break;
170 }
171 strncat (news + size, buf, HUGE_BUF - size);
172 size += strlen (buf);
173 }
174 }
175
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
178 close_and_delete (fp, comp);
179}
180
181int
182playername_ok (const char *cp)
183{
184 /* Don't allow - or _ as first character in the name */
185 if (*cp == '-' || *cp == '_')
186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192}
193
194/* This no longer sets the player map. Also, it now updates
195 * all the pointers so the caller doesn't need to do that.
196 * Caller is responsible for setting the correct map.
197 */
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210
211 /* Clears basically the entire player structure except
212 * for next and socket.
213 */
214 p->clear ();
215
216 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point.
218 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice;
223 p->Swap_First = -1;
224
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10;
249 p->last_speed = -1;
250 p->shoottype = range_none;
251 p->bowtype = bow_normal;
252 p->petmode = pet_normal;
253 p->listening = 10;
254 p->usekeys = containers;
255 p->last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */
257 p->do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265
266 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start
269 * at zero.
270 */
271 for (i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276
277 for (i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1;
279
280 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287}
288 39
289/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
290static void 41static void
291set_first_map (object *op) 42set_first_map (object *op)
292{ 43{
293 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
294 op->x = -1; 45 op->x = -1;
295 op->y = -1; 46 op->y = -1;
296 enter_exit (op, NULL);
297} 47}
298 48
299/* Tries to add player on the connection passwd in ns. 49void
300 * All we can really get in this is some settings like host and display 50player::activate ()
301 * mode.
302 */
303
304int
305add_player (client *ns)
306{ 51{
307 player *p = new player; 52 if (active)
53 return;
308 54
309 p->socket = ns; 55 players.insert (this);
310 ns->pl = p; 56 ob->remove ();
311 57 ob->map = 0;
312 p->next = first_player; 58 ob->activate_recursive ();
313 first_player = p; 59 ob->clr_flag (FLAG_FRIENDLY);
314
315 p = get_player (p);
316
317 set_first_map (p->ob);
318
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob); 60 add_friendly_object (ob);
321 send_rules (p->ob); 61}
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325 62
63void
64player::deactivate ()
65{
66 if (!active)
326 return 0; 67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 players.erase (this);
82}
83
84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
114 {
115 object *tmp, *abil = 0, *skin = 0;
116
117 for (tmp = ob->inv; tmp; tmp = tmp->below)
118 if (tmp->type == FORCE)
119 if (tmp->arch->archname == shstr_dragon_ability_force)
120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
210 /* There are some elements we want initialised to non zero value -
211 * we deal with that below this point.
212 */
213 outputs_sync = 4;
214 outputs_count = 4;
215 unapply = unapply_nochoice;
216
217 savebed_map = first_map_path; /* Init. respawn position */
218
219 gen_sp_armour = 10;
220 bowtype = bow_normal;
221 petmode = pet_normal;
222 usekeys = containers;
223 peaceful = 1; /* default peaceful */
224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
228}
229
230void
231player::do_destroy ()
232{
233 disconnect ();
234
235 attachable::do_destroy ();
236
237 if (ob)
238 ob->destroy ();
239
240 ob = observe = viewpoint = 0;
241}
242
243player::~player ()
244{
245 /* Clear item stack */
246 free (stack_items);
327} 247}
328 248
329/* 249/*
330 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
332 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
333 */ 253 */
334archetype * 254static archetype *
335get_player_archetype (archetype *at) 255get_player_archetype (archetype *at)
336{ 256{
337 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);
338 264
339 for (;;) 265 for (;;)
340 { 266 {
341 if (at == NULL || at->next == NULL) 267 if (++i == archetypes.end ())
342 at = first_archetype; 268 i = archetypes.begin ();
343 else 269 else if (*i == at)
344 at = at->next; 270 cleanup ("not a single player archetype found");
271
345 if (at->clone.type == PLAYER) 272 if ((*i)->type == PLAYER)
346 return at; 273 return *i;
347 if (at == start)
348 {
349 LOG (llevError, "No Player archetypes\n");
350 exit (-1);
351 }
352 } 274 }
353} 275}
354 276
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}
355 296
356object * 297object *
357get_nearest_player (object *mon) 298get_nearest_player (object *mon)
358{ 299{
359 object *op = NULL; 300 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 301 objectlink *ol;
362 unsigned lastdist; 302 unsigned lastdist;
363 rv_vector rv; 303 rv_vector rv;
364 304
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 306 {
367 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop.
371 */
372 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
373 {
374 object *tmp = ol->ob;
375
376 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared.
378 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
380 ol = ol->next;
381 remove_friendly_object (tmp);
382 if (!ol)
383 return op;
384 }
385
386 /* Remove special check for player from this. First, it looks to cause
387 * some crashes (ol->ob->contr not set properly?), but secondly, a more
388 * complicated method of state checking would be needed in any case -
389 * as it was, a clever player could type quit, and the function would
390 * skip them over while waiting for confirmation. Remove
391 * on_same_map check, as can_detect_enemy also does this
392 */
393 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
394 continue; 308 continue;
395 309
396 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
397 { 311 {
398 op = ol->ob; 312 op = ol->ob;
399 lastdist = rv.distance; 313 lastdist = rv.distance;
400 } 314 }
401 } 315 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 316
403 { 317 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 318 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 319 if (lastdist > rv.distance)
408 { 320 {
409 op = pl->ob; 321 op = pl->ob;
410 lastdist = rv.distance; 322 lastdist = rv.distance;
411 } 323 }
412 } 324
413 }
414#if 0 325#if 0
415 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)");
416#endif 327#endif
417 return op; 328 return op;
418} 329}
436 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 349 * is probably not a good thing.
439 */ 350 */
440#define MAX_SPACES 50 351#define MAX_SPACES 50
441
442 352
443/* 353/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
463 */ 373 */
464int 374int
465path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
466{ 376{
467 rv_vector rv; 377 rv_vector rv;
468 sint16 x, y;
469 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;
470 maptile *m, *lastmap;
471 379
472 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
473 381
474 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
475 return 0; 383 return 0;
476 384
477 x = mon->x; 385 mapxy pos (mon);
478 y = mon->y;
479 m = mon->map;
480 dir = rv.direction; 386 dir = rv.direction;
481 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 */
482 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
483 /* 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. */
484 if (diff > max) 391 if (diff > max)
485 return 0; 392 return 0;
393
486 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
487 { 395 {
488 lastx = x; 396 mapxy lastpos = pos;
489 lasty = y;
490 lastmap = m;
491 x = lastx + freearr_x[dir];
492 y = lasty + freearr_y[dir];
493 397
494 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
495 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
496 399
497 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
498 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
499 && (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)))
500 { 404 {
501 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
502 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
503 */ 407 */
504 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
505 if (rv.direction != dir) 409 if (rv.direction != dir)
506 { 410 {
507 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
508 * the values so it will try again. 412 * the values so it will try again.
509 */ 413 */
510 x = lastx;
511 y = lasty;
512 m = lastmap; 414 pos = lastpos;
513 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
514 } 416 }
515 else 417 else
516 { 418 {
517 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
524 */ 426 */
525 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
526 { 428 {
527 if (i == 0) 429 if (i == 0)
528 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
529 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
530 * since the direction that the creature should move in 433 * since the direction that the creature should move in
531 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
532 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
533 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
535 * 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
536 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
537 * the last direction the creature has successfully 440 * the last direction the creature has successfully
538 * moved. 441 * moved.
539 */ 442 */
540
541 x = lastx + freearr_x[absdir (lastdir + i)];
542 y = lasty + freearr_y[absdir (lastdir + i)];
543 m = lastmap; 443 pos = lastpos;
544 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
545 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
546 continue; 447 continue;
547 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
548 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
549 continue; 452 continue;
550 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
551 continue; 455 continue;
552 456
553 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
554 break; 458 break;
555 } 459 }
460
556 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
557 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
558 */ 463 */
559 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
560 return 0; 465 return 0;
466
561 diff--; 467 diff--;
562 lastdir = dir; 468 lastdir = dir;
563 max--; 469 max--;
564 if (!firstdir) 470 if (!firstdir)
565 firstdir = dir + i; 471 firstdir = dir + i;
569 { 475 {
570 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
571 diff--; 477 diff--;
572 max--; 478 max--;
573 lastdir = dir; 479 lastdir = dir;
480
574 if (!firstdir) 481 if (!firstdir)
575 firstdir = dir; 482 firstdir = dir;
576 } 483 }
484
577 if (diff <= 1) 485 if (diff <= 1)
578 { 486 {
579 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 488 * headed toward player for entire distance.
581 */ 489 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
583 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));
584 } 492 }
493
585 if (diff > max) 494 if (diff > max)
586 return 0; 495 return 0;
587 } 496 }
497
588 /* 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 */
589 if (!max) 499 if (!max)
590 return 0; 500 return 0;
591 501
592 return firstdir; 502 return firstdir;
593} 503}
594 504
595void 505void
596give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
597{ 507{
598 object *op, *next = NULL;
599
600 if (pl->randomitems != NULL) 508 if (pl->randomitems)
601 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
602 510
603 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
604 { 512 {
605 next = op->below; 513 next = op->below;
606 514
607 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
608 * 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
609 */ 517 */
610 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
611 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
612 520
613 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
614 * by this player due to race restrictions 522 * by this player due to race restrictions
615 */ 523 */
616 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
617 { 525 {
618 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
619 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
620 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
621 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
622 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))
623 { 533 {
624 op->destroy (); 534 op->destroy ();
625 continue; 535 continue;
626 } 536 }
627 } 537 }
628 538
629 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
630 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
631 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
632 * a first level treasurelist for each skill.)
633 * remove duplicate skills also
634 */ 542 */
635 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
636 { 544 {
637 object *tmp;
638
639 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
640 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
641 break;
642
643 if (tmp)
644 { 547 {
645 op->destroy (); 548 op->destroy ();
646 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
647 continue;
648 } 550 }
649 551
650 if (op->nrof > 1) 552 if (op->nrof > 1)
651 op->nrof = 1; 553 op->nrof = 1;
652 } 554 }
653 555
654 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
655 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
656 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
657 }
658 558
659 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
660 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
661 * merged properly. 561 * merged properly.
662 */ 562 */
663 if (need_identify (op)) 563 if (op->need_identify ())
664 {
665 SET_FLAG (op, FLAG_IDENTIFIED);
666 CLEAR_FLAG (op, FLAG_CURSED);
667 CLEAR_FLAG (op, FLAG_DAMNED);
668 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
669 if (op->type == SPELL) 570 if (op->type == SPELL)
670 { 571 {
671 op->destroy (); 572 op->destroy ();
672 continue; 573 continue;
673 } 574 }
674 else if (op->type == SKILL) 575 else if (op->type == SKILL)
675 { 576 {
676 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
677 op->stats.exp = 0; 578 op->stats.exp = 0;
678 op->level = 1; 579 op->level = 1;
679 } 580 }
680 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
681 else 582 op->set_flag (FLAG_INV_LOCKED);
682 SET_FLAG (op, FLAG_INV_LOCKED);
683 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
684 584
685 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
686 link_player_skills (pl); 586 pl->contr->link_skills ();
687}
688
689void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770} 587}
771 588
772void 589void
773get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
774{ 591{
775 if (party == NULL) 592 if (party == NULL)
776 { 593 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 594 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 595 return;
779 } 596 }
597
780 op->contr->write_buf[0] = '\0'; 598 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 599 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 600 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 602}
785
786 603
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 605static int
789roll_stat (void) 606roll_stat ()
790{ 607{
791 int a[4], i, j, k; 608 int a[4], i, j, k;
792 609
793 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 611 a[i] = rndm (1, 6);
795 612
796 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 614 if (a[i] < k)
798 k = a[i], j = i; 615 k = a[i], j = i;
799 616
800 for (i = 0, k = 0; i < 4; i++) 617 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 618 if (i != j)
803 k += a[i]; 619 k += a[i];
804 } 620
805 return k; 621 return k;
806} 622}
807 623
808void 624void
809roll_stats (object *op) 625object::roll_stats ()
810{ 626{
627 int statsort [NUM_STATS];
628
629 for (;;)
630 {
811 int sum = 0; 631 int sum = 0;
812 int i = 0, j = 0; 632 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 633 sum += statsort [i] = roll_stat ();
814 634
815 do 635 if (sum >= 82 && sum <= 116)
636 break;
816 { 637 }
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 }
826 while (sum < 82 || sum > 116);
827 638
828 /* Sort the stats so that rerolling is easier... */ 639 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 641
837 /* a quick and dirty bubblesort? */ 642 for (int i = 0; i < NUM_STATS; ++i)
838 do 643 stats.stat (i) = statsort [i];
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853 644
854 op->stats.Str = statsort[0];
855 op->stats.Dex = statsort[1];
856 op->stats.Con = statsort[2];
857 op->stats.Int = statsort[3];
858 op->stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6];
861
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 645 stats.exp = 0;
873 op->stats.ac = 0; 646 stats.ac = 0;
874 647
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 648 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 649 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 650 stats.grace = stats.maxgrace;
651
652 if (contr)
653 {
654 contr->levhp[1] = 9;
655 contr->levsp[1] = 6;
656 contr->levgrace[1] = 3;
657
883 op->contr->orig_stats = op->stats; 658 contr->orig_stats = stats;
659 }
884} 660}
885 661
886void 662void
887Roll_Again (object *op) 663object::swap_stats (int a, int b)
888{ 664{
889 esrv_new_player (op->contr, 0); 665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
892}
893 666
894void 667 for (int i = 0; i < NUM_STATS; ++i)
895Swap_Stat (object *op, int Swap_Second) 668 stats.stat (i) = contr->orig_stats.stat (i);
669
670 //TODO: the following code looks so borked and should, at the very least,
671 // be merged with the similar code in roll_stats
672 stats.ac = 0;
673
674 level = 1;
675 stats.exp = 0;
676 stats.ac = 0;
677
678 stats.hp = stats.maxhp;
679 stats.sp = stats.maxsp;
680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
684 contr->levhp[1] = 9;
685 contr->levsp[1] = 6;
686 contr->levgrace[1] = 3;
687
688 contr->orig_stats = stats;
689 }
690}
691
692static void
693start_info (object *op)
896{ 694{
897 signed char tmp;
898 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
899 696
900 if (op->contr->Swap_First == -1) 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str;
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf);
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 699}
1015 700
1016/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
1020 * not the class. 705 * not the class.
1021 */ 706 */
1022 707void
1023int 708player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 709{
1026 int tmp_loop;
1027
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D')
1035 {
1036 char buf[MAX_BUF];
1037
1038 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
1040 712
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1042 if (tl) 714 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
1044 716
1045 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr);
1047 718
1048 op->contr->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
1049 720
1050 if (op->msg) 721 if (ob->msg)
1051 op->msg = NULL; 722 ob->msg = 0;
1052 723
1053 /* We create this now because some of the unique maps will need it
1054 * to save here.
1055 */
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1057 make_path_to_file (buf);
1058
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 724 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op);
1066 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
1067 fix_player (op); 728 ob->update_stats ();
1068 729
1069 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
1070 * is one for this race 731 * is one for this race
1071 */ 732 */
1072 if (*first_map_ext_path) 733 if (*first_map_ext_path)
1073 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1074 object *tmp;
1075 char mapname[MAX_BUF];
1076
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1078 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the
1084 * default initial map */
1085 tmp->destroy ();
1086 }
1087 else 735 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 737}
1091 return 0;
1092 }
1093 738
739void
740player::chargen_race_next ()
741{
1094 /* Following actually changes the race - this is the default command 742 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 743 * if we don't match with one of the options above.
1096 */ 744 */
1097 745
1098 tmp_loop = 0; 746 do
1099 while (!tmp_loop)
1100 { 747 {
1101 shstr name = op->name; 748 shstr name = ob->name;
1102 int x = op->x, y = op->y; 749 int x = ob->x, y = ob->y;
1103 750
1104 remove_statbonus (op); 751 ob->remove_statbonus ();
1105 op->remove (); 752 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 753 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 754 ob->arch->copy_to (ob);
1108 op->instantiate (); 755 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 756 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 757 ob->name = ob->name_pl = name;
1111 op->x = x; 758 ob->x = x;
1112 op->y = y; 759 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 760 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 761 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 762 assign (ob->contr->title, ob->arch->object::name);
1116 add_statbonus (op); 763 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 764 }
765 while (!allowed_class (ob));
1119 766
1120 update_object (op, UP_OBJ_FACE); 767 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 768 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 769 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 770 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 771 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 772 ob->stats.grace = 0;
1126
1127 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0;
1132} 773}
1133 774
1134int 775static void
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181}
1182
1183void
1184flee_player (object *op) 776flee_player (object *op)
1185{ 777{
1186 int dir, diff; 778 int dir, diff;
1187 rv_vector rv; 779 rv_vector rv;
1188 780
1189 if (op->stats.hp < 0) 781 if (op->stats.hp < 0)
1190 { 782 {
1191 LOG (llevDebug, "Fleeing player is dead.\n"); 783 LOG (llevDebug, "Fleeing player is dead.\n");
1192 CLEAR_FLAG (op, FLAG_SCARED); 784 op->clr_flag (FLAG_SCARED);
1193 return; 785 return;
1194 } 786 }
1195 787
1196 if (op->enemy == NULL) 788 if (!op->enemy)
1197 { 789 {
1198 LOG (llevDebug, "Fleeing player had no enemy.\n"); 790 LOG (llevDebug, "Fleeing player had no enemy.\n");
1199 CLEAR_FLAG (op, FLAG_SCARED); 791 op->clr_flag (FLAG_SCARED);
1200 return; 792 return;
1201 } 793 }
1202 794
1203 /* Seen some crashes here. Since we don't store an 795 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1204 * op->enemy_count, it is possible that something destroys the
1205 * actual enemy, and the object is recycled.
1206 */
1207 if (op->enemy->map == NULL)
1208 { 796 {
1209 CLEAR_FLAG (op, FLAG_SCARED);
1210 op->enemy = NULL; 797 op->enemy = NULL;
798 op->clr_flag (FLAG_SCARED);
1211 return; 799 return;
1212 } 800 }
1213 801
1214 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1215 {
1216 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED);
1218 return;
1219 }
1220 get_rangevector (op, op->enemy, &rv, 0); 802 get_rangevector (op, op->enemy, &rv, 0);
1221 803
1222 dir = absdir (4 + rv.direction); 804 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 805 for (diff = 0; diff < 3; diff++)
1224 { 806 {
1225 int m = 1 - (RANDOM () & 2); 807 int m = 1 - rndm (2) * 2;
1226 808
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1228 {
1229 return; 810 return;
1230 }
1231 } 811 }
812
1232 /* Cornered, get rid of scared */ 813 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 814 op->clr_flag (FLAG_SCARED);
1234 op->enemy = NULL; 815 op->enemy = NULL;
1235} 816}
1236 817
1237
1238/* check_pick sees if there is stuff to be picked up/picks up stuff. 818/* check_pick sees if there is stuff to be picked up/picks up stuff.
1239 * IT returns 1 if the player should keep on moving, 0 if he should 819 * It returns 1 if the player should keep on moving, 0 if he should
1240 * stop. 820 * stop.
1241 */ 821 */
1242int 822int
1243check_pick (object *op) 823check_pick (object *op)
1244{ 824{
1245 object *tmp, *next; 825 object *tmp, *next;
1246 int stop = 0; 826 int stop = 0;
1247 int j, k, wvratio; 827 int wvratio;
1248 char putstring[128], tmpstr[16];
1249 828
1250 /* if you're flying, you cna't pick up anything */ 829 /* if you're flying, you can't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 830 if (op->move_type & MOVE_FLYING)
1252 return 1; 831 return 1;
1253 832
1254 next = op->below; 833 next = op->below;
834
835 int cnt = MAX_ITEM_PER_ACTION;
836#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1255 837
1256 /* loop while there are items on the floor that are not marked as 838 /* loop while there are items on the floor that are not marked as
1257 * destroyed */ 839 * destroyed */
1258 while (next && !next->destroyed ()) 840 while (next && !next->destroyed ())
1259 { 841 {
1260 tmp = next; 842 tmp = next;
1261 next = tmp->below; 843 next = tmp->below;
1262 844
845 if (cnt <= 0)
846 {
847 op->failmsg ("Couldn't pickup all items at once.");
848 return 0;
849 }
850
1263 if (op->destroyed ()) 851 if (op->destroyed ())
1264 return 0; 852 return 0;
1265 853
1266 if (!can_pick (op, tmp)) 854 if (!can_pick (op, tmp))
1267 continue; 855 continue;
1268 856
1269 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 857 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1270 { 858 {
1271 if (item_matched_string (op, tmp, op->contr->search_str)) 859 if (item_matched_string (op, tmp, op->contr->search_str))
1272 pick_up (op, tmp); 860 CHK_PICK_PICKUP;
861
1273 continue; 862 continue;
1274 } 863 }
1275 864
1276 /* high not bit set? We're using the old autopickup model */ 865 /* pickup handling */
866 if (op->contr->mode & PU_DEBUG)
867 {
868 /* some debugging code to figure out item information */
869 const char *str = tmp->name
870 ? format ("item name: %s item type: %d weight/value: %d",
871 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
872 : format ("item name: %s item type: %d weight/value: %d",
873 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
874
875 new_draw_info (NDI_UNIQUE, 0, op, str);
876 }
877
878 if (op->contr->mode & PU_INHIBIT)
879 return 1;
880
881 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
882 return 1;
883
884 /* philosophy:
885 * It's easy to grab an item type from a pile, as long as it's
886 * generic. This takes no game-time. For more detailed pickups
887 * and selections, select-items should be used. This is a
888 * grab-as-you-run type mode that's really useful for arrows for
889 * example.
890 * The drawback: right now it has no frontend, so you need to
891 * stick the bits you want into a calculator in hex mode and then
892 * convert to decimal and then 'pickup <#>
893 */
894
895 /* the first two modes are exclusive: if NOTHING we return, if
896 * STOP then we stop. All the rest are applied sequentially,
897 * meaning if any test passes, the item gets picked up. */
898
899 /* if mode is set to pick nothing up, return */
900 if (op->contr->mode == PU_NOTHING)
901 return 1;
902
903 /* if mode is set to stop when encountering objects, return */
904 /* take STOP before INHIBIT since it doesn't actually pick
905 * anything up */
906 if (op->contr->mode & PU_STOP)
907 return 0;
908
909 /* useful for going into stores and not losing your settings... */
910 /* and for battles wher you don't want to get loaded down while
911 * fighting */
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 /* prevent us from turning into auto-thieves :) */
916 if (tmp->flag [FLAG_UNPAID])
917 continue;
918
919 /* ignore known cursed objects */
920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
921 continue;
922
923 /* all food and drink if desired */
924 /* question: don't pick up known-poisonous stuff? */
1277 if (!(op->contr->mode & PU_NEWMODE)) 925 if (op->contr->mode & PU_FOOD)
926 if (tmp->type == FOOD)
1278 { 927 {
1279 switch (op->contr->mode) 928 CHK_PICK_PICKUP;
929 continue;
930 }
931
932 if (op->contr->mode & PU_DRINK)
933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
934 {
935 CHK_PICK_PICKUP;
936 continue;
937 }
938
939 if (op->contr->mode & PU_POTION)
940 if (tmp->type == POTION)
941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 /* spellbooks, skillscrolls and normal books/scrolls */
947 if (op->contr->mode & PU_SPELLBOOK)
948 if (tmp->type == SPELLBOOK)
949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_SKILLSCROLL)
955 if (tmp->type == SKILLSCROLL)
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_READABLES)
962 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* wands/staves/rods/horns */
969 if (op->contr->mode & PU_MAGIC_DEVICE)
970 if (tmp->type == WAND
971 || tmp->type == ROD
972 || tmp->type == HORN
973 || tmp->type == POWER_CRYSTAL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 /* pick up all magical items */
980 if (op->contr->mode & PU_MAGICAL)
981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
982 && !tmp->flag [FLAG_KNOWN_CURSED])
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_VALUABLES)
989 {
990 if (tmp->type == MONEY || tmp->type == GEM)
1280 { 991 {
1281 case 0: 992 CHK_PICK_PICKUP;
1282 return 1; /* don't pick up */ 993 continue;
1283 case 1:
1284 pick_up (op, tmp);
1285 return 1;
1286 case 2:
1287 pick_up (op, tmp);
1288 return 0;
1289 case 3:
1290 return 0; /* stop before pickup */
1291 case 4:
1292 pick_up (op, tmp);
1293 break;
1294 case 5:
1295 pick_up (op, tmp);
1296 stop = 1;
1297 break;
1298 case 6:
1299 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1300 pick_up (op, tmp);
1301 break;
1302
1303 case 7:
1304 if (tmp->type == MONEY || tmp->type == GEM)
1305 pick_up (op, tmp);
1306 break;
1307
1308 default:
1309 /* use value density */
1310 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1311 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1312 pick_up (op, tmp);
1313 } 994 }
1314 } 995 }
1315 else 996
1316 { /* old model */ 997 /* rings & amulets - talismans seems to be typed AMULET */
1317 /* NEW pickup handling */
1318 if (op->contr->mode & PU_DEBUG) 998 if (op->contr->mode & PU_JEWELS)
999 if (tmp->type == RING
1000 || tmp->type == AMULET
1001 || tmp->type == GIRDLE
1002 || tmp->type == SKILL_TOOL)
1319 { 1003 {
1320 /* some debugging code to figure out item information */ 1004 CHK_PICK_PICKUP;
1321 if (tmp->name != NULL)
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 }
1358 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for
1363 * example.
1364 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#>
1367 */
1368
1369 /* the first two modes are exclusive: if NOTHING we return, if
1370 * STOP then we stop. All the rest are applied sequentially,
1371 * meaning if any test passes, the item gets picked up. */
1372
1373 /* if mode is set to pick nothing up, return */
1374
1375 if (op->contr->mode & PU_NOTHING)
1376 return 1;
1377
1378 /* if mode is set to stop when encountering objects, return */
1379 /* take STOP before INHIBIT since it doesn't actually pick
1380 * anything up */
1381
1382 if (op->contr->mode & PU_STOP)
1383 return 0;
1384
1385 /* useful for going into stores and not losing your settings... */
1386 /* and for battles wher you don't want to get loaded down while
1387 * fighting */
1388 if (op->contr->mode & PU_INHIBIT)
1389 return 1;
1390
1391 /* prevent us from turning into auto-thieves :) */
1392 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1393 continue; 1005 continue;
1006 }
1394 1007
1395 /* ignore known cursed objects */ 1008 /* we don't forget dragon food */
1396 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1009 if (op->contr->mode & PU_FLESH)
1010 if (tmp->type == FLESH)
1011 {
1012 CHK_PICK_PICKUP;
1397 continue; 1013 continue;
1014 }
1398 1015
1399 /* all food and drink if desired */ 1016 /* bows and arrows. Bows are good for selling! */
1400 /* question: don't pick up known-poisonous stuff? */ 1017 if (op->contr->mode & PU_BOW)
1018 if (tmp->type == BOW)
1019 {
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1024 if (op->contr->mode & PU_ARROW)
1025 if (tmp->type == ARROW)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 /* all kinds of armor etc. */
1032 if (op->contr->mode & PU_ARMOUR)
1033 if (tmp->type == ARMOUR)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_HELMET)
1040 if (tmp->type == HELMET)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_SHIELD)
1047 if (tmp->type == SHIELD)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1401 if (op->contr->mode & PU_FOOD) 1053 if (op->contr->mode & PU_BOOTS)
1402 if (tmp->type == FOOD) 1054 if (tmp->type == BOOTS)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_GLOVES)
1061 if (tmp->type == GLOVES || tmp->type == BRACERS)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_CLOAK)
1068 if (tmp->type == CLOAK)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* hoping to catch throwing daggers here */
1075 if (op->contr->mode & PU_MISSILEWEAPON)
1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 /* careful: chairs and tables are weapons! */
1083 if (op->contr->mode & PU_ALLWEAPON)
1084 {
1085 if (tmp->type == WEAPON)
1086 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1403 { 1087 {
1404 pick_up (op, tmp); 1088 CHK_PICK_PICKUP;
1405 continue; 1089 continue;
1406 } 1090 }
1091 }
1407 1092
1093 /* misc stuff that's useful */
1408 if (op->contr->mode & PU_DRINK) 1094 if (op->contr->mode & PU_KEY)
1409 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1095 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1410 { 1096 {
1411 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1412 continue; 1098 continue;
1413 } 1099 }
1414 1100
1101 /* any of the last 4 bits set means we use the ratio for value
1102 * pickups */
1415 if (op->contr->mode & PU_POTION) 1103 if (op->contr->mode & PU_RATIO)
1416 if (tmp->type == POTION) 1104 {
1105 /* use value density to decide what else to grab */
1106 /* >=7 was >= op->contr->mode */
1107 /* >=7 is the old standard setting. Now we take the last 4 bits
1417 { 1108 */
1418 pick_up (op, tmp);
1419 continue;
1420 }
1421
1422 /* spellbooks, skillscrolls and normal books/scrolls */
1423 if (op->contr->mode & PU_SPELLBOOK)
1424 if (tmp->type == SPELLBOOK)
1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1430 if (op->contr->mode & PU_SKILLSCROLL)
1431 if (tmp->type == SKILLSCROLL)
1432 {
1433 pick_up (op, tmp);
1434 continue;
1435 }
1436
1437 if (op->contr->mode & PU_READABLES)
1438 if (tmp->type == BOOK || tmp->type == SCROLL)
1439 {
1440 pick_up (op, tmp);
1441 continue;
1442 }
1443
1444 /* wands/staves/rods/horns */
1445 if (op->contr->mode & PU_MAGIC_DEVICE)
1446 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 /* pick up all magical items */
1453 if (op->contr->mode & PU_MAGICAL) 1109 wvratio = op->contr->mode & PU_RATIO;
1454 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1110 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1460 if (op->contr->mode & PU_VALUABLES)
1461 { 1111 {
1462 if (tmp->type == MONEY || tmp->type == GEM) 1112#if 0
1113 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1114 if (tmp->name != NULL)
1463 { 1115 {
1464 pick_up (op, tmp); 1116 fprintf (stderr, "%s", tmp->name);
1465 continue;
1466 } 1117 }
1467 }
1468
1469 /* rings & amulets - talismans seems to be typed AMULET */
1470 if (op->contr->mode & PU_JEWELS)
1471 if (tmp->type == RING || tmp->type == AMULET)
1472 {
1473 pick_up (op, tmp);
1474 continue;
1475 }
1476
1477 /* we don't forget dragon food */
1478 if (op->contr->mode & PU_FLESH)
1479 if (tmp->type == FLESH)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1484
1485 /* bows and arrows. Bows are good for selling! */
1486 if (op->contr->mode & PU_BOW)
1487 if (tmp->type == BOW)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1493 if (op->contr->mode & PU_ARROW)
1494 if (tmp->type == ARROW)
1495 {
1496 pick_up (op, tmp);
1497 continue;
1498 }
1499
1500 /* all kinds of armor etc. */
1501 if (op->contr->mode & PU_ARMOUR)
1502 if (tmp->type == ARMOUR)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1508 if (op->contr->mode & PU_HELMET)
1509 if (tmp->type == HELMET)
1510 {
1511 pick_up (op, tmp);
1512 continue;
1513 }
1514
1515 if (op->contr->mode & PU_SHIELD)
1516 if (tmp->type == SHIELD)
1517 {
1518 pick_up (op, tmp);
1519 continue;
1520 }
1521
1522 if (op->contr->mode & PU_BOOTS)
1523 if (tmp->type == BOOTS)
1524 {
1525 pick_up (op, tmp);
1526 continue;
1527 }
1528
1529 if (op->contr->mode & PU_GLOVES)
1530 if (tmp->type == GLOVES)
1531 {
1532 pick_up (op, tmp);
1533 continue;
1534 }
1535
1536 if (op->contr->mode & PU_CLOAK)
1537 if (tmp->type == CLOAK)
1538 {
1539 pick_up (op, tmp);
1540 continue;
1541 }
1542
1543 /* hoping to catch throwing daggers here */
1544 if (op->contr->mode & PU_MISSILEWEAPON)
1545 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 /* careful: chairs and tables are weapons! */
1552 if (op->contr->mode & PU_ALLWEAPON)
1553 {
1554 if (tmp->type == WEAPON && tmp->name != NULL)
1555 {
1556 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1557 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1558 {
1559 pick_up (op, tmp);
1560 continue;
1561 }
1562 }
1563
1564 if (tmp->type == WEAPON && tmp->name == NULL)
1565 {
1566 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1567 {
1568 pick_up (op, tmp);
1569 continue;
1570 }
1571 }
1572 }
1573
1574 /* misc stuff that's useful */
1575 if (op->contr->mode & PU_KEY)
1576 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1577 {
1578 pick_up (op, tmp);
1579 continue;
1580 }
1581
1582 /* any of the last 4 bits set means we use the ratio for value
1583 * pickups */
1584 if (op->contr->mode & PU_RATIO)
1585 {
1586 /* use value density to decide what else to grab */
1587 /* >=7 was >= op->contr->mode */
1588 /* >=7 is the old standard setting. Now we take the last 4 bits
1589 * and multiply them by 5, giving 0..15*5== 5..75 */
1590 wvratio = (op->contr->mode & PU_RATIO) * 5;
1591 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1592 {
1593 pick_up (op, tmp);
1594#if 0
1595 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1596 if (tmp->name != NULL)
1597 {
1598 fprintf (stderr, "%s", tmp->name);
1599 }
1600 else 1118 else
1601 fprintf (stderr, "%s", tmp->arch->name); 1119 fprintf (stderr, "%s", tmp->arch->archname);
1602 fprintf (stderr, ",%d] = ", tmp->type); 1120 fprintf (stderr, ",%d] = ", tmp->type);
1603 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1604#endif 1122#endif
1123 CHK_PICK_PICKUP;
1605 continue; 1124 continue;
1606 }
1607 } 1125 }
1608 } /* the new pickup model */ 1126 } /* the new pickup model */
1609 } 1127 }
1610 1128
1611 return !stop; 1129 return !stop;
1130}
1131
1132/* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0.
1137 */
1138static int
1139action_makes_visible (object *op)
1140{
1141 if (op->invisible && op->flag [FLAG_ALIVE])
1142 {
1143 if (op->flag [FLAG_MAKE_INVIS])
1144 {
1145 // artefact invisibility is permanent, but we still make noise
1146 // this is important for game-balance.
1147 if (op->contr)
1148 op->make_noise ();
1149
1150 return 0;
1151 }
1152
1153 if (op->contr && op->contr->tmp_invis == 0)
1154 return 0;
1155
1156 /* If monsters, they should become visible */
1157 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1160 return 1;
1161 }
1162 }
1163
1164 return 0;
1612} 1165}
1613 1166
1614/* 1167/*
1615 * Find an arrow in the inventory and after that 1168 * Find an arrow in the inventory and after that
1616 * in the right type container (quiver). Pointer to the 1169 * in the right type container (quiver). Pointer to the
1617 * found object is returned. 1170 * found object is returned.
1618 */ 1171 */
1619object * 1172static object *
1620find_arrow (object *op, const char *type) 1173find_arrow (object *op, const char *type)
1621{ 1174{
1622 object *tmp = NULL;
1623
1624 for (op = op->inv; op; op = op->below) 1175 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1177 return splay (tmp);
1178
1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1181 if (object *arrow = find_arrow (tmp, type))
1182 {
1183 splay (tmp);
1628 return op; 1184 return arrow;
1185 }
1186
1629 return tmp; 1187 return 0;
1630} 1188}
1631 1189
1632/* 1190/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1191 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1634 * against the target. A full test is not performed, simply a basic test 1192 * against the target. A full test is not performed, simply a basic test
1635 * of resistances. The archer is making a quick guess at what he sees down 1193 * of resistances. The archer is making a quick guess at what he sees down
1636 * the hall. Failing that it does it's best to pick the highest plus arrow. 1194 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1195 */
1638 1196static object *
1639object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1197find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1641{ 1198{
1642 object *tmp = NULL, *arrow, *ntmp; 1199 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1200 int attacknum, attacktype, betterby = 0, i;
1644 1201
1645 if (!type) 1202 if (!type)
1646 return NULL; 1203 return NULL;
1647 1204
1648 for (arrow = op->inv; arrow; arrow = arrow->below) 1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1649 { 1206 {
1650 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1651 { 1208 {
1652 i = 0; 1209 i = 0;
1653 ntmp = find_better_arrow (arrow, target, type, &i); 1210 ntmp = find_better_arrow (arrow, target, type, &i);
1211
1654 if (i > betterby) 1212 if (i > betterby)
1655 { 1213 {
1656 tmp = ntmp; 1214 tmp = ntmp;
1657 betterby = i; 1215 betterby = i;
1658 } 1216 }
1659 } 1217 }
1660 else if (arrow->type == ARROW && arrow->race == type) 1218 else if (arrow->type == ARROW && arrow->race == type)
1661 { 1219 {
1662 /* allways prefer assasination/slaying */ 1220 /* allways prefer assasination/slaying */
1663 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1221 if (target->race && arrow->slaying.contains (target->race))
1664 { 1222 {
1665 if (arrow->attacktype & AT_DEATH) 1223 if (arrow->attacktype & AT_DEATH)
1666 { 1224 {
1667 *better = 100; 1225 *better = 100;
1668 return arrow; 1226 return arrow;
1676 else 1234 else
1677 { 1235 {
1678 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1236 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1679 { 1237 {
1680 attacktype = 1 << attacknum; 1238 attacktype = 1 << attacknum;
1681 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1239 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1682 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1240 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1683 { 1241 {
1684 tmp = arrow; 1242 tmp = arrow;
1685 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1243 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1686 } 1244 }
1687 } 1245 }
1246
1688 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1247 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1689 { 1248 {
1690 tmp = arrow; 1249 tmp = arrow;
1691 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = 2 + arrow->magic + arrow->stats.dam;
1692 } 1251 }
1252
1693 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1253 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1694 { 1254 {
1695 tmp = arrow; 1255 tmp = arrow;
1696 betterby = 1 + arrow->magic + arrow->stats.dam; 1256 betterby = 1 + arrow->magic + arrow->stats.dam;
1697 } 1257 }
1698 } 1258 }
1699 } 1259 }
1700 } 1260 }
1261
1701 if (tmp == NULL && arrow == NULL) 1262 if (tmp == NULL && arrow == NULL)
1702 return find_arrow (op, type); 1263 return find_arrow (op, type);
1703 1264
1704 *better = betterby; 1265 *better = betterby;
1705 return tmp; 1266 return tmp;
1709 * find_better_arrow to find a decent arrow to use. 1270 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1271 * op = the shooter
1711 * type = bow->race 1272 * type = bow->race
1712 * dir = fire direction 1273 * dir = fire direction
1713 */ 1274 */
1714 1275static object *
1715object *
1716pick_arrow_target (object *op, const char *type, int dir) 1276pick_arrow_target (object *op, shstr_cmp type, int dir)
1717{ 1277{
1718 object *tmp = NULL; 1278 object *tmp = NULL;
1719 maptile *m; 1279 maptile *m;
1720 int i, mflags, found, number; 1280 int i, mflags, found, number;
1721 sint16 x, y; 1281 sint16 x, y;
1736 for (i = 0, found = 0; i < 20; i++) 1296 for (i = 0, found = 0; i < 20; i++)
1737 { 1297 {
1738 x += freearr_x[dir]; 1298 x += freearr_x[dir];
1739 y += freearr_y[dir]; 1299 y += freearr_y[dir];
1740 mflags = get_map_flags (m, &m, x, y, &x, &y); 1300 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301
1741 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1742 { 1303 {
1743 tmp = NULL; 1304 tmp = 0;
1744 break; 1305 break;
1745 } 1306 }
1746 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1307 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1747 { 1308 {
1748 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1309 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1749 * perhaps a bad assumption. 1310 * perhaps a bad assumption.
1750 */ 1311 */
1751 tmp = NULL; 1312 tmp = 0;
1752 break; 1313 break;
1753 } 1314 }
1315
1754 if (mflags & P_IS_ALIVE) 1316 if (mflags & P_IS_ALIVE)
1755 {
1756 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1757 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1318 if (tmp->flag [FLAG_ALIVE])
1758 {
1759 found++;
1760 break;
1761 }
1762 if (found)
1763 break; 1319 break;
1764 }
1765 } 1320 }
1766 if (tmp == NULL) 1321
1322 if (!tmp)
1767 return find_arrow (op, type); 1323 return find_arrow (op, type);
1768 1324
1769 if (tmp->head) 1325 if (tmp->head)
1770 tmp = tmp->head; 1326 tmp = tmp->head;
1771 1327
1784 */ 1340 */
1785int 1341int
1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1342fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1787{ 1343{
1788 object *left, *bow; 1344 object *left, *bow;
1789 int bowspeed, mflags; 1345 int mflags;
1790 maptile *m; 1346 maptile *m;
1791 1347
1792 if (!dir) 1348 if (!dir)
1793 { 1349 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1350 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1351 return 0;
1796 } 1352 }
1797 if (op->type == PLAYER) 1353
1798 bow = op->contr->ranges[range_bow]; 1354 if (op->contr)
1355 bow = op->current_weapon;
1799 else 1356 else
1800 { 1357 {
1801 for (bow = op->inv; bow; bow = bow->below) 1358 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1359 /* Don't check for applied - monsters don't apply bows - in that way, they
1803 * don't need to switch back and forth between bows and weapons. 1360 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1365 if (!bow)
1809 { 1366 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1367 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1368 return 0;
1812 } 1369 }
1370
1371 // optimisation: move object to top so we will find it quickly again
1372 splay (bow);
1813 } 1373 }
1374
1814 if (!bow->race || !bow->skill) 1375 if (!bow->race || !bow->skill)
1815 { 1376 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1378 return 0;
1818 } 1379 }
1819
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821
1822 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1825 if (bowspeed < 1)
1826 bowspeed = 1;
1827 1380
1828 if (arrow == NULL) 1381 if (arrow == NULL)
1829 { 1382 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1383 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1384 {
1832 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1834 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1388 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1389 op->clr_flag (FLAG_READY_BOW);
1390
1837 return 0; 1391 return 0;
1838 } 1392 }
1839 } 1393 }
1394
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1396 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1397 return 0;
1844 } 1398
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1399 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1400 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1401 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1402 return 0;
1849 } 1403 }
1850 1404
1851 /* this should not happen, but sometimes does */ 1405 /* this should not happen, but sometimes does */
1852 if (arrow->nrof == 0) 1406 if (arrow->nrof == 0)
1853 { 1407 {
1408 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1854 arrow->destroy (); 1409 arrow->destroy ();
1855 return 0; 1410 return 0;
1856 } 1411 }
1857 1412
1858 left = arrow; /* these are arrows left to the player */ 1413 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1414 arrow = arrow->split ();
1860 if (arrow == NULL) 1415 if (!arrow)
1861 { 1416 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1417 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1418 return 0;
1864 } 1419 }
1420
1865 arrow->set_owner (op); 1421 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1422 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1423 arrow->direction = dir;
1869 arrow->x = sx; 1424
1870 arrow->y = sy; 1425 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1426 arrow->stats.hp = arrow->stats.dam;
1427 arrow->stats.grace = arrow->attacktype;
1428 arrow->custom_name = arrow->slaying;
1429
1430#if 0
1431 if (player *pl = op->contr)
1432 {
1433 float speed = pl->weapon_sp;
1434
1435 /* penalize ROF for bestarrow */
1436 if (pl->bowtype == bow_bestarrow)
1437 speed *= .9f;
1438 else
1439 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1440
1441 op->speed_left += speed - op->speed;
1442 }
1443#endif
1444
1445 SET_ANIMATION (arrow, arrow->direction);
1446
1447 /* update the speed */
1448
1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1454
1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1871 1456
1872 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1873 { 1458 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op);
1876 }
1877
1878 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam;
1881 arrow->stats.grace = arrow->attacktype;
1882 if (arrow->slaying != NULL)
1883 arrow->spellarg = strdup (arrow->slaying);
1884
1885 /* Note that this was different for monsters - they got their level
1886 * added to the damage. I think the strength bonus is more proper.
1887 */
1888
1889 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1890
1891 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894
1895 if (arrow->speed < 1.0)
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0;
1899
1900 if (op->type == PLAYER)
1901 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1903 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1904 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1905
1906 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1459 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1460 wc -= dex_bonus[op->stats.Dex];
1461
1462 if (!arrow->slaying)
1463 arrow->slaying = op->slaying;
1464
1465 arrow->attacktype |= op->attacktype;
1907 } 1466 }
1908 else 1467 else
1909 { 1468 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1469 arrow->level = op->level;
1912 } 1470 arrow->stats.wc -= bow->magic;
1913 1471
1914 if (arrow->attacktype == AT_PHYSICAL) 1472 if (!arrow->slaying)
1473 arrow->slaying = bow->slaying;
1474
1915 arrow->attacktype |= bow->attacktype; 1475 arrow->attacktype |= bow->attacktype;
1476 }
1916 1477
1917 if (bow->slaying != NULL) 1478 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1479 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1480
1920 arrow->map = m; 1481 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1482 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1483 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1484
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1485 op->play_sound (sound_find ("fire_arrow"));
1925 insert_ob_in_map (arrow, m, op, 0); 1486 m->insert (arrow, sx, sy, op);
1926 1487
1927 if (!arrow->destroyed ()) 1488 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1489 move_arrow (arrow);
1929
1930 if (op->type == PLAYER)
1931 {
1932 if (left->destroyed ())
1933 esrv_del_item (op->contr, left->count);
1934 else
1935 esrv_send_item (op, left);
1936 }
1937 1490
1938 return 1; 1491 return 1;
1939} 1492}
1940 1493
1941/* Special fire code for players - this takes into 1494/* Special fire code for players - this takes into
1943 * but monsters can't. Putting that code here 1496 * but monsters can't. Putting that code here
1944 * makes the fire_bow code much cleaner. 1497 * makes the fire_bow code much cleaner.
1945 * this function should only be called if 'op' is a player, 1498 * this function should only be called if 'op' is a player,
1946 * hence the function name. 1499 * hence the function name.
1947 */ 1500 */
1948int 1501static int
1949player_fire_bow (object *op, int dir) 1502player_fire_bow (object *op, int dir)
1950{ 1503{
1951 int ret = 0, wcmod = 0; 1504 int ret;
1952 1505
1953 if (op->contr->bowtype == bow_bestarrow) 1506 if (op->contr->bowtype == bow_bestarrow)
1954 { 1507 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1508 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1509 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1510 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1511 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1512 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1960 wcmod = -1;
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1514 }
1963 else if (op->contr->bowtype == bow_threewide) 1515 else if (op->contr->bowtype == bow_threewide)
1964 { 1516 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1517 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1966 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1518 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1967 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1968 } 1520 }
1969 else if (op->contr->bowtype == bow_spreadshot) 1521 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1522 {
1971 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1523 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1972 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1524 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1525 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1974
1975 } 1526 }
1976 else 1527 else
1977 { 1528 {
1978 /* Simple case */ 1529 /* Simple case */
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 } 1531 }
1532
1981 return ret; 1533 return ret;
1982} 1534}
1983
1984 1535
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1536/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1537 * Broken apart from 'fire' to keep it more readable.
1987 */ 1538 */
1988void 1539static void
1989fire_misc_object (object *op, int dir) 1540fire_misc_object (object *op, int dir)
1990{ 1541{
1991 object *item; 1542 object *item = op->contr->ranged_ob;
1992 1543
1993 if (!op->contr->ranges[range_misc]) 1544 if (!item)
1994 { 1545 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1546 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1547 return;
1997 } 1548 }
1998 1549
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1550 if (!item->inv)
2001 { 1551 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1552 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1553 return;
2004 } 1554 }
1555
1556 if (!op->apply (item))
1557 return;
1558
2005 if (item->type == WAND) 1559 if (item->type == WAND)
2006 { 1560 {
2007 if (item->stats.food <= 0) 1561 if (item->stats.food <= 0)
2008 { 1562 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1563 op->contr->play_sound (sound_find ("wand_poof"));
2010 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1565
2011 return; 1566 return;
2012 } 1567 }
2013 } 1568 }
2014 else if (item->type == ROD || item->type == HORN) 1569 else if (item->type == ROD || item->type == HORN)
2015 { 1570 {
2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1571 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1572
1573 // using the maximum of the rods charge allows at least one spell cast
1574 // for a rod or horn, this fixes some broken rods.
1575 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2017 { 1576 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1577 op->contr->play_sound (sound_find ("wand_poof"));
1578
2019 if (item->type == ROD) 1579 if (item->type == ROD)
2020 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021 else 1581 else
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1583
2023 return; 1584 return;
2024 } 1585 }
2025 } 1586 }
2026 1587
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1588 if (cast_spell (op, item, dir, item->inv, NULL))
2028 { 1589 {
2029 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1590 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1591
2030 if (item->type == WAND) 1592 if (item->type == WAND)
2031 { 1593 {
2032 if (!(--item->stats.food)) 1594 if (!(--item->stats.food))
2033 { 1595 {
2034 object *tmp; 1596 object *tmp;
2035 1597
2036 if (item->arch) 1598 if (item->arch)
2037 { 1599 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1600 item->clr_flag (FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1601 item->face = item->arch->face;
2040 item->speed = 0; 1602 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1603 }
2043 if ((tmp = is_player_inv (item))) 1604
1605 if (object *pl = item->visible_to ())
2044 esrv_update_item (UPD_ANIM, tmp, item); 1606 esrv_update_item (UPD_ANIM, pl, item);
2045 } 1607 }
2046 } 1608 }
2047 else if (item->type == ROD || item->type == HORN) 1609 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1610 drain_rod_charge (item);
2050 }
2051 } 1611 }
2052} 1612}
2053 1613
2054/* Received a fire command for the player - go and do it. 1614/* Received a fire command for the player - go and do it.
2055 */ 1615 */
2056void 1616bool
2057fire (object *op, int dir) 1617fire (object *who, int dir)
2058{ 1618{
2059 int spellcost = 0; 1619 int spellcost = 0;
2060 1620
1621 player *pl = who->contr;
1622
1623 if (pl->golem)
1624 {
1625 control_golem (who->contr->golem, dir);
1626 return false;
1627 }
1628
1629 object *ob = pl->ranged_ob;
1630
1631 if (!ob)
1632 return false;
1633
1634 if (who->speed_left > 0.f)
1635 --who->speed_left;
1636 else
1637 return false;
1638
1639 if (!who->apply (ob))
1640 return false;
1641
2061 /* check for loss of invisiblity/hide */ 1642 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1643 if (action_makes_visible (who))
2063 make_visible (op); 1644 make_visible (who);
2064 1645
2065 switch (op->contr->shoottype) 1646 switch (ob->type)
2066 { 1647 {
2067 case range_none: 1648 case BOW:
2068 return;
2069
2070 case range_bow:
2071 player_fire_bow (op, dir); 1649 player_fire_bow (who, dir);
2072 return; 1650 break;
2073 1651
2074 case range_magic: /* Casting spells */ 1652 case SPELL:
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1653 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2076 return; 1654 break;
2077 1655
2078 case range_misc: 1656 case BUILDER:
2079 fire_misc_object (op, dir);
2080 return;
2081
2082 case range_golem: /* Control summoned monsters from scrolls */
2083 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2084 {
2085 op->contr->ranges[range_golem] = 0;
2086 op->contr->shoottype = range_none;
2087 }
2088 else
2089 control_golem (op->contr->ranges[range_golem], dir);
2090 return;
2091
2092 case range_skill:
2093 if (!op->chosen_skill)
2094 {
2095 if (op->type == PLAYER)
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2097 return;
2098 }
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return;
2101 case range_builder:
2102 apply_map_builder (op, dir); 1657 apply_map_builder (who, dir);
2103 return; 1658 break;
1659
1660 case SKILL:
1661 do_skill (who, who, ob, dir, 0);
1662 break;
1663
1664 case RANGED:
1665 do_skill (who, ob, who->chosen_skill, dir, 0);
1666 break;
1667
2104 default: 1668 default:
2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1669 fire_misc_object (who, dir);
2106 return; 1670 break;
2107 } 1671 }
2108}
2109 1672
1673 return true;
1674}
2110 1675
2111 1676static object *
2112/* find_key
2113 * We try to find a key for the door as passed. If we find a key
2114 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic
2116 * for both is the same - just the specific key is different.
2117 * pl is the player,
2118 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers.
2121 */
2122
2123object *
2124find_key (object *pl, object *container, object *door) 1677find_key_ (object *pl, object *container, object *door)
2125{ 1678{
2126 object *tmp, *key; 1679 object *tmp, *key;
2127 1680
2128 /* Should not happen, but sanity checking is never bad */ 1681 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1682 if (!container->inv)
2130 return NULL; 1683 return 0;
2131 1684
2132 /* First, lets try to find a key in the top level inventory */ 1685 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1686 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1687 {
2135 if (door->type == DOOR && tmp->type == KEY) 1688 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1689 break;
1690
2137 /* For sanity, we should really check door type, but other stuff 1691 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1692 * (like containers) can be locked with special keys
2139 */ 1693 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1694 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1695 break;
2142 } 1696 }
1697
2143 /* No key found - lets search inventories now */ 1698 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1699 /* If we find and use a key in an inventory, return at that time.
2145 * otherwise, if we search all the inventories and still don't find 1700 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1701 * a key, return
2147 */ 1702 */
2148 if (!tmp) 1703 if (!tmp)
2149 { 1704 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1705 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 {
2152 /* No reason to search empty containers */ 1706 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1707 if (tmp->type == CONTAINER && tmp->inv)
2154 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1708 if ((key = find_key_ (pl, tmp, door)))
2156 return key; 1709 return key;
2157 } 1710
2158 }
2159 if (!tmp) 1711 if (!tmp)
2160 return NULL; 1712 return 0;
2161 } 1713 }
1714
2162 /* We get down here if we have found a key. Now if its in a container, 1715 /* We get down here if we have found a key. Now if its in a container,
2163 * see if we actually want to use it 1716 * see if we actually want to use it
2164 */ 1717 */
2165 if (pl != container) 1718 if (pl != container)
2166 { 1719 {
2167 /* Only let players use keys in containers */ 1720 /* Only let players use keys in containers */
2168 if (!pl->contr) 1721 if (!pl->contr)
2169 return NULL; 1722 return 0;
1723
2170 /* cases where this fails: 1724 /* cases where this fails:
2171 * If we only search the player inventory, return now since we 1725 * If we only search the player inventory, return now since we
2172 * are not in the players inventory. 1726 * are not in the players inventory.
2173 * If the container is not active, return now since only active 1727 * If the container is not active, return now since only active
2174 * containers can be used. 1728 * containers can be used.
2178 * inv must have been an container and must have been active. 1732 * inv must have been an container and must have been active.
2179 * 1733 *
2180 * Change the color so that the message doesn't disappear with 1734 * Change the color so that the message doesn't disappear with
2181 * all the others. 1735 * all the others.
2182 */ 1736 */
2183 if (pl->contr->usekeys == key_inventory || 1737 if (pl->contr->usekeys == key_inventory
2184 !QUERY_FLAG (container, FLAG_APPLIED) || 1738 || !container->flag [FLAG_APPLIED]
2185 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1739 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2186 { 1740 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1741 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2188 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1742 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1743 return NULL;
2190 } 1744 }
2191 } 1745 }
1746
2192 return tmp; 1747 return tmp;
1748}
1749
1750/* find_key
1751 * We try to find a key for the door as passed. If we find a key
1752 * and successfully use it, we return the key, otherwise NULL
1753 * This function merges both normal and locked door, since the logic
1754 * for both is the same - just the specific key is different.
1755 * pl is the player,
1756 * inv is the objects inventory to searched
1757 * door is the door we are trying to match against.
1758 * This function can be called recursively to search containers.
1759 */
1760object *
1761find_key (object *pl, object *container, object *door)
1762{
1763 if (door->slaying && is_match_expr (door->slaying))
1764 {
1765 // for match expressions, we try to find the key by applying the match
1766 // to the op itself, which is supposed to find the "key", instead
1767 // of searching through containers ourselves.
1768
1769 return match_one (door->slaying, container, door, pl, pl);
1770 }
1771 else
1772 return find_key_ (pl, container, door);
2193} 1773}
2194 1774
2195/* moved door processing out of move_player_attack. 1775/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1776 * returns 1 if player has opened the door with a key
2197 * such that the caller should not do anything more, 1777 * such that the caller should not do anything more,
2198 * 0 otherwise 1778 * 0 otherwise
2199 */ 1779 */
2200static int 1780static int
2201player_attack_door (object *op, object *door) 1781player_attack_door (object *op, object *door)
2202{ 1782{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1783 /* If its a door, try to find a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1784 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1785 * otherwise, we fall through to the rest of the code.
2207 */ 1786 */
2208 object *key = find_key (op, op, door); 1787 object *key = find_key (op, op, door);
2209 1788
2210 /* IF we found a key, do some extra work */ 1789 /* If we found a key, do some extra work */
2211 if (key) 1790 if (key)
2212 { 1791 {
2213 object *container = key->env; 1792 object *container = key->env;
2214 1793
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2216 if (action_makes_visible (op)) 1794 if (action_makes_visible (op))
2217 make_visible (op); 1795 make_visible (op);
1796
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1797 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1798 spring_trap (door->inv, op);
1799
2220 if (door->type == DOOR) 1800 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1801 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1802 else if (door->type == LOCKED_DOOR)
2225 { 1803 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1804 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2227 remove_door2 (door); /* remove door without violence ;-) */ 1805 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1806 }
1807
2229 /* Do this after we print the message */ 1808 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 1809 key->decrease (); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 1810
2232 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container);
2234 return 1; /* Nothing more to do below */ 1811 return 1; /* Nothing more to do below */
2235 } 1812 }
2236 else if (door->type == LOCKED_DOOR) 1813 else if (door->type == LOCKED_DOOR)
2237 { 1814 {
2238 /* Might as well return now - no other way to open this */ 1815 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1816 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2240 return 1; 1817 return 1;
2241 } 1818 }
1819
2242 return 0; 1820 return 0;
2243} 1821}
2244 1822
2245/* This function is just part of a breakup from move_player. 1823/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 1824 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 1825 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 1826 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 1827 * going to try and move (not fire weapons).
2250 */ 1828 */
2251 1829bool
2252void
2253move_player_attack (object *op, int dir) 1830move_player_attack (object *op, int dir)
2254{ 1831{
2255 object *tmp, *mon; 1832 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2256 sint16 nx, ny; 1833 {
2257 int on_battleground; 1834 --op->speed_left;
2258 maptile *m; 1835 return true;
1836 }
2259 1837
2260 nx = freearr_x[dir] + op->x; 1838 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 1839 sint16 ny = freearr_y[dir] + op->y;
2262 1840
2263 on_battleground = op_on_battleground (op, NULL, NULL); 1841 if (out_of_map (op->map, nx, ny))
1842 return false;
2264 1843
2265 /* If braced, or can't move to the square, and it is not out of the 1844 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 1845 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 1846 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 1847 * player. This is a pretty nasty hack, because if we could
2269 * move to some space, it then means that if we are braced, we should 1848 * move to some space, it then means that if we are braced, we should
2270 * do nothing at all. As it is, if we are braced, we go through 1849 * do nothing at all. As it is, if we are braced, we go through
2271 * quite a bit of processing. However, it probably is less than what 1850 * quite a bit of processing. However, it probably is less than what
2272 * move_ob uses. 1851 * move_ob uses.
2273 */ 1852 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1853 maptile *m = op->map->xy_find (nx, ny);
1854
1855 /* Go through all the objects, and find ones of interest. Only stop if
1856 * we find a monster - that is something we know we want to attack.
1857 * if its a door or barrel (can roll) see if there may be monsters
1858 * on the space
1859 */
1860 object *mon;
1861 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1862 {
1863 if ((mon->flag [FLAG_ALIVE]
1864 || mon->type == LOCKED_DOOR
1865 || mon->flag [FLAG_CAN_ROLL])
1866 && mon != op)
1867 break;
2275 { 1868 }
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1869
1870 /* no monster == player tries to move into a wall or so */
1871 if (!mon)
1872 {
1873 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1874 if (op->move_type & ob->move_block)
2277 { 1875 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 1876 if (ob->move_block == MOVE_ALL)
2279 if (!m) 1877 move_into_wall (op, ob);
2280 return; /* Don't think this should happen */ 1878 else
1879 {
1880 if (op->contr->ns->bumpmsg)
1881 {
1882 op->play_sound (sound_find ("blocked_move"));
1883
1884 op->statusmsg (ob->invisible
1885 ? "Something blocks you."
1886 : format ("Something blocks you from entering the %s.", query_name (ob))
1887 );
1888 }
1889 }
1890
1891 break;
1892 }
1893
1894 return false;
1895 }
1896
1897 mon = mon->head_ ();
1898
1899 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1900 if (op->contr->weapon_sp_left > 0.f)
1901 if (player_attack_door (op, mon))
1902 {
1903 --op->contr->weapon_sp_left;
1904 return true;
1905 }
1906
1907 /* The following deals with possibly attacking peaceful
1908 * or friendly creatures. Basically, all players are considered
1909 * unaggressive. If the moving player has peaceful set, then the
1910 * object should be pushed instead of attacked. It is assumed that
1911 * if you are braced, you will not attack friends accidently,
1912 * and thus will not push them.
1913 */
1914
1915 /* If the creature is a pet, push it even if the player is not
1916 * peaceful. Our assumption is the creature is a pet if the
1917 * player owns it and it is either friendly or unagressive.
1918 */
1919 if (op->type == PLAYER
1920 && ((mon->owner && mon->owner->contr
1921 && same_party (mon->owner->contr->party, op->contr->party))
1922 || mon->owner == op)
1923 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1924 {
1925 /* If we're braced, we don't want to switch places with it */
1926 if (op->contr->braced)
1927 return false;
1928
1929 if (op->speed_left > 0.f)
1930 {
1931 --op->speed_left;
1932
1933 op->play_sound (sound_find ("push_player"));
1934 push_ob (mon, dir, op);
1935
1936 if (action_makes_visible (op))
1937 make_visible (op);
1938
1939 return true;
2281 } 1940 }
2282 else 1941 else
2283 m = op->map;
2284
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return; 1942 return false;
2289 } 1943 }
2290 1944
2291 mon = NULL; 1945 bool on_battleground = op_on_battleground (op, 0, 0);
2292 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space
2296 */
2297 while (tmp != NULL)
2298 {
2299 if (tmp == op)
2300 {
2301 tmp = tmp->above;
2302 continue;
2303 }
2304 1946
2305 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2306 {
2307 mon = tmp;
2308 break;
2309 }
2310
2311 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2312 mon = tmp;
2313
2314 tmp = tmp->above;
2315 }
2316
2317 if (mon == NULL) /* This happens anytime the player tries to move */
2318 return; /* into a wall */
2319
2320 if (mon->head != NULL)
2321 mon = mon->head;
2322
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon))
2325 return;
2326
2327 /* The following deals with possibly attacking peaceful
2328 * or frienddly creatures. Basically, all players are considered
2329 * unaggressive. If the moving player has peaceful set, then the
2330 * object should be pushed instead of attacked. It is assumed that
2331 * if you are braced, you will not attack friends accidently,
2332 * and thus will not push them.
2333 */
2334
2335 /* If the creature is a pet, push it even if the player is not
2336 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive.
2338 */
2339 if ((op->type == PLAYER)
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2344#else
2345 && mon->owner == op
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 {
2349 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced)
2351 return;
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op);
2356 return;
2357 }
2358
2359 /* in certain circumstances, you shouldn't attack friendly 1947 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 1948 * creatures. Note that if you are braced, you can't push
2361 * someone, but put it inside this loop so that you won't 1949 * someone, but put it inside this loop so that you won't
2362 * attack them either. 1950 * attack them either.
2363 */ 1951 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 1952 if ((mon->type == PLAYER || mon->enemy != op)
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1953 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2366#ifdef PROHIBIT_PLAYERKILL 1954 && ((op->contr->peaceful
2367 (op->contr->peaceful 1955 || (mon->type == PLAYER && mon->contr->peaceful))
2368 || (mon->type == PLAYER 1956 && !on_battleground))
2369 && mon->contr-> 1957 {
2370 peaceful)) && 1958 if (op->speed_left > 0.f)
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 { 1959 {
1960 --op->speed_left;
1961
2376 if (!op->contr->braced) 1962 if (!op->contr->braced)
2377 { 1963 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1964 op->play_sound (sound_find ("push_player"));
2379 (void) push_ob (mon, dir, op); 1965 push_ob (mon, dir, op);
2380 } 1966 }
2381 else 1967 else
2382 { 1968 op->statusmsg ("You withhold your attack");
2383 new_draw_info (0, 0, op, "You withhold your attack"); 1969
2384 }
2385 if (op->contr->tmp_invis || op->hide) 1970 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2386 make_visible (op); 1971 make_visible (op);
2387 }
2388 1972
1973 return true;
1974 }
1975 }
2389 /* If the object is a boulder or other rollable object, then 1976 /* If the object is a boulder or other rollable object, then
2390 * roll it if not braced. You can't roll it if you are braced. 1977 * roll it if not braced. You can't roll it if you are braced.
2391 */ 1978 */
2392 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1979 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1980 {
1981 if (op->speed_left > 0.f)
2393 { 1982 {
1983 --op->speed_left;
1984
2394 recursive_roll (mon, dir, op); 1985 recursive_roll (mon, dir, op);
2395 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2396 make_visible (op); 1987 make_visible (op);
2397 }
2398 1988
1989 return true;
1990 }
1991 }
2399 /* Any generic living creature. Including things like doors. 1992 /* Any generic living creature. Including things like doors.
2400 * Way it works is like this: First, it must have some hit points 1993 * Way it works is like this: First, it must have some hit points
2401 * and be living. Then, it must be one of the following: 1994 * and be living. Then, it must be one of the following:
2402 * 1) Not a player, 2) A player, but of a different party. Note 1995 * 1) Not a player, 2) A player, but of a different party. Note
2403 * that party_number -1 is no party, so attacks can still happen. 1996 * that party_number -1 is no party, so attacks can still happen.
2404 */ 1997 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1998 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2407 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1999 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2000 {
2409 2001 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2410 /* If the player hasn't hit something this tick, and does
2411 * so, give them speed boost based on weapon speed. Doing
2412 * it here is better than process_players2, which basically
2413 * incurred a 1 tick offset.
2414 */
2415 if (!op->contr->has_hit)
2416 { 2002 {
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2003 --op->contr->weapon_sp_left;
2418 2004
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 }
2421
2422 skill_attack (mon, op, 0, NULL, NULL); 2005 skill_attack (mon, op, 0, 0, 0);
2423 2006
2424 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is
2427 * the wiz.
2428 */
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 {
2431 short luck = mon->stats.luck;
2432
2433 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL);
2435 mon->stats.luck = luck;
2436 }
2437 if (action_makes_visible (op)) 2007 if (action_makes_visible (op))
2438 make_visible (op); 2008 make_visible (op);
2439 }
2440 } /* if player should attack something */
2441}
2442 2009
2443int 2010 return true;
2011 }
2012 }
2013
2014 return false;
2015}
2016
2017bool
2444move_player (object *op, int dir) 2018move_player (object *op, int dir)
2445{ 2019{
2446 int pick; 2020 if (!op->map || op->map->state != MAP_ACTIVE)
2447
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2021 return 0;
2450 2022
2451 /* Sanity check: make sure dir is valid */ 2023 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2024 if (dir < 0 || dir > 8)
2453 { 2025 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2026 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2027 return 0;
2456 } 2028 }
2457 2029
2458 /* peterm: added following line */ 2030 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2031 if (op->flag [FLAG_CONFUSED] && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2032 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2033
2462 op->facing = dir; 2034 op->facing = dir;
2463 2035
2464 if (op->hide) 2036 if (op->flag [FLAG_HIDDEN])
2465 do_hidden_move (op); 2037 do_hidden_move (op);
2466 2038
2039 bool retval;
2040 int pick = 0;
2041
2467 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2042 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2468 /*nop */ ; 2043 retval = RESULT_INT (0);
2469 else if (op->contr->fire_on) 2044 else if (op->contr->fire_on)
2470 fire (op, dir); 2045 retval = fire (op, dir);
2471 else 2046 else
2472 { 2047 {
2473 move_player_attack (op, dir); 2048 retval = move_player_attack (op, dir);
2474 pick = check_pick (op); 2049 pick = check_pick (op);
2475 } 2050 }
2476 2051
2477 /* Add special check for newcs players and fire on - this way, the 2052 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2053 * server can handle repeat firing.
2479 */ 2054 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2055 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2056 op->direction = dir;
2483 }
2484 else 2057 else
2485 {
2486 op->direction = 0; 2058 op->direction = 0;
2487 } 2059
2488 /* Update how the player looks. Use the facing, so direction may 2060 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2061 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2062 * for players.
2491 */ 2063 */
2492 animate_object (op, op->facing); 2064 animate_object (op, op->facing);
2493 return 0; 2065
2066 return retval;
2494} 2067}
2495 2068
2496/* This is similar to handle_player, below, but is only used by the 2069/* This is similar to handle_player, below, but is only used by the
2497 * new client/server stuff. 2070 * new client/server stuff.
2498 * This is sort of special, in that the new client/server actually uses 2071 * This is sort of special, in that the new client/server actually uses
2499 * the new speed values for commands. 2072 * the new speed values for commands.
2500 * 2073 *
2501 * Returns true if there are more actions we can do. 2074 * Returns true if there are more actions we can do. Should not do
2075 * many actions in a row, as that would be too unfair to other
2076 * players.
2502 */ 2077 */
2503int 2078bool
2504handle_newcs_player (object *op) 2079handle_newcs_player (object *op)
2505{ 2080{
2506 if (op->contr->hidden) 2081 if (op->flag [FLAG_SCARED])
2507 {
2508 op->invisible = 1000;
2509 /* the socket code flashes the player visible/invisible
2510 * depending on the value of invisible, so we need to
2511 * alternate it here for it to work correctly.
2512 */
2513 if (pticks & 2)
2514 op->invisible--;
2515 } 2082 {
2516 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2083 if (op->speed_left > 0.f)
2517 {
2518 op->invisible--;
2519 if (!op->invisible)
2520 {
2521 make_visible (op);
2522 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2523 } 2084 {
2524 }
2525
2526 if (QUERY_FLAG (op, FLAG_SCARED))
2527 {
2528 flee_player (op);
2529 /* If player is still scared, that is his action for this tick */
2530 if (QUERY_FLAG (op, FLAG_SCARED))
2531 {
2532 op->speed_left--; 2085 --op->speed_left;
2086 flee_player (op);
2087
2533 return 0; 2088 return true;
2534 } 2089 }
2090 else
2091 return false;
2535 } 2092 }
2536
2537 /* I've been seeing crashes where the golem has been destroyed, but
2538 * the player object still points to the defunct golem. The code that
2539 * destroys the golem looks correct, and it doesn't always happen, so
2540 * put this in a a workaround to clean up the golem pointer.
2541 */
2542 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2543 op->contr->ranges[range_golem] = 0;
2544 2093
2545 /* call this here - we also will call this in do_ericserver, but 2094 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2095 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2096 * called, so we recheck it here.
2548 */ 2097 */
2549 op->contr->socket->handle_command (); 2098 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0) 2099 return true;
2100
2101 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2102 return move_player (op, op->direction);
2103
2104 return false;
2105}
2106
2107static int
2108save_life (object *op)
2109{
2110 if (!op->flag [FLAG_LIFESAVE])
2551 return 0; 2111 return 0;
2552 2112
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 {
2555 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--;
2557
2558 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff.
2561 */
2562 move_player (op, op->direction);
2563 if (op->speed_left > 0)
2564 return 1;
2565 else
2566 return 0;
2567 }
2568
2569 return 0;
2570}
2571
2572int
2573save_life (object *op)
2574{
2575 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2576 return 0;
2577
2578 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2113 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2579 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2114 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2580 { 2115 {
2581 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2116 op->play_sound (sound_find ("ob_evaporate"));
2582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2117 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2583 2118
2584 if (op->contr)
2585 esrv_del_item (op->contr, tmp->count);
2586
2587 tmp->destroy (); 2119 tmp->destroy ();
2588 CLEAR_FLAG (op, FLAG_LIFESAVE); 2120 op->clr_flag (FLAG_LIFESAVE);
2589 2121
2590 if (op->stats.hp < 0) 2122 if (op->stats.hp < 0)
2591 op->stats.hp = op->stats.maxhp; 2123 op->stats.hp = op->stats.maxhp;
2592 2124
2593 if (op->stats.food < 0) 2125 if (op->stats.food < 0)
2594 op->stats.food = 999; 2126 op->stats.food = MAX_FOOD;
2595 2127
2596 fix_player (op); 2128 op->update_stats ();
2597 return 1; 2129 return 1;
2598 } 2130 }
2599 2131
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2132 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2133 op->clr_flag (FLAG_LIFESAVE);
2602 enter_player_savebed (op); /* bring him home. */ 2134 enter_player_savebed (op); /* bring him home. */
2603 return 0; 2135 return 0;
2604} 2136}
2605 2137
2606/* This goes throws the inventory and removes unpaid objects, and puts them 2138/* This goes throws the inventory and removes unpaid objects, and puts them
2607 * back in the map (location and map determined by values of env). This 2139 * back in the map (location and map determined by values of env). This
2608 * function will descend into containers. op is the object to start the search 2140 * function will descend into containers. op is the object to start the search
2609 * from. 2141 * from.
2610 */ 2142 */
2143static void
2144drop_unpaid_items (object *op, object *env)
2145{
2146 while (op)
2147 {
2148 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2149
2150 if (op->flag [FLAG_UNPAID])
2151 op->insert_at (env);
2152 else if (op->inv)
2153 drop_unpaid_items (op->inv, env);
2154
2155 op = next;
2156 }
2157}
2158
2611void 2159void
2612remove_unpaid_objects (object *op, object *env) 2160object::drop_unpaid_items ()
2613{ 2161{
2614 object *next; 2162 if (!flag [FLAG_REMOVED])
2615 2163 ::drop_unpaid_items (inv, this);
2616 while (op)
2617 {
2618 next = op->below; /* Make sure we have a good value, in case
2619 * we remove object 'op'
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0);
2629 }
2630 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env);
2632
2633 op = next;
2634 }
2635} 2164}
2636
2637
2638/*
2639 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the
2642 * best, a misc file for object actions is probably better,
2643 * but there isn't one in the server directory.
2644 */
2645char *
2646gravestone_text (object *op)
2647{
2648 static char buf2[MAX_BUF];
2649 char buf[MAX_BUF];
2650 time_t now = time (NULL);
2651
2652 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else
2656 sprintf (buf, "%s\n", &op->name);
2657
2658 strncat (buf2, " ", 20 - strlen (buf) / 2);
2659 strcat (buf2, buf);
2660 if (op->type == PLAYER)
2661 sprintf (buf, "who was in level %d when killed\n", op->level);
2662 else
2663 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2664
2665 strncat (buf2, " ", 20 - strlen (buf) / 2);
2666 strcat (buf2, buf);
2667 if (op->type == PLAYER)
2668 {
2669 sprintf (buf, "by %s.\n\n", op->contr->killer);
2670 strncat (buf2, " ", 21 - strlen (buf) / 2);
2671 strcat (buf2, buf);
2672 }
2673
2674 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf);
2677
2678 return buf2;
2679}
2680
2681
2682 2165
2683void 2166void
2684do_some_living (object *op) 2167do_some_living (object *op)
2685{ 2168{
2686 int last_food = op->stats.food; 2169 int last_food = op->stats.food;
2687 int gen_hp, gen_sp, gen_grace; 2170 int gen_hp, gen_sp, gen_grace;
2688 int over_hp, over_sp, over_grace;
2689 int i; 2171 int i;
2690 int rate_hp = 1200; 2172 int rate_hp = 1200;
2691 int rate_sp = 2500; 2173 int rate_sp = 2500;
2692 int rate_grace = 2000; 2174 int rate_grace = 2000;
2693 const int max_hp = 1; 2175 const int max_hp = 1;
2694 const int max_sp = 1; 2176 const int max_sp = 1;
2695 const int max_grace = 1; 2177 const int max_grace = 1;
2696 2178
2697 if (op->contr->outputs_sync) 2179 if (op->contr->hidden)
2698 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2701 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2180 {
2181 op->invisible = 1000;
2182 /* the socket code flashes the player visible/invisible
2183 * depending on the value of invisible, so we need to
2184 * alternate it here for it to work correctly.
2185 */
2186 if (server_tick & 2)
2187 op->invisible--;
2188 }
2189 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2190 {
2191 if (!op->invisible--)
2192 {
2193 make_visible (op);
2194 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2195 }
2196 }
2703 2197
2704 if (op->contr->state == ST_PLAYING) 2198 if (op->contr->ns->state == ST_PLAYING)
2705 { 2199 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2200 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2201 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2202 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2203 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2204 else
2712 { 2205 {
2713 gen_hp = op->stats.maxhp; 2206 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2207 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2208 }
2209
2716 if (op->contr->gen_sp >= 0) 2210 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2211 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2212 else
2719 { 2213 {
2720 gen_sp = op->stats.maxsp; 2214 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2215 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2216 }
2217
2723 if (op->contr->gen_grace >= 0) 2218 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2219 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2220 else
2726 { 2221 {
2727 gen_grace = op->stats.maxgrace; 2222 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2223 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2224 }
2730 2225
2731 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2733 {
2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2735 if (op->stats.sp < op->stats.maxsp)
2736 {
2737 op->stats.sp++;
2738 /* dms do not consume food */
2739 if (!QUERY_FLAG (op, FLAG_WIZ))
2740 {
2741 op->stats.food--;
2742 if (op->contr->digestion < 0)
2743 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food;
2746 }
2747 }
2748 if (max_sp > 1)
2749 {
2750 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0)
2752 {
2753 if (op->stats.sp < op->stats.maxsp)
2754 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--;
2758 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp;
2760 }
2761 op->last_sp = 0;
2762 }
2763 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 }
2768 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 }
2773
2774 /* Regenerate Grace */ 2226 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2227 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2228 if (--op->last_grace < 0)
2777 { 2229 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2230 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2231 op->stats.grace++; /* no penalty in food for regaining grace */
2232
2233 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2234
2780 if (max_grace > 1) 2235 if (max_grace > 1)
2781 { 2236 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2237 int over_grace = temp / rate_grace;
2238
2783 if (over_grace > 0) 2239 if (over_grace > 0)
2784 { 2240 {
2785 op->stats.sp += over_grace 2241 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2786 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2787 op->last_grace = 0; 2242 op->last_grace = 0;
2788 } 2243 }
2789 else 2244 else
2790 { 2245 op->last_grace = rate_grace / temp;
2791 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2792 }
2793 } 2246 }
2794 else 2247 else
2248 op->last_grace = rate_grace / temp;
2249
2250 /* wearing stuff doesn't detract from grace generation. */
2251 }
2252
2253 if (op->stats.food > 0)
2254 {
2255 /* Regenerate Spell Points */
2256 if (!op->contr->golem && --op->last_sp < 0)
2795 { 2257 {
2796 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2258 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2797 }
2798 /* wearing stuff doesn't detract from grace generation. */
2799 }
2800 2259
2801 /* Regenerate Hit Points */
2802 if (--op->last_heal < 0)
2803 {
2804 if (op->stats.hp < op->stats.maxhp) 2260 if (op->stats.sp < op->stats.maxsp)
2805 {
2806 op->stats.hp++;
2807 /* dms do not consume food */
2808 if (!QUERY_FLAG (op, FLAG_WIZ))
2809 { 2261 {
2262 op->stats.sp++;
2263
2264 /* dms do not consume food */
2265 if (!op->flag [FLAG_WIZ])
2266 {
2810 op->stats.food--; 2267 op->stats.food--;
2268
2811 if (op->contr->digestion < 0) 2269 if (op->contr->digestion < 0)
2812 op->stats.food += op->contr->digestion; 2270 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2271 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2272 op->stats.food = last_food;
2273 }
2815 } 2274 }
2816 } 2275
2817 if (max_hp > 1) 2276 if (max_sp > 1)
2818 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0)
2821 { 2277 {
2822 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2278 int over_sp = (gen_sp + 10) / rate_sp;
2279 if (over_sp > 0)
2280 {
2281 if (op->stats.sp < op->stats.maxsp)
2282 {
2283 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2284
2285 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2286 op->stats.sp--;
2287
2288 if (op->stats.sp > op->stats.maxsp)
2289 op->stats.sp = op->stats.maxsp;
2290 }
2291
2823 op->last_heal = 0; 2292 op->last_sp = 0;
2293 }
2294 else
2295 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2824 } 2296 }
2825 else 2297 else
2298 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2299 }
2300
2301 /* Regenerate Hit Points */
2302 if (--op->last_heal < 0)
2303 {
2304 if (op->stats.hp < op->stats.maxhp)
2826 { 2305 {
2827 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2306 op->stats.hp++;
2307
2308 /* dms do not consume food */
2309 if (!op->flag [FLAG_WIZ])
2310 {
2311 op->stats.food--;
2312
2313 if (op->contr->digestion < 0)
2314 op->stats.food += op->contr->digestion;
2315 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2316 op->stats.food = last_food;
2317 }
2828 } 2318 }
2319
2320 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2321
2322 if (max_hp > 1)
2323 {
2324 int over_hp = temp / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / temp;
2829 } 2333 }
2830 else 2334 else
2831 { 2335 op->last_heal = rate_hp / temp;
2832 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2833 } 2336 }
2834 } 2337 }
2835 2338
2836 /* Digestion */ 2339 /* Digestion */
2837 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2838 { 2341 {
2839#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2840 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 penalty = max (0, -op->contr->digestion);
2841 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2842#else
2843 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2844#endif
2845 2344
2846 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2848 else 2346
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2850 /* dms do not consume food */ 2347 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!op->flag [FLAG_WIZ])
2852 op->stats.food--; 2349 op->stats.food--;
2853 } 2350 }
2854 }
2855 2351
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2353 {
2858 object *tmp, *flesh = NULL; 2354 object *flesh = 0;
2859 2355
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2861 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 { 2357 {
2358 if (tmp->flag [FLAG_UNPAID])
2359 continue;
2360
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2362 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2867 manual_apply (op, tmp, 0); 2365 op->apply (tmp);
2366
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2368 break;
2870 } 2369 }
2871 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2872 flesh = tmp; 2371 flesh = tmp;
2873 } /* End if paid for object */ 2372 }
2874 } /* end of for loop */ 2373
2875 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2375 * eat flesh instead.
2877 */ 2376 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2378 {
2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2381 op->apply (flesh);
2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2879 { 2388 }
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2389
2881 manual_apply (op, flesh, 0); 2390 if (op->stats.food < 0)
2882 } 2391 {
2883 } /* end if player is starving */ 2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2884 2394
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2395 if (op->stats.hp < 0)
2886 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2887 2401
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2402 /* killer should be set here already */
2403 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2889 kill_player (op); 2404 kill_player (op);
2405 }
2890} 2406}
2891
2892
2893 2407
2894/* If the player should die (lack of hp, food, etc), we call this. 2408/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2409 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2410 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2411 * file.
2898 */ 2412 */
2899void 2413void
2900kill_player (object *op) 2414kill_player (object *op)
2901{ 2415{
2902 char buf[MAX_BUF];
2903 int x, y; 2416 int x, y;
2904
2905 //int i;
2906 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2907
2908 /* int z;
2909 int num_stats_lose;
2910 int lost_a_stat;
2911 int lose_this_stat;
2912 int this_stat; */
2913 int will_kill_again; 2418 int will_kill_again;
2914 archetype *at; 2419 archetype *at;
2915 object *tmp; 2420 object *tmp;
2916 2421
2917 if (save_life (op)) 2422 if (save_life (op))
2918 return; 2423 return;
2919 2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find (shstr_poisoning);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find (shstr_confusion);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447 max_it (op->stats.food , 200);
2448
2449 // remove all spell effects that are active
2450 // to avoid long-term effects such as word-of-recall
2451 for (object *item = op->inv; item; )
2452 {
2453 object *next = item->below;
2454
2455 if (item->type == SPELL_EFFECT && item->active)
2456 item->destroy ();
2457
2458 item = next;
2459 }
2920 2460
2921 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2461 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2922 * in cities ONLY!!! It is very important that this doesn't get abused. 2462 * in cities ONLY!!! It is very important that this doesn't get abused.
2923 * Look at op_on_battleground() for more info --AndreasV 2463 * Look at op_on_battleground() for more info --AndreasV
2924 */ 2464 */
2925 if (op_on_battleground (op, &x, &y)) 2465 if (op_on_battleground (op, &x, &y))
2926 { 2466 {
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2467 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929
2930 /* restore player */
2931 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op);
2933 if (tmp)
2934 {
2935 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 }
2938
2939 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op);
2941 if (tmp)
2942 {
2943 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 }
2946
2947 cure_disease (op, 0); /* remove any disease */
2948 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0)
2950 op->stats.food = 999;
2951 2468
2952 /* create a bodypart-trophy to make the winner happy */ 2469 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2470 object *tmp = archetype::find (shstr_finger)->instance ();
2954 if (tmp != NULL) 2471
2955 { 2472 tmp->name = format ("%s's finger" , &op->name);
2956 sprintf (buf, "%s's finger", &op->name); 2473 tmp->name_pl = format ("%s's fingers", &op->name);
2957 tmp->name = buf; 2474 tmp->msg = format (
2958 sprintf (buf, " This finger has been cut off %s\n" 2475 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2476 &op->name, op->contr->title,
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2477 (int)op->level,
2961 tmp->msg = buf; 2478 op->contr->killer_name ()
2479 );
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2480 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2481 tmp->material = name_to_material (shstr_organic);
2964 tmp->x = op->x, tmp->y = op->y; 2482 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 }
2967 2483
2968 /* teleport defeated player to new destination */ 2484 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2485 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2486 op->contr->braced = 0;
2487
2488 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2971 return; 2489 return;
2972 } 2490 }
2973 2491
2492 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2493 deathtab << "T<YOU HAVE DIED>\n\n";
2494
2974 INVOKE_PLAYER (DEATH, op->contr); 2495 INVOKE_PLAYER (DEATH, op->contr);
2975 2496
2976 command_kill_pets (op, 0); 2497 command_kill_pets (op, 0);
2977 2498
2978 if (op->stats.food < 0) 2499 op->contr->play_sound (sound_find ("player_dies"));
2500
2501 /* save the map location for corpse, gravestone */
2502 x = op->x;
2503 y = op->y;
2504 map = op->map;
2505
2506 /* NOT_PERMADEATH code. This basically brings the character back to
2507 * life if they are dead - it takes some exp and a random stat.
2508 * See the config.h file for a little more in depth detail about this.
2509 */
2510
2511 /* Basically two ways to go - remove a stat permanently, or just
2512 * make it depletion. This bunch of code deals with that aspect
2513 * of death.
2514 */
2515#ifndef COZY_SERVER
2516 if (settings.balanced_stat_loss)
2979 { 2517 {
2980 if (op->contr->explore) 2518 /* If stat loss is permanent, lose one stat only. */
2981 { 2519 /* Lower level chars don't lose as many stats because they suffer
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2520 more if they do. */
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2521 /* Higher level characters can afford things such as potions of
2984 op->stats.food = 999; 2522 restoration, or better, stat potions. So we slug them that
2985 return; 2523 little bit harder. */
2986 } 2524 /* GD */
2987 sprintf (buf, "%s starved to death.", &op->name); 2525 if (settings.stat_loss_on_death)
2988 strcpy (op->contr->killer, "starvation"); 2526 num_stats_lose = 1;
2527 else
2528 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2989 } 2529 }
2990 else 2530 else
2991 { 2531 num_stats_lose = 1;
2992 if (op->contr->explore) 2532
2993 { 2533 lost_a_stat = 0;
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2534
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2535 for (z = 0; z < num_stats_lose; z++)
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name);
3000 } 2536 {
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2537 i = rndm (NUM_STATS);
3002 2538
3003 /* save the map location for corpse, gravestone */
3004 x = op->x;
3005 y = op->y;
3006 map = op->map;
3007
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this.
3014 */
3015
3016 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect
3018 * of death.
3019 */
3020#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss)
3022 {
3023 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */
3026 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */
3029 /* GD */
3030 if (settings.stat_loss_on_death) 2539 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2540 {
3032 else 2541 /* Pick a random stat and take a point off it. Tell the player
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2542 * what he lost.
2543 */
2544 change_attr_value (&(op->stats), i, -1);
2545 check_stat_bounds (&(op->stats));
2546 change_attr_value (&(op->contr->orig_stats), i, -1);
2547 check_stat_bounds (&(op->contr->orig_stats));
2548 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2549 lost_a_stat = 1;
3034 } 2550 }
3035 else 2551 else
3036 { 2552 {
3037 num_stats_lose = 1; 2553 /* deplete a stat */
3038 } 2554 archetype *deparch = archetype::find (shstr_depletion);
3039 lost_a_stat = 0; 2555 object *dep;
3040 2556
3041 for (z = 0; z < num_stats_lose; z++) 2557 dep = present_arch_in_ob (deparch, op);
3042 { 2558 if (!dep)
3043 i = RANDOM () % NUM_STATS;
3044
3045 if (settings.stat_loss_on_death)
3046 { 2559 {
3047 /* Pick a random stat and take a point off it. Tell the player 2560 dep = deparch->instance ();
3048 * what he lost. 2561 insert_ob_in_ob (dep, op);
3049 */
3050 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1;
3056 } 2562 }
3057 else 2563 lose_this_stat = 1;
2564 if (settings.balanced_stat_loss)
3058 { 2565 {
3059 /* deplete a stat */ 2566 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2567 /* Get the stat that we're about to deplete. */
3061 object *dep; 2568 this_stat = get_attr_value (&(dep->stats), i);
3062 2569 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2570 {
3066 dep = arch_to_object (deparch); 2571 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2572 int keep_chance = this_stat * this_stat;
3068 } 2573
3069 lose_this_stat = 1; 2574 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 if (this_stat < 0) 2575 if (keep_chance < 1)
2576 keep_chance = 1;
2577
2578 /* There is a maximum depletion total per level. */
2579 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2580 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2581 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2582 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2583 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2584 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2585 else
3111 if (this_stat >= -50)
3112 { 2586 {
3113 change_attr_value (&(dep->stats), i, -1); 2587 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 lost_a_stat = 1; 2588 lose_this_stat = 0;
2589 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2590 this_stat, keep_chance, loss_chance,
2591 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2592 }
3119 } 2593 }
3120 } 2594 }
2595
2596 if (lose_this_stat)
2597 {
2598 this_stat = get_attr_value (&dep->stats, i);
2599 /* We could try to do something clever like find another
2600 * stat to reduce if this fails. But chances are, if
2601 * stats have been depleted to -50, all are pretty low
2602 * and should be roughly the same, so it shouldn't make a
2603 * difference.
2604 */
2605 if (this_stat >= -50)
2606 {
2607 change_attr_value (&(dep->stats), i, -1);
2608 dep->set_flag (FLAG_APPLIED);
2609 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2610 op->update_stats ();
2611 lost_a_stat = 1;
2612 }
3121 } 2613 }
2614 }
2615 }
2616
3122 /* If no stat lost, tell the player. */ 2617 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2618 if (!lost_a_stat)
3124 { 2619 {
3125 /* determine_god() seems to not work sometimes... why is this? 2620 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2621 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2622 shstr_tmp god = determine_god (op);
3128 2623
3129 if (god && (strcmp (god, "none"))) 2624 if (god != shstr_none)
3130 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2625 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3131 else 2626 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2627 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3133 } 2628 }
3134#else 2629#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3136#endif 2631#endif
3137 2632
3138 /* Put a gravestone up where the character 'almost' died. List the 2633 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2634 * exp loss on the stone.
3140 */ 2635 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2636 tmp = archetype::find (shstr_gravestone)->instance ();
3142 sprintf (buf, "%s's gravestone", &op->name); 2637 tmp->name = format ("%s's gravestone", &op->name);
3143 tmp->name = buf; 2638 tmp->name_pl = format ("%s's gravestones", &op->name);
3144 sprintf (buf, "%s's gravestones", &op->name); 2639 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3145 tmp->name_pl = buf; 2640 &op->name, op->contr->title, op->contr->killer_name ());
3146 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);
3147 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2641 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2642 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2643
3151 /**************************************/ 2644 /**************************************/
3152 /* */ 2645 /* */
3153 /* Subtract the experience points, */ 2646 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */
3156 /* */ 2647 /* */
3157 /**************************************/ 2648 /**************************************/
3158 2649
3159 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */
3161 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op);
3163
3164 if (tmp)
3165 {
3166 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 }
3169
3170 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op);
3172 if (tmp)
3173 {
3174 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 }
3177
3178 cure_disease (op, 0); /* remove any disease */
3179
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2650 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2651 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100)
3183 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2652
3188 /* 2653 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2654 * Check to see if the player has any unpaid items. If so, remove them
3190 * the player has any unpaid items. If so, remove them and put them back 2655 * and put them back in the map.
3191 * in the map. 2656 */
3192 */ 2657 op->drop_unpaid_items ();
3193 2658
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op);
3196
3197 /****************************************/ 2659 /****************************************/
3198 /* */ 2660 /* */
3199 /* Move player to his current respawn- */ 2661 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2662 /* position (usually last savebed) */
3201 /* */ 2663 /* */
3202 /****************************************/ 2664 /****************************************/
3203 2665
3204 enter_player_savebed (op); 2666 enter_player_savebed (op);
3205 2667
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2668 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2669
3212 /* it is possible that the player has blown something up 2670 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2671 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2672 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2673 * on the space that might harm the player.
3216 */ 2674 */
3217 will_kill_again = 0; 2675 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2676 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2677 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2678 will_kill_again |= tmp->attacktype;
3221 2679
3222 if (will_kill_again) 2680 if (will_kill_again)
3223 { 2681 {
3224 object *force; 2682 object *force;
3225 int at; 2683 int at;
3226 2684
3227 force = get_archetype (FORCE_NAME); 2685 force = archetype::get (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2686 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1;
3230 force->speed_left = -5.0; 2687 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2688 force->set_speed (0.1f);
2689 force->set_flag (FLAG_APPLIED);
2690
3232 for (at = 0; at < NROFATTACKS; at++) 2691 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2692 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2693 force->resist[at] = 100;
3235 2694
3236 insert_ob_in_ob (force, op); 2695 insert_ob_in_ob (force, op);
3237 fix_player (op); 2696 op->update_stats ();
3238
3239 }
3240
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 { 2697 }
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249 2698
3250 op->contr->party = NULL; 2699 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2700}
3310 2701
3311 2702static void
3312void
3313loot_object (object *op) 2703loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2704{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2705 object *tmp, *tmp2, *next;
3316 2706
3317 if (op->container) 2707 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2708
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2709 for (tmp = op->inv; tmp; tmp = next)
3323 { 2710 {
3324 next = tmp->below; 2711 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2712
2713 if (tmp->invisible)
3326 continue; 2714 continue;
2715
3327 tmp->remove (); 2716 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2717 tmp->x = op->x, tmp->y = op->y;
2718
3329 if (tmp->type == CONTAINER) 2719 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2720 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2721
3332 } 2722 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3334 { 2723 {
3335 if (tmp->nrof > 1) 2724 if (tmp->nrof > 1)
3336 { 2725 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2726 tmp->decrease (rndm (1, tmp->nrof - 1));
3338 tmp2->destroy ();
3339 insert_ob_in_map (tmp, op->map, NULL, 0); 2727 insert_ob_in_map (tmp, op->map, NULL, 0);
3340 } 2728 }
3341 else 2729 else
3342 tmp->destroy (); 2730 tmp->destroy ();
3343 } 2731 }
3349/* 2737/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2738 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 2739 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 2740 * was changed.
3353 */ 2741 */
3354
3355void 2742void
3356fix_weight (void) 2743fix_weight ()
3357{ 2744{
3358 player *pl; 2745 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2746 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2747 sint32 old = pl->ob->carrying;
3363 2748
3364 if (old == sum) 2749 pl->ob->update_weight ();
3365 continue; 2750
3366 fix_player (pl->ob); 2751 if (old != pl->ob->carrying)
2752 {
2753 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2754 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2755 }
3368 } 2756 }
3369} 2757}
3370 2758
3371void 2759void
3372fix_luck (void) 2760fix_luck ()
3373{ 2761{
3374 player *pl; 2762 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 2763 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 2764 pl->ob->change_luck (0);
3379} 2765}
3380
3381 2766
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 2767/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 2768 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 2769 * just treat this as any other spell casting object.
3385 */ 2770 */
3386
3387void 2771void
3388cast_dust (object *op, object *throw_ob, int dir) 2772cast_dust (object *op, object *throw_ob, int dir)
3389{ 2773{
3390 object *skop, *spob; 2774 object *skop, *spob;
3391 2775
3418} 2802}
3419 2803
3420void 2804void
3421make_visible (object *op) 2805make_visible (object *op)
3422{ 2806{
3423 op->hide = 0; 2807 op->flag [FLAG_HIDDEN] = 0;
3424 op->invisible = 0; 2808 op->invisible = 0;
2809
3425 if (op->type == PLAYER) 2810 if (op->type == PLAYER)
3426 { 2811 {
3427 op->contr->tmp_invis = 0; 2812 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 2813 op->contr->invis_race = 0;
3429 } 2814 }
2815
3430 update_object (op, UP_OBJ_FACE); 2816 update_object (op, UP_OBJ_CHANGE);
3431} 2817}
3432 2818
3433int 2819int
3434is_true_undead (object *op) 2820is_true_undead (object *op)
3435{ 2821{
3436 object *tmp = NULL; 2822 if (op->arch->flag [FLAG_UNDEAD])
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 2823 return 1;
3440 2824
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 2825 return 0;
3447} 2826}
3448 2827
3449/* look at the surrounding terrain to determine 2828/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 2829 * the hideability of this object. Positive levels
3451 * indicate greater hideability. 2830 * indicate greater hideability.
3452 */ 2831 */
3453
3454int 2832int
3455hideability (object *ob) 2833hideability (object *ob)
3456{ 2834{
3457 int i, level = 0, mflag; 2835 int i, level = 0, mflag;
3458 sint16 x, y; 2836 sint16 x, y;
3459 2837
3460 if (!ob || !ob->map) 2838 if (!ob || !ob->map)
3461 return 0; 2839 return 0;
3462 2840
3463 /* so, on normal lighted maps, its hard to hide */ 2841 /* so, on normal lighted maps, its hard to hide */
3464 level = ob->map->darkness - 2; 2842 level = ob->map->darklevel () - 2;
3465 2843
3466 /* this also picks up whether the object is glowing. 2844 /* this also picks up whether the object is glowing.
3467 * If you carry a light on a non-dark map, its not 2845 * If you carry a light on a non-dark map, its not
3468 * as bad as carrying a light on a pitch dark map */ 2846 * as bad as carrying a light on a pitch dark map */
3469 if (has_carried_lights (ob)) 2847 if (ob->has_carried_lights ())
3470 level = -(10 + (2 * ob->map->darkness)); 2848 level = -(10 + (2 * ob->map->darklevel ()));
3471 2849
3472 /* scan through all nearby squares for terrain to hide in */ 2850 /* scan through all nearby squares for terrain to hide in */
3473 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2851 for (i = 0, x = ob->x, y = ob->y;
2852 i <= SIZEOFFREE1;
2853 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3474 { 2854 {
3475 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2855 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3476 if (mflag & P_OUT_OF_MAP) 2856 if (mflag & P_OUT_OF_MAP)
3477 {
3478 continue; 2857 continue;
3479 } 2858
3480 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2859 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3481 level += 2; 2860 level += 2;
3482 else /* open terrain! */ 2861 else /* open terrain! */
3483 level -= 1; 2862 level -= 1;
3484 } 2863 }
3492/* For Hidden creatures - a chance of becoming 'unhidden' 2871/* For Hidden creatures - a chance of becoming 'unhidden'
3493 * every time they move - as we subtract off 'invisibility' 2872 * every time they move - as we subtract off 'invisibility'
3494 * AND, for players, if they move into a ridiculously unhideable 2873 * AND, for players, if they move into a ridiculously unhideable
3495 * spot (surrounded by clear terrain in broad daylight). -b.t. 2874 * spot (surrounded by clear terrain in broad daylight). -b.t.
3496 */ 2875 */
3497
3498void 2876void
3499do_hidden_move (object *op) 2877do_hidden_move (object *op)
3500{ 2878{
3501 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2879 int hide = 0;
3502 object *skop;
3503 2880
3504 if (!op || !op->map) 2881 if (!op || !op->map)
3505 return; 2882 return;
3506 2883
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2884 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2885 int num = random_roll (0, 19, op, PREFER_LOW);
3508 2886
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 2887 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 2888 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 2889 if (!skop || num >= skop->level)
3513 { 2890 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2891 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 2892 make_visible (op);
3516 return; 2893 return;
3517 } 2894 }
3518 else 2895 else
3519 num += 20; 2896 num += 20;
3520 } 2897
3521 num += op->map->difficulty; 2898 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 2899 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 2900 num -= hide;
2901
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2902 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 2903 {
3526 make_visible (op); 2904 make_visible (op);
2905
3527 if (op->type == PLAYER) 2906 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2907 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 2908 }
3530 else if (op->type == PLAYER && skop) 2909 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2910 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 2911}
3535 2912
3536/* determine if who is standing near a hostile creature. */ 2913/* determine if who is standing near a hostile creature. */
3537 2914
3538int 2915int
3548 2925
3549 if (who->type == PLAYER) 2926 if (who->type == PLAYER)
3550 player = 1; 2927 player = 1;
3551 2928
3552 else 2929 else
3553 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2930 friendly = who->flag [FLAG_FRIENDLY];
3554 2931
3555 /* search adjacent squares */ 2932 /* search adjacent squares */
3556 for (i = 1; i < 9; i++) 2933 for (i = 1; i < 9; i++)
3557 { 2934 {
3558 x = who->x + freearr_x[i]; 2935 x = who->x + freearr_x[i];
3565 if (mflags & P_OUT_OF_MAP) 2942 if (mflags & P_OUT_OF_MAP)
3566 continue; 2943 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2944 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 2945 continue;
3569 2946
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2947 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 2948 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2949 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3573 return 1; 2950 return 1;
3574 else if (tmp->type == PLAYER) 2951 else if (tmp->type == PLAYER)
3575 { 2952 {
3576 /*don't let a hidden DM prevent you from hiding */ 2953 /*don't let a hidden DM prevent you from hiding */
3577 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2954 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3578 return 1; 2955 return 1;
3579 } 2956 }
3580 } 2957 }
3581 } 2958 }
3582 return 0; 2959 return 0;
3586 * object op. This function works fine for monsters, 2963 * object op. This function works fine for monsters,
3587 * but we dont worry if the object isnt the top one in 2964 * but we dont worry if the object isnt the top one in
3588 * a pile (say a coin under a table would return "viewable" 2965 * a pile (say a coin under a table would return "viewable"
3589 * by this routine). Another question, should we be 2966 * by this routine). Another question, should we be
3590 * concerned with the direction the player is looking 2967 * concerned with the direction the player is looking
3591 * in? Realistically, most of use cant see stuff behind 2968 * in? Realistically, most of us can't see stuff behind
3592 * our backs...on the other hand, does the "facing" direction 2969 * our backs...on the other hand, does the "facing" direction
3593 * imply the way your head, or body is facing? Its possible 2970 * imply the way your head, or body is facing? It's possible
3594 * for them to differ. Sigh, this fctn could get a bit more complex. 2971 * for them to differ. Sigh, this fctn could get a bit more complex.
3595 * -b.t. 2972 * -b.t.
3596 * This function is now map tiling safe. 2973 * This function is now map tiling safe.
3597 */ 2974 */
3598
3599int 2975int
3600player_can_view (object *pl, object *op) 2976player_can_view (object *pl, object *op)
3601{ 2977{
3602 rv_vector rv; 2978 rv_vector rv;
3603 int dx, dy; 2979 int dx, dy;
3605 if (pl->type != PLAYER) 2981 if (pl->type != PLAYER)
3606 { 2982 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 2983 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 2984 return -1;
3609 } 2985 }
2986
3610 if (!pl || !op) 2987 if (!pl || !op)
3611 return 0; 2988 return 0;
3612 2989
3613 if (op->head)
3614 {
3615 op = op->head; 2990 op = op->head_ ();
3616 } 2991
3617 get_rangevector (pl, op, &rv, 0x1); 2992 get_rangevector (pl, op, &rv, 0x1);
3618 2993
3619 /* starting with the 'head' part, lets loop 2994 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 2995 * through the object and find if it has any
3621 * part that is in the los array but isnt on 2996 * part that is in the los array but isn't on
3622 * a blocked los square. 2997 * a blocked los square.
3623 * we use the archetype to figure out offsets. 2998 * we use the archetype to figure out offsets.
3624 */ 2999 */
3625 while (op) 3000 while (op)
3626 { 3001 {
3627 dx = rv.distance_x + op->arch->clone.x; 3002 dx = rv.distance_x + op->arch->x;
3628 dy = rv.distance_y + op->arch->clone.y; 3003 dy = rv.distance_y + op->arch->y;
3629 3004
3630 /* only the viewable area the player sees is updated by LOS 3005 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3631 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values.
3633 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3637 return 1; 3006 return 1;
3007
3638 op = op->more; 3008 op = op->more;
3639 } 3009 }
3640 return 0;
3641}
3642 3010
3643/* routine for both players and monsters. We call this when
3644 * there is a possibility for our action distrubing our hiding
3645 * place or invisiblity spell. Artefact invisiblity is not
3646 * effected by this. If we arent invisible to begin with, we
3647 * return 0.
3648 */
3649int
3650action_makes_visible (object *op)
3651{
3652
3653 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3654 {
3655 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3656 return 0;
3657
3658 if (op->contr && op->contr->tmp_invis == 0)
3659 return 0;
3660
3661 /* If monsters, they should become visible */
3662 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3663 {
3664 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3665 return 1;
3666 }
3667 }
3668 return 0; 3011 return 0;
3669} 3012}
3670 3013
3671/* op_on_battleground - checks if the given object op (usually 3014/* op_on_battleground - checks if the given object op (usually
3672 * a player) is standing on a valid battleground-tile, 3015 * a player) is standing on a valid battleground-tile,
3677 * Default is to do the same as before, so only people wanting to have different points need worry about this 3020 * Default is to do the same as before, so only people wanting to have different points need worry about this
3678 */ 3021 */
3679int 3022int
3680op_on_battleground (object *op, int *x, int *y) 3023op_on_battleground (object *op, int *x, int *y)
3681{ 3024{
3682 object *tmp;
3683
3684 /* A battleground-tile needs the following attributes to be valid: 3025 /* A battleground-tile needs the following attributes to be valid:
3685 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3026 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3686 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3027 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3687 * and the exit-coordinates sp/hp must both be > 0. 3028 * and the exit-coordinates sp/hp must both be > 0.
3688 * => The intention here is to prevent abuse of the battleground- 3029 * => The intention here is to prevent abuse of the battleground-
3689 * feature (like pickable or hidden battleground tiles). */ 3030 * feature (like pickable or hidden battleground tiles). */
3690 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3031 for (object *tmp = op->below; tmp; tmp = tmp->below)
3691 { 3032 {
3692 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3033 if (tmp->flag [FLAG_IS_FLOOR])
3693 { 3034 {
3694 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3035 if (tmp->flag [FLAG_NO_PICK]
3695 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3036 && tmp->type == BATTLEGROUND
3037 && tmp->name == shstr_battleground
3038 && EXIT_X (tmp) && EXIT_Y (tmp))
3696 { 3039 {
3697 /*before we assign the exit, check if this is a teambattle */ 3040 /* before we assign the exit, check if this is a teambattle */
3698 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3041 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3699 {
3700 object *invtmp;
3701
3702 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3042 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3043 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3703 { 3044 {
3704 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3705 {
3706 if (x != NULL && y != NULL) 3045 if (x && y)
3707 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3046 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3047
3708 return 1; 3048 return 1;
3709 }
3710 } 3049 }
3711 } 3050
3712 if (x != NULL && y != NULL) 3051 if (x && y)
3713 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3052 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3053
3714 return 1; 3054 return 1;
3715 } 3055 }
3716 } 3056 }
3717 } 3057 }
3058
3718 /* If we got here, did not find a battleground */ 3059 /* If we got here, did not find a battleground */
3719 return 0; 3060 return 0;
3720} 3061}
3721 3062
3722/* 3063/*
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3079 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3080 int i = 0, j = 0;
3740 3081
3741 /* get the appropriate treasurelist */ 3082 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3083 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3084 trlist = treasurelist::find (shstr_dragon_ability_fire);
3744 else if (atnr == ATNR_COLD) 3085 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3086 trlist = treasurelist::find (shstr_dragon_ability_cold);
3746 else if (atnr == ATNR_ELECTRICITY) 3087 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3088 trlist = treasurelist::find (shstr_dragon_ability_elec);
3748 else if (atnr == ATNR_POISON) 3089 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3090 trlist = treasurelist::find (shstr_dragon_ability_poison);
3750 3091
3751 if (trlist == NULL || who->type != PLAYER) 3092 if (trlist == NULL || who->type != PLAYER)
3752 return; 3093 return;
3753 3094
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3095 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3096
3756 if (tr == NULL || tr->item == NULL) 3097 if (!tr || !tr->item)
3757 { 3098 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3099 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3100 return;
3760 } 3101 }
3761 3102
3762 /* everything seems okay - now bring on the gift: */ 3103 /* everything seems okay - now bring on the gift: */
3763 item = &(tr->item->clone); 3104 item = tr->item;
3764 3105
3765 if (item->type == SPELL) 3106 if (item->type == SPELL)
3766 { 3107 {
3767 if (check_spell_known (who, item->name)) 3108 if (check_spell_known (who, item->name))
3768 return; 3109 return;
3827 { 3168 {
3828 /* forces in the treasurelist can alter the player's stats */ 3169 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3170 object *skin;
3830 3171
3831 /* first get the dragon skin force */ 3172 /* first get the dragon skin force */
3832 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3173 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3174 ;
3175
3833 if (skin == NULL) 3176 if (!skin)
3834 return; 3177 return;
3835 3178
3836 /* adding new spellpath attunements */ 3179 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3180 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3181 {
3849 else 3192 else
3850 j = 1; 3193 j = 1;
3851 strcat (buf, spellpathnames[i]); 3194 strcat (buf, spellpathnames[i]);
3852 } 3195 }
3853 } 3196 }
3197
3854 strcat (buf, "."); 3198 strcat (buf, ".");
3855 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3199 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3856 } 3200 }
3857 3201
3858 /* evtl. adding flags: */ 3202 /* evtl. adding flags: */
3859 if (QUERY_FLAG (item, FLAG_XRAYS)) 3203 if (item->flag [FLAG_XRAYS])
3860 SET_FLAG (skin, FLAG_XRAYS); 3204 skin->set_flag (FLAG_XRAYS);
3861 if (QUERY_FLAG (item, FLAG_STEALTH)) 3205 if (item->flag [FLAG_STEALTH])
3862 SET_FLAG (skin, FLAG_STEALTH); 3206 skin->set_flag (FLAG_STEALTH);
3863 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3207 if (item->flag [FLAG_SEE_IN_DARK])
3864 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3208 skin->set_flag (FLAG_SEE_IN_DARK);
3865 3209
3866 /* print message if there is one */ 3210 /* print message if there is one */
3867 if (item->msg != NULL) 3211 if (item->msg != NULL)
3868 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3212 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3869 } 3213 }
3870 else 3214 else
3871 { 3215 {
3872 /* generate misc. treasure */ 3216 /* generate misc. treasure */
3873 tmp = arch_to_object (tr->item); 3217 tmp = tr->item->instance ();
3874 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3218 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3875 tmp = insert_ob_in_ob (tmp, who); 3219 who->insert (tmp);
3876 if (who->type == PLAYER)
3877 esrv_send_item (who, tmp);
3878 } 3220 }
3879} 3221}
3880 3222
3881/** 3223//-GPL
3882 * Unready an object for a player. This function does nothing if the object was 3224
3883 * not readied. 3225sint8
3884 */ 3226player::darkness_at (maptile *map, int x, int y) const
3227{
3228 if (!ns)
3229 return LOS_BLOCKED;
3230
3231 int dx, dy;
3232 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3233 return LOS_BLOCKED;
3234
3235 x += dx - ns->current_x;
3236 y += dy - ns->current_y;
3237
3238 return blocked_los (x, y);
3239}
3240
3885void 3241void
3886player_unready_range_ob (player *pl, object *ob) 3242player::infobox (const char *title, const char *msg, int color)
3887{ 3243{
3888 rangetype i; 3244 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3889
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3891 {
3892 if (pl->ranges[i] == ob)
3893 {
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 3245}
3246
3247void
3248player::statusmsg (const char *msg, int color)
3249{
3250 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3251}
3252
3253void
3254player::failmsg (const char *msg, int color)
3255{
3256 play_sound (sound_find ("generic_failure"));
3257 statusmsg (msg, color);
3258}
3259
3260void
3261object::failmsgf (const char *format, ...)
3262{
3263 if (!contr)
3264 return;
3265
3266 va_list ap;
3267 va_start (ap, format);
3268 contr->failmsg (vformat (format, ap));
3269 va_end (ap);
3270}
3271
3272void
3273player::failmsgf (const char *format, ...)
3274{
3275 va_list ap;
3276 va_start (ap, format);
3277 failmsg (vformat (format, ap));
3278 va_end (ap);
3279}
3280

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