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Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.280 by root, Sat Oct 16 22:51:52 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#ifdef COZY_SERVER 35#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 36#include <functional>
35#endif
36 37
37player * 38playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100
101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete (fp, comp);
103}
104
105void
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
178 }
179 strncat (news + size, buf, HUGE_BUF - size);
180 size += strlen (buf);
181 }
182 }
183
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->ns->monitor_spells; // what a hack
250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
254 p->ns->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295}
296 39
297/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
298static void 41static void
299set_first_map (object *op) 42set_first_map (object *op)
300{ 43{
301 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
302 op->x = -1; 45 op->x = -1;
303 op->y = -1; 46 op->y = -1;
304 enter_exit (op, 0);
305} 47}
306 48
307/* Tries to add player on the connection passwd in ns. 49void
308 * All we can really get in this is some settings like host and display 50player::activate ()
309 * mode.
310 */
311
312int
313add_player (client *ns)
314{ 51{
315 player *p = new player; 52 if (active)
53 return;
316 54
317 p->ns = ns; 55 players.insert (this);
318 ns->pl = p; 56 ob->remove ();
319 57 ob->map = 0;
320 p->next = first_player; 58 ob->activate_recursive ();
321 first_player = p; 59 ob->clr_flag (FLAG_FRIENDLY);
322
323 p = get_player (p);
324
325 set_first_map (p->ob);
326
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob); 60 add_friendly_object (ob);
329 send_rules (p->ob); 61}
330 send_news (p->ob);
331 display_motd (p->ob);
332 62
333 get_name (p->ob); 63void
334 64player::deactivate ()
65{
66 if (!active)
335 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);
336} 247}
337 248
338/* 249/*
339 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
342 */ 253 */
343archetype * 254static archetype *
344get_player_archetype (archetype *at) 255get_player_archetype (archetype *at)
345{ 256{
346 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);
347 264
348 for (;;) 265 for (;;)
349 { 266 {
350 if (at == NULL || at->next == NULL) 267 if (++i == archetypes.end ())
351 at = first_archetype; 268 i = archetypes.begin ();
352 else 269 else if (*i == at)
353 at = at->next; 270 cleanup ("not a single player archetype found");
354 271
355 if (at->clone.type == PLAYER) 272 if ((*i)->type == PLAYER)
356 return at; 273 return *i;
357
358 if (at == start)
359 {
360 LOG (llevError, "No Player archetypes\n");
361 exit (-1);
362 }
363 } 274 }
275}
276
277/* Tries to add player on the connection passed in ns.
278 * All we can really get in this is some settings like host and display
279 * mode.
280 */
281player *
282player::create ()
283{
284 player *pl = new player;
285
286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
293
294 return pl;
364} 295}
365 296
366object * 297object *
367get_nearest_player (object *mon) 298get_nearest_player (object *mon)
368{ 299{
369 object *op = NULL; 300 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 301 objectlink *ol;
372 unsigned lastdist; 302 unsigned lastdist;
373 rv_vector rv; 303 rv_vector rv;
374 304
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 306 {
377 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop.
381 */
382 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
383 {
384 object *tmp = ol->ob;
385
386 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared.
388 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
390 ol = ol->next;
391 remove_friendly_object (tmp);
392 if (!ol)
393 return op;
394 }
395
396 /* Remove special check for player from this. First, it looks to cause
397 * some crashes (ol->ob->contr not set properly?), but secondly, a more
398 * complicated method of state checking would be needed in any case -
399 * as it was, a clever player could type quit, and the function would
400 * skip them over while waiting for confirmation. Remove
401 * on_same_map check, as can_detect_enemy also does this
402 */
403 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
404 continue; 308 continue;
405 309
406 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
407 { 311 {
408 op = ol->ob; 312 op = ol->ob;
409 lastdist = rv.distance; 313 lastdist = rv.distance;
410 } 314 }
411 } 315 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 316
413 { 317 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 318 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 319 if (lastdist > rv.distance)
418 { 320 {
419 op = pl->ob; 321 op = pl->ob;
420 lastdist = rv.distance; 322 lastdist = rv.distance;
421 } 323 }
422 } 324
423 }
424#if 0 325#if 0
425 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)");
426#endif 327#endif
427 return op; 328 return op;
428} 329}
446 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
447 * 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
448 * is probably not a good thing. 349 * is probably not a good thing.
449 */ 350 */
450#define MAX_SPACES 50 351#define MAX_SPACES 50
451
452 352
453/* 353/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * 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
456 * 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
473 */ 373 */
474int 374int
475path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
476{ 376{
477 rv_vector rv; 377 rv_vector rv;
478 sint16 x, y;
479 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;
480 maptile *m, *lastmap;
481 379
482 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
483 381
484 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
485 return 0; 383 return 0;
486 384
487 x = mon->x; 385 mapxy pos (mon);
488 y = mon->y;
489 m = mon->map;
490 dir = rv.direction; 386 dir = rv.direction;
491 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 */
492 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
493 /* 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. */
494 if (diff > max) 391 if (diff > max)
495 return 0; 392 return 0;
393
496 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
497 { 395 {
498 lastx = x; 396 mapxy lastpos = pos;
499 lasty = y;
500 lastmap = m;
501 x = lastx + freearr_x[dir];
502 y = lasty + freearr_y[dir];
503 397
504 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
505 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
506 399
507 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
508 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
509 && (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)))
510 { 404 {
511 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
512 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
513 */ 407 */
514 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
515 if (rv.direction != dir) 409 if (rv.direction != dir)
516 { 410 {
517 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
518 * the values so it will try again. 412 * the values so it will try again.
519 */ 413 */
520 x = lastx;
521 y = lasty;
522 m = lastmap; 414 pos = lastpos;
523 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
524 } 416 }
525 else 417 else
526 { 418 {
527 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
534 */ 426 */
535 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
536 { 428 {
537 if (i == 0) 429 if (i == 0)
538 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
539 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
540 * since the direction that the creature should move in 433 * since the direction that the creature should move in
541 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
542 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
543 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
545 * 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
546 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
547 * the last direction the creature has successfully 440 * the last direction the creature has successfully
548 * moved. 441 * moved.
549 */ 442 */
550
551 x = lastx + freearr_x[absdir (lastdir + i)];
552 y = lasty + freearr_y[absdir (lastdir + i)];
553 m = lastmap; 443 pos = lastpos;
554 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
555 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
556 continue; 447 continue;
557 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
558 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
559 continue; 452 continue;
560 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
561 continue; 455 continue;
562 456
563 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
564 break; 458 break;
565 } 459 }
460
566 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
567 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
568 */ 463 */
569 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
570 return 0; 465 return 0;
466
571 diff--; 467 diff--;
572 lastdir = dir; 468 lastdir = dir;
573 max--; 469 max--;
574 if (!firstdir) 470 if (!firstdir)
575 firstdir = dir + i; 471 firstdir = dir + i;
579 { 475 {
580 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
581 diff--; 477 diff--;
582 max--; 478 max--;
583 lastdir = dir; 479 lastdir = dir;
480
584 if (!firstdir) 481 if (!firstdir)
585 firstdir = dir; 482 firstdir = dir;
586 } 483 }
484
587 if (diff <= 1) 485 if (diff <= 1)
588 { 486 {
589 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 488 * headed toward player for entire distance.
591 */ 489 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
593 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));
594 } 492 }
493
595 if (diff > max) 494 if (diff > max)
596 return 0; 495 return 0;
597 } 496 }
497
598 /* 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 */
599 if (!max) 499 if (!max)
600 return 0; 500 return 0;
601 501
602 return firstdir; 502 return firstdir;
603} 503}
604 504
605void 505void
606give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
607{ 507{
608 object *op, *next = NULL;
609
610 if (pl->randomitems != NULL) 508 if (pl->randomitems)
611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
612 510
613 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
614 { 512 {
615 next = op->below; 513 next = op->below;
616 514
617 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
618 * 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
619 */ 517 */
620 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
621 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
622 520
623 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
624 * by this player due to race restrictions 522 * by this player due to race restrictions
625 */ 523 */
626 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
627 { 525 {
628 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
629 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
630 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
631 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
632 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))
633 { 533 {
634 op->destroy (); 534 op->destroy ();
635 continue; 535 continue;
636 } 536 }
637 } 537 }
638 538
639 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
640 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
641 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
642 * a first level treasurelist for each skill.)
643 * remove duplicate skills also
644 */ 542 */
645 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
646 { 544 {
647 object *tmp;
648
649 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
650 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
651 break;
652
653 if (tmp)
654 { 547 {
655 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
656 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
657 continue; 551 break;
658 } 552 }
659 553
660 if (op->nrof > 1) 554 if (op->nrof > 1)
661 op->nrof = 1; 555 op->nrof = 1;
662 } 556 }
663 557
664 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
665 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
667 }
668 560
669 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
670 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
671 * merged properly. 563 * merged properly.
672 */ 564 */
673 if (need_identify (op)) 565 if (op->need_identify ())
674 {
675 SET_FLAG (op, FLAG_IDENTIFIED);
676 CLEAR_FLAG (op, FLAG_CURSED);
677 CLEAR_FLAG (op, FLAG_DAMNED);
678 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
679 if (op->type == SPELL) 572 if (op->type == SPELL)
680 { 573 {
681 op->destroy (); 574 op->destroy ();
682 continue; 575 continue;
683 } 576 }
684 else if (op->type == SKILL) 577 else if (op->type == SKILL)
685 { 578 {
686 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
687 op->stats.exp = 0; 580 op->stats.exp = 0;
688 op->level = 1; 581 op->level = 1;
689 } 582 }
690 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
691 else 584 op->set_flag (FLAG_INV_LOCKED);
692 SET_FLAG (op, FLAG_INV_LOCKED);
693 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
694 586
695 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
696 link_player_skills (pl); 588 pl->contr->link_skills ();
697}
698
699void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781} 589}
782 590
783void 591void
784get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
785{ 593{
786 if (party == NULL) 594 if (party == NULL)
787 { 595 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 596 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 597 return;
790 } 598 }
599
791 op->contr->write_buf[0] = '\0'; 600 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 602 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 604}
796 605
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 607static int
800roll_stat (void) 608roll_stat ()
801{ 609{
802 int a[4], i, j, k; 610 int a[4], i, j, k;
803 611
804 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 613 a[i] = rndm (1, 6);
806 614
807 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 616 if (a[i] < k)
809 k = a[i], j = i; 617 k = a[i], j = i;
810 618
811 for (i = 0, k = 0; i < 4; i++) 619 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 620 if (i != j)
814 k += a[i]; 621 k += a[i];
815 } 622
816 return k; 623 return k;
817} 624}
818 625
819void 626void
820roll_stats (object *op) 627object::roll_stats ()
821{ 628{
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
822 int sum = 0; 633 int sum = 0;
823 int i = 0, j = 0; 634 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 635 sum += statsort [i] = roll_stat ();
825 636
826 do 637 if (sum >= 82 && sum <= 116)
638 break;
827 { 639 }
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 }
837 while (sum < 82 || sum > 116);
838 640
839 /* Sort the stats so that rerolling is easier... */ 641 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 643
848 /* a quick and dirty bubblesort? */ 644 for (int i = 0; i < NUM_STATS; ++i)
849 do 645 stats.stat (i) = statsort [i];
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864 646
865 op->stats.Str = statsort[0];
866 op->stats.Dex = statsort[1];
867 op->stats.Con = statsort[2];
868 op->stats.Int = statsort[3];
869 op->stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6];
872
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 647 stats.exp = 0;
884 op->stats.ac = 0; 648 stats.ac = 0;
885 649
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 650 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 651 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 652 stats.grace = stats.maxgrace;
653
654 if (contr)
655 {
656 contr->levhp[1] = 9;
657 contr->levsp[1] = 6;
658 contr->levgrace[1] = 3;
659
894 op->contr->orig_stats = op->stats; 660 contr->orig_stats = stats;
661 }
895} 662}
896 663
897void 664void
898Roll_Again (object *op) 665object::swap_stats (int a, int b)
899{ 666{
900 esrv_new_player (op->contr, 0); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904 668
905void 669 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 670 stats.stat (i) = contr->orig_stats.stat (i);
671
672 //TODO: the following code looks so borked and should, at the very least,
673 // be merged with the similar code in roll_stats
674 stats.ac = 0;
675
676 level = 1;
677 stats.exp = 0;
678 stats.ac = 0;
679
680 stats.hp = stats.maxhp;
681 stats.sp = stats.maxsp;
682 stats.grace = stats.maxgrace;
683
684 if (contr)
685 {
686 contr->levhp[1] = 9;
687 contr->levsp[1] = 6;
688 contr->levgrace[1] = 3;
689
690 contr->orig_stats = stats;
691 }
692}
693
694static void
695start_info (object *op)
907{ 696{
908 signed char tmp;
909 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
910 698
911 if (op->contr->Swap_First == -1) 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str;
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf);
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 701}
1026 702
1027/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
1031 * not the class. 707 * not the class.
1032 */ 708 */
1033 709void
1034int 710player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 711{
1037 int tmp_loop;
1038
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D')
1046 {
1047 char buf[MAX_BUF];
1048
1049 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
1051 714
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1053 if (tl) 716 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
1055 718
1056 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr);
1058 720
1059 op->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
1060 722
1061 if (op->msg) 723 if (ob->msg)
1062 op->msg = NULL; 724 ob->msg = 0;
1063 725
1064 /* We create this now because some of the unique maps will need it
1065 * to save here.
1066 */
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1068 make_path_to_file (buf);
1069
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 726 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op);
1077 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
1078 fix_player (op); 730 ob->update_stats ();
1079 731
1080 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
1081 * is one for this race 733 * is one for this race
1082 */ 734 */
1083 if (*first_map_ext_path) 735 if (*first_map_ext_path)
1084 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1085 object *tmp;
1086 char mapname[MAX_BUF];
1087
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1089 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the
1095 * default initial map */
1096 tmp->destroy ();
1097 }
1098 else 737 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
739}
1100 740
1101 return 0; 741void
1102 } 742player::chargen_race_next ()
1103 743{
1104 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
1106 */ 746 */
1107 747
1108 tmp_loop = 0; 748 do
1109 while (!tmp_loop)
1110 { 749 {
1111 shstr name = op->name; 750 shstr name = ob->name;
1112 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
1113 752
1114 remove_statbonus (op); 753 ob->remove_statbonus ();
1115 op->remove (); 754 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 756 ob->arch->copy_to (ob);
1118 op->instantiate (); 757 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
1121 op->x = x; 760 ob->x = x;
1122 op->y = y; 761 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
1126 add_statbonus (op); 765 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 766 }
767 while (!allowed_class (ob));
1129 768
1130 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 771 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 774 ob->stats.grace = 0;
1136
1137 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0;
1142} 775}
1143 776
1144int 777static void
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191}
1192
1193void
1194flee_player (object *op) 778flee_player (object *op)
1195{ 779{
1196 int dir, diff; 780 int dir, diff;
1197 rv_vector rv; 781 rv_vector rv;
1198 782
1199 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
1200 { 784 {
1201 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1202 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1203 return; 787 return;
1204 } 788 }
1205 789
1206 if (op->enemy == NULL) 790 if (!op->enemy)
1207 { 791 {
1208 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1209 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1210 return; 794 return;
1211 } 795 }
1212 796
1213 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1214 * op->enemy_count, it is possible that something destroys the
1215 * actual enemy, and the object is recycled.
1216 */
1217 if (op->enemy->map == NULL)
1218 { 798 {
1219 CLEAR_FLAG (op, FLAG_SCARED);
1220 op->enemy = NULL; 799 op->enemy = NULL;
1221 return; 800 op->clr_flag (FLAG_SCARED);
1222 }
1223
1224 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1225 {
1226 op->enemy = NULL;
1227 CLEAR_FLAG (op, FLAG_SCARED);
1228 return; 801 return;
1229 } 802 }
1230 803
1231 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1232 805
1233 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1234 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1235 { 808 {
1236 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1237 810
1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1239 return; 812 return;
1240 } 813 }
1241 814
1242 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1244 op->enemy = NULL; 817 op->enemy = NULL;
1245} 818}
1246 819
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1249 * IT returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 822 * stop.
1251 */ 823 */
1252int 824int
1253check_pick (object *op) 825check_pick (object *op)
1254{ 826{
1255 object *tmp, *next; 827 object *tmp, *next;
1256 int stop = 0; 828 int stop = 0;
1257 int j, k, wvratio; 829 int wvratio;
1258 char putstring[128], tmpstr[16];
1259 830
1260 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1262 return 1; 833 return 1;
1263 834
1264 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1265 839
1266 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1267 * destroyed */ 841 * destroyed */
1268 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1269 { 843 {
1270 tmp = next; 844 tmp = next;
1271 next = tmp->below; 845 next = tmp->below;
1272 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1273 if (op->destroyed ()) 853 if (op->destroyed ())
1274 return 0; 854 return 0;
1275 855
1276 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1277 continue; 857 continue;
1278 858
1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1280 { 860 {
1281 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1282 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1283 continue; 864 continue;
1284 } 865 }
1285 866
1286 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1287 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1288 { 929 {
1289 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1290 { 993 {
1291 case 0: 994 CHK_PICK_PICKUP;
1292 return 1; /* don't pick up */ 995 continue;
1293 case 1:
1294 pick_up (op, tmp);
1295 return 1;
1296 case 2:
1297 pick_up (op, tmp);
1298 return 0;
1299 case 3:
1300 return 0; /* stop before pickup */
1301 case 4:
1302 pick_up (op, tmp);
1303 break;
1304 case 5:
1305 pick_up (op, tmp);
1306 stop = 1;
1307 break;
1308 case 6:
1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1310 pick_up (op, tmp);
1311 break;
1312
1313 case 7:
1314 if (tmp->type == MONEY || tmp->type == GEM)
1315 pick_up (op, tmp);
1316 break;
1317
1318 default:
1319 /* use value density */
1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1322 pick_up (op, tmp);
1323 } 996 }
1324 } 997 }
1325 else 998
1326 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1327 /* NEW pickup handling */
1328 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1329 { 1005 {
1330 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1331 if (tmp->name != NULL)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 }
1368 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for
1373 * example.
1374 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#>
1377 */
1378
1379 /* the first two modes are exclusive: if NOTHING we return, if
1380 * STOP then we stop. All the rest are applied sequentially,
1381 * meaning if any test passes, the item gets picked up. */
1382
1383 /* if mode is set to pick nothing up, return */
1384
1385 if (op->contr->mode & PU_NOTHING)
1386 return 1;
1387
1388 /* if mode is set to stop when encountering objects, return */
1389 /* take STOP before INHIBIT since it doesn't actually pick
1390 * anything up */
1391
1392 if (op->contr->mode & PU_STOP)
1393 return 0;
1394
1395 /* useful for going into stores and not losing your settings... */
1396 /* and for battles wher you don't want to get loaded down while
1397 * fighting */
1398 if (op->contr->mode & PU_INHIBIT)
1399 return 1;
1400
1401 /* prevent us from turning into auto-thieves :) */
1402 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1403 continue; 1007 continue;
1008 }
1404 1009
1405 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1406 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1407 continue; 1015 continue;
1016 }
1408 1017
1409 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1410 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1411 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1412 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1413 { 1089 {
1414 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1415 continue; 1091 continue;
1416 } 1092 }
1093 }
1417 1094
1095 /* misc stuff that's useful */
1418 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1419 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1420 { 1098 {
1421 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1422 continue; 1100 continue;
1423 } 1101 }
1424 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1425 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1426 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1427 { 1110 */
1428 pick_up (op, tmp);
1429 continue;
1430 }
1431
1432 /* spellbooks, skillscrolls and normal books/scrolls */
1433 if (op->contr->mode & PU_SPELLBOOK)
1434 if (tmp->type == SPELLBOOK)
1435 {
1436 pick_up (op, tmp);
1437 continue;
1438 }
1439
1440 if (op->contr->mode & PU_SKILLSCROLL)
1441 if (tmp->type == SKILLSCROLL)
1442 {
1443 pick_up (op, tmp);
1444 continue;
1445 }
1446
1447 if (op->contr->mode & PU_READABLES)
1448 if (tmp->type == BOOK || tmp->type == SCROLL)
1449 {
1450 pick_up (op, tmp);
1451 continue;
1452 }
1453
1454 /* wands/staves/rods/horns */
1455 if (op->contr->mode & PU_MAGIC_DEVICE)
1456 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1457 {
1458 pick_up (op, tmp);
1459 continue;
1460 }
1461
1462 /* pick up all magical items */
1463 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1464 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1469
1470 if (op->contr->mode & PU_VALUABLES)
1471 { 1113 {
1472 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1473 { 1117 {
1474 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1475 continue;
1476 } 1119 }
1477 }
1478
1479 /* rings & amulets - talismans seems to be typed AMULET */
1480 if (op->contr->mode & PU_JEWELS)
1481 if (tmp->type == RING || tmp->type == AMULET)
1482 {
1483 pick_up (op, tmp);
1484 continue;
1485 }
1486
1487 /* we don't forget dragon food */
1488 if (op->contr->mode & PU_FLESH)
1489 if (tmp->type == FLESH)
1490 {
1491 pick_up (op, tmp);
1492 continue;
1493 }
1494
1495 /* bows and arrows. Bows are good for selling! */
1496 if (op->contr->mode & PU_BOW)
1497 if (tmp->type == BOW)
1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1502
1503 if (op->contr->mode & PU_ARROW)
1504 if (tmp->type == ARROW)
1505 {
1506 pick_up (op, tmp);
1507 continue;
1508 }
1509
1510 /* all kinds of armor etc. */
1511 if (op->contr->mode & PU_ARMOUR)
1512 if (tmp->type == ARMOUR)
1513 {
1514 pick_up (op, tmp);
1515 continue;
1516 }
1517
1518 if (op->contr->mode & PU_HELMET)
1519 if (tmp->type == HELMET)
1520 {
1521 pick_up (op, tmp);
1522 continue;
1523 }
1524
1525 if (op->contr->mode & PU_SHIELD)
1526 if (tmp->type == SHIELD)
1527 {
1528 pick_up (op, tmp);
1529 continue;
1530 }
1531
1532 if (op->contr->mode & PU_BOOTS)
1533 if (tmp->type == BOOTS)
1534 {
1535 pick_up (op, tmp);
1536 continue;
1537 }
1538
1539 if (op->contr->mode & PU_GLOVES)
1540 if (tmp->type == GLOVES)
1541 {
1542 pick_up (op, tmp);
1543 continue;
1544 }
1545
1546 if (op->contr->mode & PU_CLOAK)
1547 if (tmp->type == CLOAK)
1548 {
1549 pick_up (op, tmp);
1550 continue;
1551 }
1552
1553 /* hoping to catch throwing daggers here */
1554 if (op->contr->mode & PU_MISSILEWEAPON)
1555 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1556 {
1557 pick_up (op, tmp);
1558 continue;
1559 }
1560
1561 /* careful: chairs and tables are weapons! */
1562 if (op->contr->mode & PU_ALLWEAPON)
1563 {
1564 if (tmp->type == WEAPON && tmp->name != NULL)
1565 {
1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1568 {
1569 pick_up (op, tmp);
1570 continue;
1571 }
1572 }
1573
1574 if (tmp->type == WEAPON && tmp->name == NULL)
1575 {
1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1577 {
1578 pick_up (op, tmp);
1579 continue;
1580 }
1581 }
1582 }
1583
1584 /* misc stuff that's useful */
1585 if (op->contr->mode & PU_KEY)
1586 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1587 {
1588 pick_up (op, tmp);
1589 continue;
1590 }
1591
1592 /* any of the last 4 bits set means we use the ratio for value
1593 * pickups */
1594 if (op->contr->mode & PU_RATIO)
1595 {
1596 /* use value density to decide what else to grab */
1597 /* >=7 was >= op->contr->mode */
1598 /* >=7 is the old standard setting. Now we take the last 4 bits
1599 * and multiply them by 5, giving 0..15*5== 5..75 */
1600 wvratio = (op->contr->mode & PU_RATIO) * 5;
1601 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1602 {
1603 pick_up (op, tmp);
1604#if 0
1605 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1606 if (tmp->name != NULL)
1607 {
1608 fprintf (stderr, "%s", tmp->name);
1609 }
1610 else 1120 else
1611 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1612 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1614#endif 1124#endif
1125 CHK_PICK_PICKUP;
1615 continue; 1126 continue;
1616 }
1617 } 1127 }
1618 } /* the new pickup model */ 1128 } /* the new pickup model */
1619 } 1129 }
1620 1130
1621 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1622} 1167}
1623 1168
1624/* 1169/*
1625 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1626 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1627 * found object is returned. 1172 * found object is returned.
1628 */ 1173 */
1629object * 1174static object *
1630find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1631{ 1176{
1632 object *tmp = NULL;
1633
1634 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1638 return op; 1186 return arrow;
1187 }
1188
1639 return tmp; 1189 return 0;
1640} 1190}
1641 1191
1642/* 1192/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1644 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1645 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1646 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1197 */
1648 1198static object *
1649object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1651{ 1200{
1652 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1654 1203
1655 if (!type) 1204 if (!type)
1656 return NULL; 1205 return NULL;
1657 1206
1658 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1659 { 1208 {
1660 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1661 { 1210 {
1662 i = 0; 1211 i = 0;
1663 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1664 if (i > betterby) 1214 if (i > betterby)
1665 { 1215 {
1666 tmp = ntmp; 1216 tmp = ntmp;
1667 betterby = i; 1217 betterby = i;
1668 } 1218 }
1669 } 1219 }
1670 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1671 { 1221 {
1672 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1673 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1674 { 1224 {
1675 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1676 { 1226 {
1677 *better = 100; 1227 *better = 100;
1678 return arrow; 1228 return arrow;
1686 else 1236 else
1687 { 1237 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 { 1239 {
1690 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1693 { 1243 {
1694 tmp = arrow; 1244 tmp = arrow;
1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1696 } 1246 }
1697 } 1247 }
1248
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 { 1250 {
1700 tmp = arrow; 1251 tmp = arrow;
1701 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1702 } 1253 }
1254
1703 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1704 { 1256 {
1705 tmp = arrow; 1257 tmp = arrow;
1706 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1707 } 1259 }
1708 } 1260 }
1709 } 1261 }
1710 } 1262 }
1263
1711 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1712 return find_arrow (op, type); 1265 return find_arrow (op, type);
1713 1266
1714 *better = betterby; 1267 *better = betterby;
1715 return tmp; 1268 return tmp;
1719 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1273 * op = the shooter
1721 * type = bow->race 1274 * type = bow->race
1722 * dir = fire direction 1275 * dir = fire direction
1723 */ 1276 */
1724 1277static object *
1725object *
1726pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1727{ 1279{
1728 object *tmp = NULL; 1280 object *tmp = NULL;
1729 maptile *m; 1281 maptile *m;
1730 int i, mflags, found, number; 1282 int i, mflags, found, number;
1731 sint16 x, y; 1283 sint16 x, y;
1746 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1747 { 1299 {
1748 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1749 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1750 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1751 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1752 { 1305 {
1753 tmp = NULL; 1306 tmp = 0;
1754 break; 1307 break;
1755 } 1308 }
1756 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1757 { 1310 {
1758 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1759 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1760 */ 1313 */
1761 tmp = NULL; 1314 tmp = 0;
1762 break; 1315 break;
1763 } 1316 }
1317
1764 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1765 {
1766 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1767 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1768 {
1769 found++;
1770 break;
1771 }
1772 if (found)
1773 break; 1321 break;
1774 }
1775 } 1322 }
1776 if (tmp == NULL) 1323
1324 if (!tmp)
1777 return find_arrow (op, type); 1325 return find_arrow (op, type);
1778 1326
1779 if (tmp->head) 1327 if (tmp->head)
1780 tmp = tmp->head; 1328 tmp = tmp->head;
1781 1329
1794 */ 1342 */
1795int 1343int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1345{
1798 object *left, *bow; 1346 object *left, *bow;
1799 int bowspeed, mflags; 1347 int mflags;
1800 maptile *m; 1348 maptile *m;
1801 1349
1802 if (!dir) 1350 if (!dir)
1803 { 1351 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1353 return 0;
1806 } 1354 }
1807 1355
1808 if (op->type == PLAYER) 1356 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1357 bow = op->current_weapon;
1810 else 1358 else
1811 { 1359 {
1812 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* Don't check for applied - monsters don't apply bows - in that way, they
1814 * don't need to switch back and forth between bows and weapons. 1362 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1367 if (!bow)
1820 { 1368 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1370 return 0;
1823 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1824 } 1375 }
1825 1376
1826 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1827 { 1378 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1380 return 0;
1830 } 1381 }
1831
1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1833
1834 /* penalize ROF for bestarrow */
1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1838 if (bowspeed < 1)
1839 bowspeed = 1;
1840 1382
1841 if (arrow == NULL) 1383 if (arrow == NULL)
1842 { 1384 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1386 {
1845 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1390 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1850 return 0; 1393 return 0;
1851 } 1394 }
1852 } 1395 }
1853 1396
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1862 } 1405 }
1863 1406
1864 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1865 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1866 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1867 arrow->destroy (); 1411 arrow->destroy ();
1868 return 0; 1412 return 0;
1869 } 1413 }
1870 1414
1871 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1872 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1873 if (!arrow) 1417 if (!arrow)
1874 { 1418 {
1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1876 return 0; 1420 return 0;
1877 } 1421 }
1878 1422
1879 arrow->set_owner (op); 1423 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1425 arrow->direction = dir;
1883 arrow->x = sx; 1426
1884 arrow->y = sy; 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1428 arrow->stats.hp = arrow->stats.dam;
1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1431
1432#if 0
1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1449 /* update the speed */
1450
1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1458
1886 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1887 { 1460 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op);
1890 }
1891
1892 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype;
1896 if (arrow->slaying != NULL)
1897 arrow->spellarg = strdup (arrow->slaying);
1898
1899 /* Note that this was different for monsters - they got their level
1900 * added to the damage. I think the strength bonus is more proper.
1901 */
1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1905 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908
1909 if (arrow->speed < 1.0)
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0;
1913
1914 if (op->type == PLAYER)
1915 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1921 } 1468 }
1922 else 1469 else
1923 { 1470 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1471 arrow->level = op->level;
1926 } 1472 arrow->stats.wc -= bow->magic;
1927 1473
1928 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1929 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1930 1479
1931 if (bow->slaying) 1480 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1482
1934 arrow->map = m; 1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1486
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1939 insert_ob_in_map (arrow, m, op, 0); 1488 m->insert (arrow, sx, sy, op);
1940 1489
1941 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1491 move_arrow (arrow);
1943
1944 if (op->type == PLAYER)
1945 {
1946 if (left->destroyed ())
1947 esrv_del_item (op->contr, left->count);
1948 else
1949 esrv_send_item (op, left);
1950 }
1951 1492
1952 return 1; 1493 return 1;
1953} 1494}
1954 1495
1955/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1957 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1958 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1959 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1960 * hence the function name. 1501 * hence the function name.
1961 */ 1502 */
1962int 1503static int
1963player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1964{ 1505{
1965 int ret = 0, wcmod = 0; 1506 int ret;
1966 1507
1967 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1968 { 1509 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1511 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1513 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1974 wcmod = -1;
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1516 }
1977 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1978 { 1518 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1981 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1982 } 1522 }
1983 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1524 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1528 }
1990 else 1529 else
1991 { 1530 {
1992 /* Simple case */ 1531 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1533 }
1534
1995 return ret; 1535 return ret;
1996} 1536}
1997
1998 1537
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
2001 */ 1540 */
2002void 1541static void
2003fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
2004{ 1543{
2005 object *item; 1544 object *item = op->contr->ranged_ob;
2006 1545
2007 if (!op->contr->ranges[range_misc]) 1546 if (!item)
2008 { 1547 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1549 return;
2011 } 1550 }
2012 1551
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1552 if (!item->inv)
2015 { 1553 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1555 return;
2018 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
2019 if (item->type == WAND) 1561 if (item->type == WAND)
2020 { 1562 {
2021 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
2022 { 1564 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
2025 return; 1568 return;
2026 } 1569 }
2027 } 1570 }
2028 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
2029 { 1572 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2031 { 1578 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
2033 if (item->type == ROD) 1581 if (item->type == ROD)
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1583 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
2037 return; 1586 return;
2038 } 1587 }
2039 } 1588 }
2040 1589
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
2042 { 1591 {
2043 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
2044 if (item->type == WAND) 1594 if (item->type == WAND)
2045 { 1595 {
2046 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
2047 { 1597 {
2048 object *tmp; 1598 object *tmp;
2049 1599
2050 if (item->arch) 1600 if (item->arch)
2051 { 1601 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
2054 item->speed = 0; 1604 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1605 }
2057 if ((tmp = item->in_player ())) 1606
1607 if (object *pl = item->visible_to ())
2058 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
2059 } 1609 }
2060 } 1610 }
2061 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1612 drain_rod_charge (item);
2064 }
2065 } 1613 }
2066} 1614}
2067 1615
2068/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
2069 */ 1617 */
2070void 1618bool
2071fire (object *op, int dir) 1619fire (object *who, int dir)
2072{ 1620{
2073 int spellcost = 0; 1621 int spellcost = 0;
2074 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
2075 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
2077 make_visible (op); 1646 make_visible (who);
2078 1647
2079 switch (op->contr->shoottype) 1648 switch (ob->type)
2080 { 1649 {
2081 case range_none: 1650 case BOW:
2082 return;
2083
2084 case range_bow:
2085 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
2086 return; 1652 break;
2087 1653
2088 case range_magic: /* Casting spells */ 1654 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2090 return; 1656 break;
2091 1657
2092 case range_misc: 1658 case BUILDER:
2093 fire_misc_object (op, dir);
2094 return;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
2117 return; 1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
2118 default: 1670 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
2120 return; 1672 break;
2121 } 1673 }
2122}
2123 1674
1675 return true;
1676}
2124 1677
2125 1678static object *
2126/* find_key
2127 * We try to find a key for the door as passed. If we find a key
2128 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic
2130 * for both is the same - just the specific key is different.
2131 * pl is the player,
2132 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers.
2135 */
2136
2137object *
2138find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
2139{ 1680{
2140 object *tmp, *key; 1681 object *tmp, *key;
2141 1682
2142 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1684 if (!container->inv)
2144 return NULL; 1685 return 0;
2145 1686
2146 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1689 {
2149 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1691 break;
1692
2151 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
2153 */ 1695 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1697 break;
2156 } 1698 }
1699
2157 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1701 /* If we find and use a key in an inventory, return at that time.
2159 * otherwise, if we search all the inventories and still don't find 1702 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1703 * a key, return
2161 */ 1704 */
2162 if (!tmp) 1705 if (!tmp)
2163 { 1706 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 {
2166 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
2168 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
2170 return key; 1711 return key;
2171 } 1712
2172 }
2173 if (!tmp) 1713 if (!tmp)
2174 return NULL; 1714 return 0;
2175 } 1715 }
1716
2176 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
2177 * see if we actually want to use it 1718 * see if we actually want to use it
2178 */ 1719 */
2179 if (pl != container) 1720 if (pl != container)
2180 { 1721 {
2181 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
2182 if (!pl->contr) 1723 if (!pl->contr)
2183 return NULL; 1724 return 0;
1725
2184 /* cases where this fails: 1726 /* cases where this fails:
2185 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
2186 * are not in the players inventory. 1728 * are not in the players inventory.
2187 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
2188 * containers can be used. 1730 * containers can be used.
2192 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
2193 * 1735 *
2194 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
2195 * all the others. 1737 * all the others.
2196 */ 1738 */
2197 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
2198 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
2199 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2200 { 1742 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2202 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1745 return NULL;
2204 } 1746 }
2205 } 1747 }
1748
2206 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
2207} 1775}
2208 1776
2209/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
2211 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
2212 * 0 otherwise 1780 * 0 otherwise
2213 */ 1781 */
2214static int 1782static int
2215player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
2216{ 1784{
2217 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* If its a door, try to find a key. If we do destroy the door,
2218 * might as well return immediately as there is nothing more to do - 1786 * might as well return immediately as there is nothing more to do -
2219 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
2220 */ 1788 */
2221 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
2222 1790
2223 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
2224 if (key) 1792 if (key)
2225 { 1793 {
2226 object *container = key->env; 1794 object *container = key->env;
2227 1795
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
2230 make_visible (op); 1797 make_visible (op);
1798
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
2233 if (door->type == DOOR) 1802 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
2238 { 1805 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2240 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1808 }
1809
2242 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1812
2245 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container);
2247 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2248 } 1814 }
2249 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2250 { 1816 {
2251 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2253 return 1; 1819 return 1;
2254 } 1820 }
1821
2255 return 0; 1822 return 0;
2256} 1823}
2257 1824
2258/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2263 */ 1830 */
2264void 1831bool
2265move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2266{ 1833{
2267 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2268 sint16 nx, ny; 1835 {
2269 int on_battleground; 1836 --op->speed_left;
2270 maptile *m; 1837 return true;
1838 }
2271 1839
2272 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2274 1842
2275 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2276 1845
2277 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2281 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2282 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2283 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 1853 * move_ob uses.
2285 */ 1854 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2287 { 1870 }
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 /* no monster == player tries to move into a wall or so */
1873 if (!mon)
1874 {
1875 if (op->contr->ns->bumpmsg)
1876 {
1877 op->play_sound (sound_find ("bump_wall"));
1878
1879 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1880 if (op->move_type & ob->move_block)
1881 {
1882 if (ob->invisible)
1883 op->statusmsg ("You bump into something.");
1884 else
1885 op->statusmsg (format ("You bump into the %s.", query_name (ob)));
1886
1887 break;
1888 }
2289 { 1889 }
2290 m = get_map_from_coord (op->map, &nx, &ny); 1890
2291 if (!m) 1891 return false;
2292 return; /* Don't think this should happen */ 1892 }
1893
1894 mon = mon->head_ ();
1895
1896 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1897 if (op->contr->weapon_sp_left > 0.f)
1898 if (player_attack_door (op, mon))
1899 {
1900 --op->contr->weapon_sp_left;
1901 return true;
1902 }
1903
1904 /* The following deals with possibly attacking peaceful
1905 * or friendly creatures. Basically, all players are considered
1906 * unaggressive. If the moving player has peaceful set, then the
1907 * object should be pushed instead of attacked. It is assumed that
1908 * if you are braced, you will not attack friends accidently,
1909 * and thus will not push them.
1910 */
1911
1912 /* If the creature is a pet, push it even if the player is not
1913 * peaceful. Our assumption is the creature is a pet if the
1914 * player owns it and it is either friendly or unagressive.
1915 */
1916 if (op->type == PLAYER
1917 && ((mon->owner && mon->owner->contr
1918 && same_party (mon->owner->contr->party, op->contr->party))
1919 || mon->owner == op)
1920 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1921 {
1922 /* If we're braced, we don't want to switch places with it */
1923 if (op->contr->braced)
1924 return false;
1925
1926 if (op->speed_left > 0.f)
1927 {
1928 --op->speed_left;
1929
1930 op->play_sound (sound_find ("push_player"));
1931 push_ob (mon, dir, op);
1932
1933 if (action_makes_visible (op))
1934 make_visible (op);
1935
1936 return true;
2293 } 1937 }
2294 else 1938 else
2295 m = op->map;
2296
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 {
2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 1939 return false;
2301 } 1940 }
2302 1941
2303 mon = 0; 1942 bool on_battleground = op_on_battleground (op, 0, 0);
2304 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space
2308 */
2309 while (tmp)
2310 {
2311 if (tmp == op)
2312 {
2313 tmp = tmp->above;
2314 continue;
2315 }
2316 1943
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp;
2320 break;
2321 }
2322
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */
2331
2332 if (mon->head)
2333 mon = mon->head;
2334
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon))
2337 return;
2338
2339 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them.
2345 */
2346
2347 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive.
2350 */
2351 if ((op->type == PLAYER)
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2356#else
2357 && mon->owner == op
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 {
2361 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced)
2363 return;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op);
2368 return;
2369 }
2370
2371 /* in certain circumstances, you shouldn't attack friendly 1944 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 1945 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 1946 * someone, but put it inside this loop so that you won't
2374 * attack them either. 1947 * attack them either.
2375 */ 1948 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 1949 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1950 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 1951 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 1952 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 1953 && !on_battleground))
1954 {
1955 if (op->speed_left > 0.f)
2387 { 1956 {
1957 --op->speed_left;
1958
2388 if (!op->contr->braced) 1959 if (!op->contr->braced)
2389 { 1960 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1961 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 1962 push_ob (mon, dir, op);
2392 } 1963 }
2393 else 1964 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 1965 op->statusmsg ("You withhold your attack");
2395 1966
2396 if (op->contr->tmp_invis || op->hide) 1967 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2397 make_visible (op); 1968 make_visible (op);
2398 }
2399 1969
1970 return true;
1971 }
1972 }
2400 /* If the object is a boulder or other rollable object, then 1973 /* If the object is a boulder or other rollable object, then
2401 * roll it if not braced. You can't roll it if you are braced. 1974 * roll it if not braced. You can't roll it if you are braced.
2402 */ 1975 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1976 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1977 {
1978 if (op->speed_left > 0.f)
2404 { 1979 {
1980 --op->speed_left;
1981
2405 recursive_roll (mon, dir, op); 1982 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2407 make_visible (op); 1984 make_visible (op);
2408 }
2409 1985
1986 return true;
1987 }
1988 }
2410 /* Any generic living creature. Including things like doors. 1989 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 1990 * Way it works is like this: First, it must have some hit points
2412 * and be living. Then, it must be one of the following: 1991 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 1992 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 1993 * that party_number -1 is no party, so attacks can still happen.
2415 */ 1994 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1995 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1996 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 1997 {
2420 1998 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit)
2427 { 1999 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2000 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2001
2433 skill_attack (mon, op, 0, 0, 0); 2002 skill_attack (mon, op, 0, 0, 0);
2434
2435 /* If attacking another player, that player gets automatic
2436 * hitback, and doesn't loose luck either.
2437 * Disable hitback on the battleground or if the target is
2438 * the wiz.
2439 */
2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2441 {
2442 short luck = mon->stats.luck;
2443
2444 mon->contr->has_hit = 1;
2445 skill_attack (op, mon, 0, 0, 0);
2446 mon->stats.luck = luck;
2447 }
2448 2003
2449 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2450 make_visible (op); 2005 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2006
2455int 2007 return true;
2008 }
2009 }
2010
2011 return false;
2012}
2013
2014bool
2456move_player (object *op, int dir) 2015move_player (object *op, int dir)
2457{ 2016{
2458 int pick;
2459
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2017 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2461 return 0; 2018 return 0;
2462 2019
2463 /* Sanity check: make sure dir is valid */ 2020 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2021 if (dir < 0 || dir > 8)
2465 { 2022 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2023 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2024 return 0;
2468 } 2025 }
2469 2026
2470 /* peterm: added following line */ 2027 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2028 if (op->flag [FLAG_CONFUSED] && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2029 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2030
2474 op->facing = dir; 2031 op->facing = dir;
2475 2032
2476 if (op->hide) 2033 if (op->flag [FLAG_HIDDEN])
2477 do_hidden_move (op); 2034 do_hidden_move (op);
2478 2035
2036 bool retval;
2037 int pick = 0;
2038
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2039 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2040 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2041 else if (op->contr->fire_on)
2482 fire (op, dir); 2042 retval = fire (op, dir);
2483 else 2043 else
2484 { 2044 {
2485 move_player_attack (op, dir); 2045 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2046 pick = check_pick (op);
2487 } 2047 }
2488 2048
2489 /* Add special check for newcs players and fire on - this way, the 2049 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2050 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2057 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2058 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2059 * for players.
2500 */ 2060 */
2501 animate_object (op, op->facing); 2061 animate_object (op, op->facing);
2502 return 0; 2062
2063 return retval;
2503} 2064}
2504 2065
2505/* This is similar to handle_player, below, but is only used by the 2066/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2067 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2068 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2069 * the new speed values for commands.
2509 * 2070 *
2510 * Returns true if there are more actions we can do. 2071 * Returns true if there are more actions we can do. Should not do
2072 * many actions in a row, as that would be too unfair to other
2073 * players.
2511 */ 2074 */
2512int 2075bool
2513handle_newcs_player (object *op) 2076handle_newcs_player (object *op)
2514{ 2077{
2078 if (op->flag [FLAG_SCARED])
2079 {
2080 if (op->speed_left > 0.f)
2081 {
2082 --op->speed_left;
2083 flee_player (op);
2084
2085 return true;
2086 }
2087 else
2088 return false;
2089 }
2090
2091 /* call this here - we also will call this in do_ericserver, but
2092 * the players time has been increased when doericserver has been
2093 * called, so we recheck it here.
2094 */
2095 if (op->contr->ns->handle_command ())
2096 return true;
2097
2098 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2099 return move_player (op, op->direction);
2100
2101 return false;
2102}
2103
2104static int
2105save_life (object *op)
2106{
2107 if (!op->flag [FLAG_LIFESAVE])
2108 return 0;
2109
2110 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2111 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2112 {
2113 op->play_sound (sound_find ("ob_evaporate"));
2114 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2115
2116 tmp->destroy ();
2117 op->clr_flag (FLAG_LIFESAVE);
2118
2119 if (op->stats.hp < 0)
2120 op->stats.hp = op->stats.maxhp;
2121
2122 if (op->stats.food < 0)
2123 op->stats.food = MAX_FOOD;
2124
2125 op->update_stats ();
2126 return 1;
2127 }
2128
2129 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2130 op->clr_flag (FLAG_LIFESAVE);
2131 enter_player_savebed (op); /* bring him home. */
2132 return 0;
2133}
2134
2135/* This goes throws the inventory and removes unpaid objects, and puts them
2136 * back in the map (location and map determined by values of env). This
2137 * function will descend into containers. op is the object to start the search
2138 * from.
2139 */
2140static void
2141drop_unpaid_items (object *op, object *env)
2142{
2143 while (op)
2144 {
2145 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2146
2147 if (op->flag [FLAG_UNPAID])
2148 op->insert_at (env);
2149 else if (op->inv)
2150 drop_unpaid_items (op->inv, env);
2151
2152 op = next;
2153 }
2154}
2155
2156void
2157object::drop_unpaid_items ()
2158{
2159 if (!flag [FLAG_REMOVED])
2160 ::drop_unpaid_items (inv, this);
2161}
2162
2163void
2164do_some_living (object *op)
2165{
2166 int last_food = op->stats.food;
2167 int gen_hp, gen_sp, gen_grace;
2168 int i;
2169 int rate_hp = 1200;
2170 int rate_sp = 2500;
2171 int rate_grace = 2000;
2172 const int max_hp = 1;
2173 const int max_sp = 1;
2174 const int max_grace = 1;
2175
2515 if (op->contr->hidden) 2176 if (op->contr->hidden)
2516 { 2177 {
2517 op->invisible = 1000; 2178 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible 2179 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to 2180 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly. 2181 * alternate it here for it to work correctly.
2521 */ 2182 */
2522 if (pticks & 2) 2183 if (pticks & 2)
2523 op->invisible--; 2184 op->invisible--;
2524 } 2185 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2186 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2526 { 2187 {
2527 op->invisible--;
2528 if (!op->invisible) 2188 if (!op->invisible--)
2529 { 2189 {
2530 make_visible (op); 2190 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 } 2192 }
2533 } 2193 }
2534 2194
2535 if (QUERY_FLAG (op, FLAG_SCARED))
2536 {
2537 flee_player (op);
2538 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 {
2541 op->speed_left--;
2542 return 0;
2543 }
2544 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553
2554 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here.
2557 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0;
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2569
2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580
2581 return 0;
2582}
2583
2584int
2585save_life (object *op)
2586{
2587 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2588 return 0;
2589
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595
2596 if (op->contr)
2597 esrv_del_item (op->contr, tmp->count);
2598
2599 tmp->destroy ();
2600 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601
2602 if (op->stats.hp < 0)
2603 op->stats.hp = op->stats.maxhp;
2604
2605 if (op->stats.food < 0)
2606 op->stats.food = 999;
2607
2608 fix_player (op);
2609 return 1;
2610 }
2611
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614 enter_player_savebed (op); /* bring him home. */
2615 return 0;
2616}
2617
2618/* This goes throws the inventory and removes unpaid objects, and puts them
2619 * back in the map (location and map determined by values of env). This
2620 * function will descend into containers. op is the object to start the search
2621 * from.
2622 */
2623void
2624remove_unpaid_objects (object *op, object *env)
2625{
2626 object *next;
2627
2628 while (op)
2629 {
2630 next = op->below; /* Make sure we have a good value, in case
2631 * we remove object 'op'
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0);
2641 }
2642 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env);
2644
2645 op = next;
2646 }
2647}
2648
2649
2650/*
2651 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the
2654 * best, a misc file for object actions is probably better,
2655 * but there isn't one in the server directory.
2656 */
2657char *
2658gravestone_text (object *op)
2659{
2660 static char buf2[MAX_BUF];
2661 char buf[MAX_BUF];
2662 time_t now = time (NULL);
2663
2664 strcpy (buf2, " R.I.P.\n\n");
2665 if (op->type == PLAYER)
2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2667 else
2668 sprintf (buf, "%s\n", &op->name);
2669
2670 strncat (buf2, " ", 20 - strlen (buf) / 2);
2671 strcat (buf2, buf);
2672 if (op->type == PLAYER)
2673 sprintf (buf, "who was in level %d when killed\n", op->level);
2674 else
2675 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2676
2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf);
2679 if (op->type == PLAYER)
2680 {
2681 sprintf (buf, "by %s.\n\n", op->contr->killer);
2682 strncat (buf2, " ", 21 - strlen (buf) / 2);
2683 strcat (buf2, buf);
2684 }
2685
2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2687 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf);
2689
2690 return buf2;
2691}
2692
2693
2694
2695void
2696do_some_living (object *op)
2697{
2698 int last_food = op->stats.food;
2699 int gen_hp, gen_sp, gen_grace;
2700 int over_hp, over_sp, over_grace;
2701 int i;
2702 int rate_hp = 1200;
2703 int rate_sp = 2500;
2704 int rate_grace = 2000;
2705 const int max_hp = 1;
2706 const int max_sp = 1;
2707 const int max_grace = 1;
2708
2709 if (op->contr->outputs_sync)
2710 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]);
2714 }
2715
2716 if (op->contr->ns->state == ST_PLAYING) 2195 if (op->contr->ns->state == ST_PLAYING)
2717 { 2196 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2197 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2198 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2199 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2200 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2201 else
2724 { 2202 {
2725 gen_hp = op->stats.maxhp; 2203 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2204 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2205 }
2206
2728 if (op->contr->gen_sp >= 0) 2207 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2208 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2209 else
2731 { 2210 {
2732 gen_sp = op->stats.maxsp; 2211 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2212 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2213 }
2214
2735 if (op->contr->gen_grace >= 0) 2215 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2216 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2217 else
2738 { 2218 {
2739 gen_grace = op->stats.maxgrace; 2219 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2220 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2221 }
2742 2222
2743 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2747 if (op->stats.sp < op->stats.maxsp)
2748 {
2749 op->stats.sp++;
2750 /* dms do not consume food */
2751 if (!QUERY_FLAG (op, FLAG_WIZ))
2752 {
2753 op->stats.food--;
2754 if (op->contr->digestion < 0)
2755 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food;
2758 }
2759 }
2760 if (max_sp > 1)
2761 {
2762 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0)
2764 {
2765 if (op->stats.sp < op->stats.maxsp)
2766 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--;
2770 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp;
2772 }
2773 op->last_sp = 0;
2774 }
2775 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785
2786 /* Regenerate Grace */ 2223 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2224 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2225 if (--op->last_grace < 0)
2789 { 2226 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2227 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2228 op->stats.grace++; /* no penalty in food for regaining grace */
2229
2230 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2231
2792 if (max_grace > 1) 2232 if (max_grace > 1)
2793 { 2233 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2234 int over_grace = temp / rate_grace;
2235
2795 if (over_grace > 0) 2236 if (over_grace > 0)
2796 { 2237 {
2797 op->stats.sp += over_grace 2238 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2798 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2799 op->last_grace = 0; 2239 op->last_grace = 0;
2800 } 2240 }
2801 else 2241 else
2802 { 2242 op->last_grace = rate_grace / temp;
2803 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2804 }
2805 } 2243 }
2806 else 2244 else
2245 op->last_grace = rate_grace / temp;
2246
2247 /* wearing stuff doesn't detract from grace generation. */
2248 }
2249
2250 if (op->stats.food > 0)
2251 {
2252 /* Regenerate Spell Points */
2253 if (!op->contr->golem && --op->last_sp < 0)
2807 { 2254 {
2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2255 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2809 }
2810 /* wearing stuff doesn't detract from grace generation. */
2811 }
2812 2256
2813 /* Regenerate Hit Points */
2814 if (--op->last_heal < 0)
2815 {
2816 if (op->stats.hp < op->stats.maxhp) 2257 if (op->stats.sp < op->stats.maxsp)
2817 {
2818 op->stats.hp++;
2819 /* dms do not consume food */
2820 if (!QUERY_FLAG (op, FLAG_WIZ))
2821 { 2258 {
2259 op->stats.sp++;
2260
2261 /* dms do not consume food */
2262 if (!op->flag [FLAG_WIZ])
2263 {
2822 op->stats.food--; 2264 op->stats.food--;
2265
2823 if (op->contr->digestion < 0) 2266 if (op->contr->digestion < 0)
2824 op->stats.food += op->contr->digestion; 2267 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2268 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2269 op->stats.food = last_food;
2270 }
2827 } 2271 }
2828 } 2272
2829 if (max_hp > 1) 2273 if (max_sp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 { 2274 {
2834 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2275 int over_sp = (gen_sp + 10) / rate_sp;
2276 if (over_sp > 0)
2277 {
2278 if (op->stats.sp < op->stats.maxsp)
2279 {
2280 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2281
2282 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2283 op->stats.sp--;
2284
2285 if (op->stats.sp > op->stats.maxsp)
2286 op->stats.sp = op->stats.maxsp;
2287 }
2288
2835 op->last_heal = 0; 2289 op->last_sp = 0;
2290 }
2291 else
2292 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2836 } 2293 }
2837 else 2294 else
2295 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2296 }
2297
2298 /* Regenerate Hit Points */
2299 if (--op->last_heal < 0)
2300 {
2301 if (op->stats.hp < op->stats.maxhp)
2838 { 2302 {
2839 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2303 op->stats.hp++;
2304
2305 /* dms do not consume food */
2306 if (!op->flag [FLAG_WIZ])
2307 {
2308 op->stats.food--;
2309
2310 if (op->contr->digestion < 0)
2311 op->stats.food += op->contr->digestion;
2312 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2313 op->stats.food = last_food;
2314 }
2840 } 2315 }
2316
2317 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2318
2319 if (max_hp > 1)
2320 {
2321 int over_hp = temp / rate_hp;
2322
2323 if (over_hp > 0)
2324 {
2325 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2326 op->last_heal = 0;
2327 }
2328 else
2329 op->last_heal = rate_hp / temp;
2841 } 2330 }
2842 else 2331 else
2843 { 2332 op->last_heal = rate_hp / temp;
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 } 2333 }
2846 } 2334 }
2847 2335
2848 /* Digestion */ 2336 /* Digestion */
2849 if (--op->last_eat < 0) 2337 if (--op->last_eat < 0)
2850 { 2338 {
2851#ifdef COZY_SERVER 2339 int bonus = max (0, op->contr->digestion),
2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2340 penalty = max (0, -op->contr->digestion);
2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2854#else
2855 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2341
2858 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2342 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2860 else 2343
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2862 /* dms do not consume food */ 2344 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2345 if (!op->flag [FLAG_WIZ])
2864 op->stats.food--; 2346 op->stats.food--;
2865 } 2347 }
2866 }
2867 2348
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2349 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2350 {
2870 object *tmp, *flesh = NULL; 2351 object *flesh = 0;
2871 2352
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2353 for_inv_removable (op, tmp)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2354 {
2355 if (tmp->flag [FLAG_UNPAID])
2356 continue;
2357
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2358 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2359 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2360 op->statusmsg ("You blindly grab for a bite of food. "
2361 "H<To prevent you from starving, you ate some random item from your backpack.>");
2879 manual_apply (op, tmp, 0); 2362 op->apply (tmp);
2363
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2364 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2365 break;
2882 } 2366 }
2883 else if (tmp->type == FLESH) 2367 else if (tmp->type == FLESH)
2884 flesh = tmp; 2368 flesh = tmp;
2885 } /* End if paid for object */ 2369 }
2886 } /* end of for loop */ 2370
2887 /* If player is still starving, it means they don't have any food, so 2371 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2372 * eat flesh instead.
2889 */ 2373 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2374 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2375 {
2376 op->statusmsg ("You blindly grab for a bite of food. "
2377 "H<To prevent you from starving, you ate some random item from your backpack.>");
2378 op->apply (flesh);
2379 }
2380
2381 // If player is still starving, alert him!
2382 if (op->stats.food < 0)
2383 op->failmsg ("You are starving! "
2384 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2891 { 2385 }
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386
2893 manual_apply (op, flesh, 0); 2387 if (op->stats.food < 0)
2894 } 2388 {
2895 } /* end if player is starving */ 2389 op->stats.hp += op->stats.food;
2390 op->stats.food = 0;
2896 2391
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2392 if (op->stats.hp < 0)
2898 op->stats.food++, op->stats.hp--; 2393 {
2394 op->contr->killer = archetype::get ("killer_starvation");
2395 op->contr->killer->destroy ();
2396 }
2397 }
2899 2398
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2399 /* killer should be set here already */
2400 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2901 kill_player (op); 2401 kill_player (op);
2402 }
2902} 2403}
2903
2904
2905 2404
2906/* If the player should die (lack of hp, food, etc), we call this. 2405/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2406 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2407 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2408 * file.
2910 */ 2409 */
2911void 2410void
2912kill_player (object *op) 2411kill_player (object *op)
2913{ 2412{
2914 char buf[MAX_BUF];
2915 int x, y; 2413 int x, y;
2916
2917 //int i;
2918 maptile *map; /* this is for resurrection */ 2414 maptile *map; /* this is for resurrection */
2919
2920 /* int z;
2921 int num_stats_lose;
2922 int lost_a_stat;
2923 int lose_this_stat;
2924 int this_stat; */
2925 int will_kill_again; 2415 int will_kill_again;
2926 archetype *at; 2416 archetype *at;
2927 object *tmp; 2417 object *tmp;
2928 2418
2929 if (save_life (op)) 2419 if (save_life (op))
2930 return; 2420 return;
2931 2421
2422 dynbuf_text deathtab;
2423
2424 /* restore player */
2425 at = archetype::find (shstr_poisoning);
2426 if (object *tmp = present_arch_in_ob (at, op))
2427 {
2428 tmp->destroy ();
2429 deathtab << "Your body feels cleansed...\r";
2430 }
2431
2432 at = archetype::find (shstr_confusion);
2433 if (object *tmp = present_arch_in_ob (at, op))
2434 {
2435 tmp->destroy ();
2436 deathtab << "Your mind feels clearer...\r";
2437 }
2438
2439 cure_disease (op, 0, 0); /* remove any disease */
2440
2441 max_it (op->stats.hp , op->stats.maxhp);
2442 max_it (op->stats.sp , op->stats.maxsp);
2443 max_it (op->stats.grace, op->stats.maxgrace);
2444 max_it (op->stats.food , 200);
2445
2446 // remove all spell effects that are active
2447 // to avoid long-term effects such as word-of-recall
2448 for (object *item = op->inv; item; )
2449 {
2450 object *next = item->below;
2451
2452 if (item->type == SPELL_EFFECT && item->active)
2453 item->destroy ();
2454
2455 item = next;
2456 }
2932 2457
2933 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2458 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2934 * in cities ONLY!!! It is very important that this doesn't get abused. 2459 * in cities ONLY!!! It is very important that this doesn't get abused.
2935 * Look at op_on_battleground() for more info --AndreasV 2460 * Look at op_on_battleground() for more info --AndreasV
2936 */ 2461 */
2937 if (op_on_battleground (op, &x, &y)) 2462 if (op_on_battleground (op, &x, &y))
2938 { 2463 {
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2464 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941
2942 /* restore player */
2943 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op);
2945 if (tmp)
2946 {
2947 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 }
2950
2951 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op);
2953 if (tmp)
2954 {
2955 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 }
2958
2959 cure_disease (op, 0); /* remove any disease */
2960 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0)
2962 op->stats.food = 999;
2963 2465
2964 /* create a bodypart-trophy to make the winner happy */ 2466 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2467 object *tmp = archetype::find (shstr_finger)->instance ();
2966 if (tmp != NULL) 2468
2967 { 2469 tmp->name = format ("%s's finger" , &op->name);
2968 sprintf (buf, "%s's finger", &op->name); 2470 tmp->name_pl = format ("%s's fingers", &op->name);
2969 tmp->name = buf; 2471 tmp->msg = format (
2970 sprintf (buf, " This finger has been cut off %s\n" 2472 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2473 &op->name, op->contr->title,
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2474 (int)op->level,
2973 tmp->msg = buf; 2475 op->contr->killer_name ()
2476 );
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2477 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2478 tmp->material = name_to_material (shstr_organic);
2976 tmp->x = op->x, tmp->y = op->y; 2479 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 }
2979 2480
2980 /* teleport defeated player to new destination */ 2481 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2482 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2483 op->contr->braced = 0;
2484
2485 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2983 return; 2486 return;
2984 } 2487 }
2985 2488
2489 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2490 deathtab << "T<YOU HAVE DIED>\n\n";
2491
2986 INVOKE_PLAYER (DEATH, op->contr); 2492 INVOKE_PLAYER (DEATH, op->contr);
2987 2493
2988 command_kill_pets (op, 0); 2494 command_kill_pets (op, 0);
2989 2495
2990 if (op->stats.food < 0) 2496 op->contr->play_sound (sound_find ("player_dies"));
2497
2498 /* save the map location for corpse, gravestone */
2499 x = op->x;
2500 y = op->y;
2501 map = op->map;
2502
2503 /* NOT_PERMADEATH code. This basically brings the character back to
2504 * life if they are dead - it takes some exp and a random stat.
2505 * See the config.h file for a little more in depth detail about this.
2506 */
2507
2508 /* Basically two ways to go - remove a stat permanently, or just
2509 * make it depletion. This bunch of code deals with that aspect
2510 * of death.
2511 */
2512#ifndef COZY_SERVER
2513 if (settings.balanced_stat_loss)
2991 { 2514 {
2992 if (op->contr->explore) 2515 /* If stat loss is permanent, lose one stat only. */
2993 { 2516 /* Lower level chars don't lose as many stats because they suffer
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2517 more if they do. */
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2518 /* Higher level characters can afford things such as potions of
2996 op->stats.food = 999; 2519 restoration, or better, stat potions. So we slug them that
2997 return; 2520 little bit harder. */
2998 } 2521 /* GD */
2999 sprintf (buf, "%s starved to death.", &op->name); 2522 if (settings.stat_loss_on_death)
3000 strcpy (op->contr->killer, "starvation"); 2523 num_stats_lose = 1;
2524 else
2525 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3001 } 2526 }
3002 else 2527 else
3003 { 2528 num_stats_lose = 1;
3004 if (op->contr->explore) 2529
3005 { 2530 lost_a_stat = 0;
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2531
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2532 for (z = 0; z < num_stats_lose; z++)
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name);
3012 } 2533 {
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2534 i = rndm (NUM_STATS);
3014 2535
3015 /* save the map location for corpse, gravestone */
3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
3019
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this.
3026 */
3027
3028 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect
3030 * of death.
3031 */
3032#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss)
3034 {
3035 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */
3038 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */
3041 /* GD */
3042 if (settings.stat_loss_on_death) 2536 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2537 {
3044 else 2538 /* Pick a random stat and take a point off it. Tell the player
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2539 * what he lost.
2540 */
2541 change_attr_value (&(op->stats), i, -1);
2542 check_stat_bounds (&(op->stats));
2543 change_attr_value (&(op->contr->orig_stats), i, -1);
2544 check_stat_bounds (&(op->contr->orig_stats));
2545 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2546 lost_a_stat = 1;
3046 } 2547 }
3047 else 2548 else
3048 { 2549 {
3049 num_stats_lose = 1; 2550 /* deplete a stat */
3050 } 2551 archetype *deparch = archetype::find (shstr_depletion);
3051 lost_a_stat = 0; 2552 object *dep;
3052 2553
3053 for (z = 0; z < num_stats_lose; z++) 2554 dep = present_arch_in_ob (deparch, op);
3054 { 2555 if (!dep)
3055 i = RANDOM () % NUM_STATS;
3056
3057 if (settings.stat_loss_on_death)
3058 { 2556 {
3059 /* Pick a random stat and take a point off it. Tell the player 2557 dep = deparch->instance ();
3060 * what he lost. 2558 insert_ob_in_ob (dep, op);
3061 */
3062 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1;
3068 } 2559 }
3069 else 2560 lose_this_stat = 1;
2561 if (settings.balanced_stat_loss)
3070 { 2562 {
3071 /* deplete a stat */ 2563 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2564 /* Get the stat that we're about to deplete. */
3073 object *dep; 2565 this_stat = get_attr_value (&(dep->stats), i);
3074 2566 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2567 {
3078 dep = arch_to_object (deparch); 2568 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2569 int keep_chance = this_stat * this_stat;
3080 } 2570
3081 lose_this_stat = 1; 2571 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2572 if (keep_chance < 1)
2573 keep_chance = 1;
2574
2575 /* There is a maximum depletion total per level. */
2576 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2577 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2578 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2579 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2580 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2581 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2582 else
3123 if (this_stat >= -50)
3124 { 2583 {
3125 change_attr_value (&(dep->stats), i, -1); 2584 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2585 lose_this_stat = 0;
2586 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2587 this_stat, keep_chance, loss_chance,
2588 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2589 }
3131 } 2590 }
3132 } 2591 }
2592
2593 if (lose_this_stat)
2594 {
2595 this_stat = get_attr_value (&dep->stats, i);
2596 /* We could try to do something clever like find another
2597 * stat to reduce if this fails. But chances are, if
2598 * stats have been depleted to -50, all are pretty low
2599 * and should be roughly the same, so it shouldn't make a
2600 * difference.
2601 */
2602 if (this_stat >= -50)
2603 {
2604 change_attr_value (&(dep->stats), i, -1);
2605 dep->set_flag (FLAG_APPLIED);
2606 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2607 op->update_stats ();
2608 lost_a_stat = 1;
2609 }
3133 } 2610 }
2611 }
2612 }
2613
3134 /* If no stat lost, tell the player. */ 2614 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2615 if (!lost_a_stat)
3136 { 2616 {
3137 /* determine_god() seems to not work sometimes... why is this? 2617 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2618 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2619 shstr_tmp god = determine_god (op);
3140 2620
3141 if (god && (strcmp (god, "none"))) 2621 if (god != shstr_none)
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2622 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3143 else 2623 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2624 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3145 } 2625 }
3146#else 2626#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2627 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3148#endif 2628#endif
3149 2629
3150 /* Put a gravestone up where the character 'almost' died. List the 2630 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2631 * exp loss on the stone.
3152 */ 2632 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2633 tmp = archetype::find (shstr_gravestone)->instance ();
3154 sprintf (buf, "%s's gravestone", &op->name); 2634 tmp->name = format ("%s's gravestone", &op->name);
3155 tmp->name = buf; 2635 tmp->name_pl = format ("%s's gravestones", &op->name);
3156 sprintf (buf, "%s's gravestones", &op->name); 2636 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3157 tmp->name_pl = buf; 2637 &op->name, op->contr->title, op->contr->killer_name ());
3158 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);
3159 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2638 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2639 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2640
3163 /**************************************/ 2641 /**************************************/
3164 /* */ 2642 /* */
3165 /* Subtract the experience points, */ 2643 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */
3168 /* */ 2644 /* */
3169 /**************************************/ 2645 /**************************************/
3170 2646
3171 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */
3173 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op);
3175
3176 if (tmp)
3177 {
3178 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 }
3181
3182 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op);
3184 if (tmp)
3185 {
3186 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 }
3189
3190 cure_disease (op, 0); /* remove any disease */
3191
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2647 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2648 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100)
3195 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2649
3200 /* 2650 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2651 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2652 * and put them back in the map.
3203 * in the map. 2653 */
3204 */ 2654 op->drop_unpaid_items ();
3205 2655
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op);
3208
3209 /****************************************/ 2656 /****************************************/
3210 /* */ 2657 /* */
3211 /* Move player to his current respawn- */ 2658 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2659 /* position (usually last savebed) */
3213 /* */ 2660 /* */
3214 /****************************************/ 2661 /****************************************/
3215 2662
3216 enter_player_savebed (op); 2663 enter_player_savebed (op);
3217 2664
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2665 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2666
3224 /* it is possible that the player has blown something up 2667 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2668 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2669 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2670 * on the space that might harm the player.
3228 */ 2671 */
3229 will_kill_again = 0; 2672 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2673 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2674 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2675 will_kill_again |= tmp->attacktype;
3233 2676
3234 if (will_kill_again) 2677 if (will_kill_again)
3235 { 2678 {
3236 object *force; 2679 object *force;
3237 int at; 2680 int at;
3238 2681
3239 force = get_archetype (FORCE_NAME); 2682 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2683 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1;
3242 force->speed_left = -5.0; 2684 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2685 force->set_speed (0.1f);
2686 force->set_flag (FLAG_APPLIED);
2687
3244 for (at = 0; at < NROFATTACKS; at++) 2688 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2689 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2690 force->resist[at] = 100;
3247 2691
3248 insert_ob_in_ob (force, op); 2692 insert_ob_in_ob (force, op);
3249 fix_player (op); 2693 op->update_stats ();
3250
3251 }
3252
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 { 2694 }
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261 2695
3262 op->contr->party = NULL; 2696 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2697}
3322 2698
3323 2699static void
3324void
3325loot_object (object *op) 2700loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2701{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2702 object *tmp, *tmp2, *next;
3328 2703
3329 if (op->container) 2704 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2705
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2706 for (tmp = op->inv; tmp; tmp = next)
3335 { 2707 {
3336 next = tmp->below; 2708 next = tmp->below;
2709
3337 if (tmp->invisible) 2710 if (tmp->invisible)
3338 continue; 2711 continue;
2712
3339 tmp->remove (); 2713 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2714 tmp->x = op->x, tmp->y = op->y;
2715
3341 if (tmp->type == CONTAINER) 2716 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2717 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2718
3344 } 2719 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3346 { 2720 {
3347 if (tmp->nrof > 1) 2721 if (tmp->nrof > 1)
3348 { 2722 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2723 tmp->decrease (rndm (1, tmp->nrof - 1));
3350 tmp2->destroy ();
3351 insert_ob_in_map (tmp, op->map, NULL, 0); 2724 insert_ob_in_map (tmp, op->map, NULL, 0);
3352 } 2725 }
3353 else 2726 else
3354 tmp->destroy (); 2727 tmp->destroy ();
3355 } 2728 }
3361/* 2734/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2735 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2736 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2737 * was changed.
3365 */ 2738 */
3366
3367void 2739void
3368fix_weight (void) 2740fix_weight ()
3369{ 2741{
3370 player *pl; 2742 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2743 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2744 sint32 old = pl->ob->carrying;
3375 2745
3376 if (old == sum) 2746 pl->ob->update_weight ();
3377 continue; 2747
3378 fix_player (pl->ob); 2748 if (old != pl->ob->carrying)
2749 {
2750 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2751 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2752 }
3380 } 2753 }
3381} 2754}
3382 2755
3383void 2756void
3384fix_luck (void) 2757fix_luck ()
3385{ 2758{
3386 player *pl; 2759 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 2760 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2761 pl->ob->change_luck (0);
3391} 2762}
3392
3393 2763
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2764/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2765 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2766 * just treat this as any other spell casting object.
3397 */ 2767 */
3398
3399void 2768void
3400cast_dust (object *op, object *throw_ob, int dir) 2769cast_dust (object *op, object *throw_ob, int dir)
3401{ 2770{
3402 object *skop, *spob; 2771 object *skop, *spob;
3403 2772
3430} 2799}
3431 2800
3432void 2801void
3433make_visible (object *op) 2802make_visible (object *op)
3434{ 2803{
3435 op->hide = 0; 2804 op->flag [FLAG_HIDDEN] = 0;
3436 op->invisible = 0; 2805 op->invisible = 0;
2806
3437 if (op->type == PLAYER) 2807 if (op->type == PLAYER)
3438 { 2808 {
3439 op->contr->tmp_invis = 0; 2809 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 2810 op->contr->invis_race = 0;
3441 } 2811 }
2812
3442 update_object (op, UP_OBJ_FACE); 2813 update_object (op, UP_OBJ_CHANGE);
3443} 2814}
3444 2815
3445int 2816int
3446is_true_undead (object *op) 2817is_true_undead (object *op)
3447{ 2818{
3448 object *tmp = NULL; 2819 if (op->arch->flag [FLAG_UNDEAD])
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 2820 return 1;
3452 2821
3453 return 0; 2822 return 0;
3454} 2823}
3455 2824
3456/* look at the surrounding terrain to determine 2825/* look at the surrounding terrain to determine
3457 * the hideability of this object. Positive levels 2826 * the hideability of this object. Positive levels
3458 * indicate greater hideability. 2827 * indicate greater hideability.
3459 */ 2828 */
3460
3461int 2829int
3462hideability (object *ob) 2830hideability (object *ob)
3463{ 2831{
3464 int i, level = 0, mflag; 2832 int i, level = 0, mflag;
3465 sint16 x, y; 2833 sint16 x, y;
3466 2834
3467 if (!ob || !ob->map) 2835 if (!ob || !ob->map)
3468 return 0; 2836 return 0;
3469 2837
3470 /* so, on normal lighted maps, its hard to hide */ 2838 /* so, on normal lighted maps, its hard to hide */
3471 level = ob->map->darkness - 2; 2839 level = ob->map->darklevel () - 2;
3472 2840
3473 /* this also picks up whether the object is glowing. 2841 /* this also picks up whether the object is glowing.
3474 * If you carry a light on a non-dark map, its not 2842 * If you carry a light on a non-dark map, its not
3475 * as bad as carrying a light on a pitch dark map */ 2843 * as bad as carrying a light on a pitch dark map */
3476 if (has_carried_lights (ob)) 2844 if (ob->has_carried_lights ())
3477 level = -(10 + (2 * ob->map->darkness)); 2845 level = -(10 + (2 * ob->map->darklevel ()));
3478 2846
3479 /* scan through all nearby squares for terrain to hide in */ 2847 /* scan through all nearby squares for terrain to hide in */
3480 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2848 for (i = 0, x = ob->x, y = ob->y;
2849 i <= SIZEOFFREE1;
2850 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3481 { 2851 {
3482 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2852 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3483 if (mflag & P_OUT_OF_MAP) 2853 if (mflag & P_OUT_OF_MAP)
3484 {
3485 continue; 2854 continue;
3486 } 2855
3487 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2856 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3488 level += 2; 2857 level += 2;
3489 else /* open terrain! */ 2858 else /* open terrain! */
3490 level -= 1; 2859 level -= 1;
3491 } 2860 }
3499/* For Hidden creatures - a chance of becoming 'unhidden' 2868/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 2869 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 2870 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 2871 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 2872 */
3504
3505void 2873void
3506do_hidden_move (object *op) 2874do_hidden_move (object *op)
3507{ 2875{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2876 int hide = 0;
3509 object *skop;
3510 2877
3511 if (!op || !op->map) 2878 if (!op || !op->map)
3512 return; 2879 return;
3513 2880
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2881 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2882 int num = random_roll (0, 19, op, PREFER_LOW);
3515 2883
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 2884 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 2885 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 2886 if (!skop || num >= skop->level)
3520 { 2887 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2888 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 2889 make_visible (op);
3523 return; 2890 return;
3524 } 2891 }
3525 else 2892 else
3526 num += 20; 2893 num += 20;
3527 } 2894
3528 num += op->map->difficulty; 2895 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 2896 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 2897 num -= hide;
2898
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2899 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 2900 {
3533 make_visible (op); 2901 make_visible (op);
2902
3534 if (op->type == PLAYER) 2903 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2904 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 2905 }
3537 else if (op->type == PLAYER && skop) 2906 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2907 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 2908}
3542 2909
3543/* determine if who is standing near a hostile creature. */ 2910/* determine if who is standing near a hostile creature. */
3544 2911
3545int 2912int
3555 2922
3556 if (who->type == PLAYER) 2923 if (who->type == PLAYER)
3557 player = 1; 2924 player = 1;
3558 2925
3559 else 2926 else
3560 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2927 friendly = who->flag [FLAG_FRIENDLY];
3561 2928
3562 /* search adjacent squares */ 2929 /* search adjacent squares */
3563 for (i = 1; i < 9; i++) 2930 for (i = 1; i < 9; i++)
3564 { 2931 {
3565 x = who->x + freearr_x[i]; 2932 x = who->x + freearr_x[i];
3574 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2941 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3575 continue; 2942 continue;
3576 2943
3577 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2944 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3578 { 2945 {
3579 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2946 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3580 return 1; 2947 return 1;
3581 else if (tmp->type == PLAYER) 2948 else if (tmp->type == PLAYER)
3582 { 2949 {
3583 /*don't let a hidden DM prevent you from hiding */ 2950 /*don't let a hidden DM prevent you from hiding */
3584 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2951 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3585 return 1; 2952 return 1;
3586 } 2953 }
3587 } 2954 }
3588 } 2955 }
3589 return 0; 2956 return 0;
3593 * object op. This function works fine for monsters, 2960 * object op. This function works fine for monsters,
3594 * but we dont worry if the object isnt the top one in 2961 * but we dont worry if the object isnt the top one in
3595 * a pile (say a coin under a table would return "viewable" 2962 * a pile (say a coin under a table would return "viewable"
3596 * by this routine). Another question, should we be 2963 * by this routine). Another question, should we be
3597 * concerned with the direction the player is looking 2964 * concerned with the direction the player is looking
3598 * in? Realistically, most of use cant see stuff behind 2965 * in? Realistically, most of us can't see stuff behind
3599 * our backs...on the other hand, does the "facing" direction 2966 * our backs...on the other hand, does the "facing" direction
3600 * imply the way your head, or body is facing? Its possible 2967 * imply the way your head, or body is facing? It's possible
3601 * for them to differ. Sigh, this fctn could get a bit more complex. 2968 * for them to differ. Sigh, this fctn could get a bit more complex.
3602 * -b.t. 2969 * -b.t.
3603 * This function is now map tiling safe. 2970 * This function is now map tiling safe.
3604 */ 2971 */
3605
3606int 2972int
3607player_can_view (object *pl, object *op) 2973player_can_view (object *pl, object *op)
3608{ 2974{
3609 rv_vector rv; 2975 rv_vector rv;
3610 int dx, dy; 2976 int dx, dy;
3612 if (pl->type != PLAYER) 2978 if (pl->type != PLAYER)
3613 { 2979 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 2980 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 2981 return -1;
3616 } 2982 }
2983
3617 if (!pl || !op) 2984 if (!pl || !op)
3618 return 0; 2985 return 0;
3619 2986
3620 if (op->head)
3621 {
3622 op = op->head; 2987 op = op->head_ ();
3623 } 2988
3624 get_rangevector (pl, op, &rv, 0x1); 2989 get_rangevector (pl, op, &rv, 0x1);
3625 2990
3626 /* starting with the 'head' part, lets loop 2991 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 2992 * through the object and find if it has any
3628 * part that is in the los array but isnt on 2993 * part that is in the los array but isn't on
3629 * a blocked los square. 2994 * a blocked los square.
3630 * we use the archetype to figure out offsets. 2995 * we use the archetype to figure out offsets.
3631 */ 2996 */
3632 while (op) 2997 while (op)
3633 { 2998 {
3634 dx = rv.distance_x + op->arch->clone.x; 2999 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3000 dy = rv.distance_y + op->arch->y;
3636 3001
3637 /* only the viewable area the player sees is updated by LOS 3002 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3638 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values.
3640 */
3641 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3003 return 1;
3004
3645 op = op->more; 3005 op = op->more;
3646 } 3006 }
3647 return 0;
3648}
3649 3007
3650/* routine for both players and monsters. We call this when
3651 * there is a possibility for our action distrubing our hiding
3652 * place or invisiblity spell. Artefact invisiblity is not
3653 * effected by this. If we arent invisible to begin with, we
3654 * return 0.
3655 */
3656int
3657action_makes_visible (object *op)
3658{
3659
3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 {
3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3663 return 0;
3664
3665 if (op->contr && op->contr->tmp_invis == 0)
3666 return 0;
3667
3668 /* If monsters, they should become visible */
3669 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3670 {
3671 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3672 return 1;
3673 }
3674 }
3675 return 0; 3008 return 0;
3676} 3009}
3677 3010
3678/* op_on_battleground - checks if the given object op (usually 3011/* op_on_battleground - checks if the given object op (usually
3679 * a player) is standing on a valid battleground-tile, 3012 * a player) is standing on a valid battleground-tile,
3684 * Default is to do the same as before, so only people wanting to have different points need worry about this 3017 * Default is to do the same as before, so only people wanting to have different points need worry about this
3685 */ 3018 */
3686int 3019int
3687op_on_battleground (object *op, int *x, int *y) 3020op_on_battleground (object *op, int *x, int *y)
3688{ 3021{
3689 object *tmp;
3690
3691 /* A battleground-tile needs the following attributes to be valid: 3022 /* A battleground-tile needs the following attributes to be valid:
3692 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3023 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3024 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3694 * and the exit-coordinates sp/hp must both be > 0. 3025 * and the exit-coordinates sp/hp must both be > 0.
3695 * => The intention here is to prevent abuse of the battleground- 3026 * => The intention here is to prevent abuse of the battleground-
3696 * feature (like pickable or hidden battleground tiles). */ 3027 * feature (like pickable or hidden battleground tiles). */
3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3028 for (object *tmp = op->below; tmp; tmp = tmp->below)
3698 { 3029 {
3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3030 if (tmp->flag [FLAG_IS_FLOOR])
3700 { 3031 {
3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3032 if (tmp->flag [FLAG_NO_PICK]
3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3033 && tmp->type == BATTLEGROUND
3034 && tmp->name == shstr_battleground
3035 && EXIT_X (tmp) && EXIT_Y (tmp))
3703 { 3036 {
3704 /*before we assign the exit, check if this is a teambattle */ 3037 /* before we assign the exit, check if this is a teambattle */
3705 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3038 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706 {
3707 object *invtmp;
3708
3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3039 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3040 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3710 { 3041 {
3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3712 {
3713 if (x != NULL && y != NULL) 3042 if (x && y)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3043 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3044
3715 return 1; 3045 return 1;
3716 }
3717 } 3046 }
3718 } 3047
3719 if (x != NULL && y != NULL) 3048 if (x && y)
3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3049 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3050
3721 return 1; 3051 return 1;
3722 } 3052 }
3723 } 3053 }
3724 } 3054 }
3055
3725 /* If we got here, did not find a battleground */ 3056 /* If we got here, did not find a battleground */
3726 return 0; 3057 return 0;
3727} 3058}
3728 3059
3729/* 3060/*
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3076 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3077 int i = 0, j = 0;
3747 3078
3748 /* get the appropriate treasurelist */ 3079 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3080 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3081 trlist = treasurelist::find (shstr_dragon_ability_fire);
3751 else if (atnr == ATNR_COLD) 3082 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3083 trlist = treasurelist::find (shstr_dragon_ability_cold);
3753 else if (atnr == ATNR_ELECTRICITY) 3084 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3085 trlist = treasurelist::find (shstr_dragon_ability_elec);
3755 else if (atnr == ATNR_POISON) 3086 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3087 trlist = treasurelist::find (shstr_dragon_ability_poison);
3757 3088
3758 if (trlist == NULL || who->type != PLAYER) 3089 if (trlist == NULL || who->type != PLAYER)
3759 return; 3090 return;
3760 3091
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3092 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3093
3763 if (tr == NULL || tr->item == NULL) 3094 if (!tr || !tr->item)
3764 { 3095 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3096 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3097 return;
3767 } 3098 }
3768 3099
3769 /* everything seems okay - now bring on the gift: */ 3100 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3101 item = tr->item;
3771 3102
3772 if (item->type == SPELL) 3103 if (item->type == SPELL)
3773 { 3104 {
3774 if (check_spell_known (who, item->name)) 3105 if (check_spell_known (who, item->name))
3775 return; 3106 return;
3834 { 3165 {
3835 /* forces in the treasurelist can alter the player's stats */ 3166 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3167 object *skin;
3837 3168
3838 /* first get the dragon skin force */ 3169 /* first get the dragon skin force */
3839 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3170 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3841 ; 3171 ;
3842 3172
3843 if (!skin) 3173 if (!skin)
3844 return; 3174 return;
3845 3175
3859 else 3189 else
3860 j = 1; 3190 j = 1;
3861 strcat (buf, spellpathnames[i]); 3191 strcat (buf, spellpathnames[i]);
3862 } 3192 }
3863 } 3193 }
3194
3864 strcat (buf, "."); 3195 strcat (buf, ".");
3865 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3196 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3866 } 3197 }
3867 3198
3868 /* evtl. adding flags: */ 3199 /* evtl. adding flags: */
3869 if (QUERY_FLAG (item, FLAG_XRAYS)) 3200 if (item->flag [FLAG_XRAYS])
3870 SET_FLAG (skin, FLAG_XRAYS); 3201 skin->set_flag (FLAG_XRAYS);
3871 if (QUERY_FLAG (item, FLAG_STEALTH)) 3202 if (item->flag [FLAG_STEALTH])
3872 SET_FLAG (skin, FLAG_STEALTH); 3203 skin->set_flag (FLAG_STEALTH);
3873 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3204 if (item->flag [FLAG_SEE_IN_DARK])
3874 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3205 skin->set_flag (FLAG_SEE_IN_DARK);
3875 3206
3876 /* print message if there is one */ 3207 /* print message if there is one */
3877 if (item->msg != NULL) 3208 if (item->msg != NULL)
3878 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3209 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3879 } 3210 }
3880 else 3211 else
3881 { 3212 {
3882 /* generate misc. treasure */ 3213 /* generate misc. treasure */
3883 tmp = arch_to_object (tr->item); 3214 tmp = tr->item->instance ();
3884 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3215 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3885 tmp = insert_ob_in_ob (tmp, who); 3216 who->insert (tmp);
3886 if (who->type == PLAYER)
3887 esrv_send_item (who, tmp);
3888 } 3217 }
3889} 3218}
3890 3219
3891/** 3220//-GPL
3892 * Unready an object for a player. This function does nothing if the object was 3221
3893 * not readied. 3222sint8
3894 */ 3223player::darkness_at (maptile *map, int x, int y) const
3224{
3225 if (!ns)
3226 return LOS_BLOCKED;
3227
3228 int dx, dy;
3229 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3230 return LOS_BLOCKED;
3231
3232 x += dx - ns->current_x;
3233 y += dy - ns->current_y;
3234
3235 return blocked_los (x, y);
3236}
3237
3895void 3238void
3896player_unready_range_ob (player *pl, object *ob) 3239player::infobox (const char *title, const char *msg, int color)
3897{ 3240{
3898 rangetype i; 3241 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3899
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3901 {
3902 if (pl->ranges[i] == ob)
3903 {
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3242}
3243
3244void
3245player::statusmsg (const char *msg, int color)
3246{
3247 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3248}
3249
3250void
3251player::failmsg (const char *msg, int color)
3252{
3253 play_sound (sound_find ("generic_failure"));
3254 statusmsg (msg, color);
3255}
3256
3257void
3258object::failmsgf (const char *format, ...)
3259{
3260 if (!contr)
3261 return;
3262
3263 va_list ap;
3264 va_start (ap, format);
3265 contr->failmsg (vformat (format, ap));
3266 va_end (ap);
3267}
3268
3269void
3270player::failmsgf (const char *format, ...)
3271{
3272 va_list ap;
3273 va_start (ap, format);
3274 failmsg (vformat (format, ap));
3275 va_end (ap);
3276}
3277

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