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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.198 by root, Sat May 17 00:17:02 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <newclient.h>
33 31
34#ifdef COZY_SERVER 32#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 33#include <functional>
36#endif
37 34
38player * 35playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 36
77void 37void
78display_motd (const object *op) 38display_motd (const object *op)
79{ 39{
80 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
83 int comp; 43 int comp;
84 int size; 44 int size;
85 45
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 48 return;
90 } 49
91 motd[0] = '\0'; 50 motd[0] = '\0';
92 size = 0; 51 size = 0;
52
93 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
94 { 54 {
95 if (*buf == '#') 55 if (*buf == '#')
96 continue; 56 continue;
57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 59 size += strlen (buf);
99 } 60 }
61
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
102} 64}
103 65
104void 66void
110 int comp; 72 int comp;
111 int size; 73 int size;
112 74
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 77 return;
117 } 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
81
120 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
121 { 83 {
122 if (*buf == '#') 84 if (*buf == '#')
123 continue; 85 continue;
86
124 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
125 { 88 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 90 break;
128 } 91 }
92
129 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 94 size += strlen (buf);
131 } 95 }
96
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
134} 99}
135 100
136void 101void
144 int size; 109 int size;
145 110
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 113 return;
114
149 news[0] = '\0'; 115 news[0] = '\0';
150 subject[0] = '\0'; 116 subject[0] = '\0';
151 size = 0; 117 size = 0;
118
152 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
153 { 120 {
154 if (*buf == '#') 121 if (*buf == '#')
155 continue; 122 continue;
123
156 if (*buf == '%') 124 if (*buf == '%')
157 { /* send one news */ 125 { /* send one news */
158 if (size > 0) 126 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
160 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
161 strip_endline (subject); 130 strip_endline (subject);
162 size = 0; 131 size = 0;
163 news[0] = '\0'; 132 news[0] = '\0';
164 } 133 }
173 size += strlen (buf); 142 size += strlen (buf);
174 } 143 }
175 } 144 }
176 145
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
179 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 149}
285 150
286/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
287static void 152static void
288set_first_map (object *op) 153set_first_map (object *op)
289{ 154{
290 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
291 op->x = -1; 156 op->x = -1;
292 op->y = -1; 157 op->y = -1;
293 enter_exit (op, NULL);
294} 158}
295 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->update_weight ();
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
334}
335
336player::player ()
337{
338 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point.
340 */
341 outputs_sync = 4;
342 outputs_count = 4;
343 unapply = unapply_nochoice;
344
345 savebed_map = first_map_path; /* Init. respawn position */
346
347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357}
358
359void
360player::do_destroy ()
361{
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
373}
374
375player::~player ()
376{
377 /* Clear item stack */
378 free (stack_items);
379}
380
296/* Tries to add player on the connection passwd in ns. 381/* Tries to add player on the connection passed in ns.
297 * All we can really get in this is some settings like host and display 382 * All we can really get in this is some settings like host and display
298 * mode. 383 * mode.
299 */ 384 */
300 385player *
301int 386player::create ()
302add_player (client_socket *ns)
303{ 387{
304 player *p = new player; 388 player *pl = new player;
305 389
306 p->socket = ns; 390 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 391
309 p->next = first_player; 392 pl->ob->roll_stats ();
310 first_player = p; 393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
311 395
312 p = get_player (p);
313
314 set_first_map (p->ob); 396 set_first_map (pl->ob);
315 397
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 398 return pl;
324} 399}
325 400
326/* 401/*
327 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
329 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
330 */ 405 */
331archetype * 406archetype *
332get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
333{ 408{
334 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
335 416
336 for (;;) 417 for (;;)
337 { 418 {
338 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
339 at = first_archetype; 420 i = archetypes.begin ();
340 else 421 else if (*i == at)
341 at = at->next; 422 cleanup ("not a single player archetype found");
423
342 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
343 return at; 425 return *i;
344 if (at == start)
345 {
346 LOG (llevError, "No Player archetypes\n");
347 exit (-1);
348 }
349 } 426 }
350} 427}
351
352 428
353object * 429object *
354get_nearest_player (object *mon) 430get_nearest_player (object *mon)
355{ 431{
356 object *op = NULL; 432 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 433 objectlink *ol;
359 unsigned lastdist; 434 unsigned lastdist;
360 rv_vector rv; 435 rv_vector rv;
361 436
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 438 {
364 /* We should not find free objects on this friendly list, but it
365 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop.
368 */
369 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
370 {
371 object *tmp = ol->ob;
372
373 /* Can't do much more other than log the fact, because the object
374 * itself will have been cleared.
375 */
376 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
377 ol = ol->next;
378 remove_friendly_object (tmp);
379 if (!ol)
380 return op;
381 }
382
383 /* Remove special check for player from this. First, it looks to cause
384 * some crashes (ol->ob->contr not set properly?), but secondly, a more
385 * complicated method of state checking would be needed in any case -
386 * as it was, a clever player could type quit, and the function would
387 * skip them over while waiting for confirmation. Remove
388 * on_same_map check, as can_detect_enemy also does this
389 */
390 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
391 continue; 440 continue;
392 441
393 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
394 { 443 {
395 op = ol->ob; 444 op = ol->ob;
396 lastdist = rv.distance; 445 lastdist = rv.distance;
397 } 446 }
398 } 447 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 448
400 { 449 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
405 { 452 {
406 op = pl->ob; 453 op = pl->ob;
407 lastdist = rv.distance; 454 lastdist = rv.distance;
408 } 455 }
409 } 456
410 }
411#if 0 457#if 0
412 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 459#endif
414 return op; 460 return op;
415} 461}
433 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 481 * is probably not a good thing.
436 */ 482 */
437#define MAX_SPACES 50 483#define MAX_SPACES 50
438
439 484
440/* 485/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
474 x = mon->x; 519 x = mon->x;
475 y = mon->y; 520 y = mon->y;
476 m = mon->map; 521 m = mon->map;
477 dir = rv.direction; 522 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
480 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
481 if (diff > max) 527 if (diff > max)
482 return 0; 528 return 0;
529
483 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
484 { 531 {
485 lastx = x; 532 lastx = x;
486 lasty = y; 533 lasty = y;
487 lastmap = m; 534 lastmap = m;
569 max--; 616 max--;
570 lastdir = dir; 617 lastdir = dir;
571 if (!firstdir) 618 if (!firstdir)
572 firstdir = dir; 619 firstdir = dir;
573 } 620 }
621
574 if (diff <= 1) 622 if (diff <= 1)
575 { 623 {
576 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 625 * headed toward player for entire distance.
578 */ 626 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
581 } 629 }
630
582 if (diff > max) 631 if (diff > max)
583 return 0; 632 return 0;
584 } 633 }
634
585 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
586 if (!max) 636 if (!max)
587 return 0; 637 return 0;
588 638
589 return firstdir; 639 return firstdir;
590} 640}
591 641
592void 642void
593give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
594{ 644{
595 object *op, *next = NULL;
596
597 if (pl->randomitems != NULL) 645 if (pl->randomitems)
598 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
599 647
600 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
601 { 649 {
602 next = op->below; 650 next = op->below;
603 651
604 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
605 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
610 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
611 * by this player due to race restrictions 659 * by this player due to race restrictions
612 */ 660 */
613 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
614 { 662 {
615 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
616 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
617 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
618 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
619 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
620 { 670 {
621 op->destroy (); 671 op->destroy ();
622 continue; 672 continue;
623 } 673 }
624 } 674 }
647 if (op->nrof > 1) 697 if (op->nrof > 1)
648 op->nrof = 1; 698 op->nrof = 1;
649 } 699 }
650 700
651 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
652 {
653 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
654 }
655 703
656 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
657 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
658 * merged properly. 706 * merged properly.
659 */ 707 */
660 if (need_identify (op)) 708 if (need_identify (op))
661 { 709 {
662 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
663 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
664 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
665 } 713 }
714
666 if (op->type == SPELL) 715 if (op->type == SPELL)
667 { 716 {
668 op->destroy (); 717 op->destroy ();
669 continue; 718 continue;
670 } 719 }
672 { 721 {
673 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
674 op->stats.exp = 0; 723 op->stats.exp = 0;
675 op->level = 1; 724 op->level = 1;
676 } 725 }
677 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
678 else
679 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
680 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
681 729
682 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
683 link_player_skills (pl); 731 link_player_skills (pl);
684} 732}
685 733
686void 734void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 735get_party_password (object *op, partylist *party)
771{ 736{
772 if (party == NULL) 737 if (party == NULL)
773 { 738 {
774 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
775 return; 740 return;
776 } 741 }
742
777 op->contr->write_buf[0] = '\0'; 743 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
781} 747}
782
783 748
784/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
785int 750static int
786roll_stat (void) 751roll_stat (void)
787{ 752{
788 int a[4], i, j, k; 753 int a[4], i, j, k;
789 754
790 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
792 757
793 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 759 if (a[i] < k)
795 k = a[i], j = i; 760 k = a[i], j = i;
796 761
797 for (i = 0, k = 0; i < 4; i++) 762 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 763 if (i != j)
800 k += a[i]; 764 k += a[i];
801 } 765
802 return k; 766 return k;
803} 767}
804 768
805void 769void
806roll_stats (object *op) 770object::roll_stats ()
807{ 771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
808 int sum = 0; 776 int sum = 0;
809 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
810 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
811 779
812 do 780 if (sum >= 82 && sum <= 116)
781 break;
813 { 782 }
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 }
823 while (sum < 82 || sum > 116);
824 783
825 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 786
834 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
835 do 788 stats.stat (i) = statsort [i];
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850 789
851 op->stats.Str = statsort[0];
852 op->stats.Dex = statsort[1];
853 op->stats.Con = statsort[2];
854 op->stats.Int = statsort[3];
855 op->stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6];
858
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 790 stats.exp = 0;
870 op->stats.ac = 0; 791 stats.ac = 0;
871 792
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 793 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 794 stats.sp = stats.maxsp;
879 op->stats.grace = op->stats.maxgrace; 795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
799 contr->levhp[1] = 9;
800 contr->levsp[1] = 6;
801 contr->levgrace[1] = 3;
802
880 op->contr->orig_stats = op->stats; 803 contr->orig_stats = stats;
804 }
881} 805}
882 806
883void 807void
884Roll_Again (object *op) 808object::swap_stats (int a, int b)
885{ 809{
886 esrv_new_player (op->contr, 0); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889}
890 811
891void 812 for (int i = 0; i < NUM_STATS; ++i)
892Swap_Stat (object *op, int Swap_Second) 813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
823 stats.hp = stats.maxhp;
824 stats.sp = stats.maxsp;
825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
833 contr->orig_stats = stats;
834 }
835}
836
837static void
838start_info (object *op)
893{ 839{
894 signed char tmp;
895 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
896 841
897 if (op->contr->Swap_First == -1) 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str;
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf);
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 844}
1012 845
1013/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
1017 * not the class. 850 * not the class.
1018 */ 851 */
1019 852void
1020int 853player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 854{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
1037 857
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 859 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
1041 861
1042 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
1044 864
1045 op->contr->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
1046 866
1047 if (op->msg) 867 if (ob->msg)
1048 op->msg = NULL; 868 ob->msg = 0;
1049 869
1050 /* We create this now because some of the unique maps will need it
1051 * to save here.
1052 */
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1054 make_path_to_file (buf);
1055
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 870 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op); 873 link_player_skills (ob);
1063 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
1064 fix_player (op); 875 ob->update_stats ();
1065 876
1066 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
1067 * is one for this race 878 * is one for this race
1068 */ 879 */
1069 if (*first_map_ext_path) 880 if (*first_map_ext_path)
1070 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1071 object *tmp;
1072 char mapname[MAX_BUF];
1073
1074 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1075 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x;
1078 EXIT_Y (tmp) = op->y;
1079 enter_exit (op, tmp); /* we don't really care if it succeeded;
1080 * if the map isn't there, then stay on the
1081 * default initial map */
1082 tmp->destroy ();
1083 }
1084 else 882 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 884}
1088 return 0;
1089 }
1090 885
886void
887player::chargen_race_next ()
888{
1091 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
1093 */ 891 */
1094 892
1095 tmp_loop = 0; 893 do
1096 while (!tmp_loop)
1097 { 894 {
1098 shstr name = op->name; 895 shstr name = ob->name;
1099 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
1100 897
1101 remove_statbonus (op); 898 ob->remove_statbonus ();
1102 op->remove (); 899 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 900 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 901 ob->arch->copy_to (ob);
1105 op->instantiate (); 902 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 904 ob->name = ob->name_pl = name;
1108 op->x = x; 905 ob->x = x;
1109 op->y = y; 906 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
1113 add_statbonus (op); 910 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 911 }
912 while (!allowed_class (ob));
1116 913
1117 update_object (op, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 915 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 916 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 919 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 920}
1179 921
1180void 922void
1181flee_player (object *op) 923flee_player (object *op)
1182{ 924{
1212 { 954 {
1213 op->enemy = NULL; 955 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 957 return;
1216 } 958 }
959
1217 get_rangevector (op, op->enemy, &rv, 0); 960 get_rangevector (op, op->enemy, &rv, 0);
1218 961
1219 dir = absdir (4 + rv.direction); 962 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 963 for (diff = 0; diff < 3; diff++)
1221 { 964 {
1222 int m = 1 - (RANDOM () & 2); 965 int m = 1 - (RANDOM () & 2);
1223 966
1224 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 967 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1225 {
1226 return; 968 return;
1227 }
1228 } 969 }
970
1229 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 973 op->enemy = NULL;
1232} 974}
1233 975
1234
1235/* check_pick sees if there is stuff to be picked up/picks up stuff. 976/* check_pick sees if there is stuff to be picked up/picks up stuff.
1236 * IT returns 1 if the player should keep on moving, 0 if he should 977 * It returns 1 if the player should keep on moving, 0 if he should
1237 * stop. 978 * stop.
1238 */ 979 */
1239int 980int
1240check_pick (object *op) 981check_pick (object *op)
1241{ 982{
1242 object *tmp, *next; 983 object *tmp, *next;
1243 int stop = 0; 984 int stop = 0;
1244 int j, k, wvratio; 985 int wvratio;
1245 char putstring[128], tmpstr[16]; 986 char putstring[128];
1246 987
1247 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1249 return 1; 990 return 1;
1250 991
1251 next = op->below; 992 next = op->below;
1252 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1253 /* loop while there are items on the floor that are not marked as 997 /* loop while there are items on the floor that are not marked as
1254 * destroyed */ 998 * destroyed */
1255 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1256 { 1000 {
1257 tmp = next; 1001 tmp = next;
1258 next = tmp->below; 1002 next = tmp->below;
1259 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1260 if (op->destroyed ()) 1010 if (op->destroyed ())
1261 return 0; 1011 return 0;
1262 1012
1263 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1264 continue; 1014 continue;
1265 1015
1266 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1267 { 1017 {
1268 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1269 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1270 continue; 1020 continue;
1271 } 1021 }
1272 1022
1273 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1274 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1276 switch (op->contr->mode) 1026 switch (op->contr->mode)
1277 { 1027 {
1278 case 0: 1028 case 0:
1279 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1280 case 1: 1030 case 1:
1281 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1282 return 1; 1032 return 1;
1283 case 2: 1033 case 2:
1284 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1285 return 0; 1035 return 0;
1286 case 3: 1036 case 3:
1287 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1288 case 4: 1038 case 4:
1289 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1290 break; 1040 break;
1291 case 5: 1041 case 5:
1292 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1293 stop = 1; 1043 stop = 1;
1294 break; 1044 break;
1295 case 6: 1045 case 6:
1296 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1297 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1298 break; 1049 break;
1299 1050
1300 case 7: 1051 case 7:
1301 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1302 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1303 break; 1054 break;
1304 1055
1305 default: 1056 default:
1306 /* use value density */ 1057 /* use value density */
1307 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1308 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1309 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1310 } 1061 }
1311 } 1062 }
1312 else 1063 else
1313 { /* old model */ 1064 { /* old model */
1314 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1318 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1321 else 1072 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1077 }
1078
1355 /* philosophy: 1079 /* philosophy:
1356 * It's easy to grab an item type from a pile, as long as it's 1080 * It's easy to grab an item type from a pile, as long as it's
1357 * generic. This takes no game-time. For more detailed pickups 1081 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1082 * and selections, select-items should be used. This is a
1359 * grab-as-you-run type mode that's really useful for arrows for 1083 * grab-as-you-run type mode that's really useful for arrows for
1360 * example. 1084 * example.
1361 * The drawback: right now it has no frontend, so you need to 1085 * The drawback: right now it has no frontend, so you need to
1362 * stick the bits you want into a calculator in hex mode and then 1086 * stick the bits you want into a calculator in hex mode and then
1363 * convert to decimal and then 'pickup <#> 1087 * convert to decimal and then 'pickup <#>
1396 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1397 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1398 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1399 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1400 { 1124 {
1401 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1402 continue; 1126 continue;
1403 } 1127 }
1404 1128
1405 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1406 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1407 { 1131 {
1408 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1409 continue; 1133 continue;
1410 } 1134 }
1411 1135
1412 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1413 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1414 { 1138 {
1415 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1416 continue; 1140 continue;
1417 } 1141 }
1418 1142
1419 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1420 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1421 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1422 { 1146 {
1423 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1424 continue; 1148 continue;
1425 } 1149 }
1426 1150
1427 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1428 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1429 { 1153 {
1430 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1431 continue; 1155 continue;
1432 } 1156 }
1433 1157
1434 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1435 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1436 { 1160 {
1437 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1438 continue; 1162 continue;
1439 } 1163 }
1440 1164
1441 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1442 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1443 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1444 { 1168 {
1445 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1446 continue; 1170 continue;
1447 } 1171 }
1448 1172
1449 /* pick up all magical items */ 1173 /* pick up all magical items */
1450 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1451 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1452 { 1176 {
1453 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1454 continue; 1178 continue;
1455 } 1179 }
1456 1180
1457 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1458 { 1182 {
1459 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1460 { 1184 {
1461 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1462 continue; 1186 continue;
1463 } 1187 }
1464 } 1188 }
1465 1189
1466 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1467 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1468 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1469 { 1193 {
1470 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1471 continue; 1195 continue;
1472 } 1196 }
1473 1197
1474 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1475 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1476 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1477 { 1201 {
1478 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1479 continue; 1203 continue;
1480 } 1204 }
1481 1205
1482 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1483 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1484 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1485 { 1209 {
1486 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1487 continue; 1211 continue;
1488 } 1212 }
1489 1213
1490 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1491 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1492 { 1216 {
1493 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1494 continue; 1218 continue;
1495 } 1219 }
1496 1220
1497 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1498 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1499 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1500 { 1224 {
1501 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1502 continue; 1226 continue;
1503 } 1227 }
1504 1228
1505 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1506 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1507 { 1231 {
1508 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1509 continue; 1233 continue;
1510 } 1234 }
1511 1235
1512 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1513 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1514 { 1238 {
1515 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1516 continue; 1240 continue;
1517 } 1241 }
1518 1242
1519 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1520 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1521 { 1245 {
1522 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1523 continue; 1247 continue;
1524 } 1248 }
1525 1249
1526 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1527 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1528 { 1252 {
1529 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1530 continue; 1254 continue;
1531 } 1255 }
1532 1256
1533 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1534 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1535 { 1259 {
1536 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1537 continue; 1261 continue;
1538 } 1262 }
1539 1263
1540 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1541 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1542 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1543 { 1267 {
1544 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1545 continue; 1269 continue;
1546 } 1270 }
1547 1271
1548 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1549 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1550 { 1274 {
1551 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1552 { 1276 {
1553 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1554 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1555 { 1279 {
1556 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1557 continue; 1281 continue;
1558 } 1282 }
1559 } 1283 }
1560 1284
1561 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1562 { 1286 {
1563 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1564 { 1288 {
1565 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1566 continue; 1290 continue;
1567 } 1291 }
1568 } 1292 }
1569 } 1293 }
1570 1294
1571 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1572 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1573 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1574 { 1298 {
1575 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1576 continue; 1300 continue;
1577 } 1301 }
1578 1302
1579 /* any of the last 4 bits set means we use the ratio for value 1303 /* any of the last 4 bits set means we use the ratio for value
1580 * pickups */ 1304 * pickups */
1585 /* >=7 is the old standard setting. Now we take the last 4 bits 1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1586 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1587 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1588 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1589 { 1313 {
1590 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1591#if 0 1315#if 0
1592 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1593 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1594 { 1318 {
1595 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1596 } 1320 }
1597 else 1321 else
1598 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1599 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1600 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1601#endif 1325#endif
1602 continue; 1326 continue;
1603 } 1327 }
1614 * found object is returned. 1338 * found object is returned.
1615 */ 1339 */
1616object * 1340object *
1617find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1618{ 1342{
1619 object *tmp = NULL;
1620
1621 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1622 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1623 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp);
1346
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type))
1350 {
1351 splay (tmp);
1625 return op; 1352 return arrow;
1353 }
1354
1626 return tmp; 1355 return 0;
1627} 1356}
1628 1357
1629/* 1358/*
1630 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1631 * against the target. A full test is not performed, simply a basic test 1360 * against the target. A full test is not performed, simply a basic test
1632 * of resistances. The archer is making a quick guess at what he sees down 1361 * of resistances. The archer is making a quick guess at what he sees down
1633 * the hall. Failing that it does it's best to pick the highest plus arrow. 1362 * the hall. Failing that it does it's best to pick the highest plus arrow.
1634 */ 1363 */
1635
1636object * 1364object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1366{
1639 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1655 } 1383 }
1656 } 1384 }
1657 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1658 { 1386 {
1659 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1660 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1661 { 1389 {
1662 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1663 { 1391 {
1664 *better = 100; 1392 *better = 100;
1665 return arrow; 1393 return arrow;
1673 else 1401 else
1674 { 1402 {
1675 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1676 { 1404 {
1677 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1678 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1679 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1407 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1680 { 1408 {
1681 tmp = arrow; 1409 tmp = arrow;
1682 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1683 } 1411 }
1684 } 1412 }
1685 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1686 { 1414 {
1687 tmp = arrow; 1415 tmp = arrow;
1693 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1694 } 1422 }
1695 } 1423 }
1696 } 1424 }
1697 } 1425 }
1426
1698 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1699 return find_arrow (op, type); 1428 return find_arrow (op, type);
1700 1429
1701 *better = betterby; 1430 *better = betterby;
1702 return tmp; 1431 return tmp;
1706 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1707 * op = the shooter 1436 * op = the shooter
1708 * type = bow->race 1437 * type = bow->race
1709 * dir = fire direction 1438 * dir = fire direction
1710 */ 1439 */
1711
1712object * 1440object *
1713pick_arrow_target (object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1714{ 1442{
1715 object *tmp = NULL; 1443 object *tmp = NULL;
1716 maptile *m; 1444 maptile *m;
1781 */ 1509 */
1782int 1510int
1783fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1511fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1784{ 1512{
1785 object *left, *bow; 1513 object *left, *bow;
1786 int bowspeed, mflags; 1514 int mflags;
1787 maptile *m; 1515 maptile *m;
1788 1516
1789 if (!dir) 1517 if (!dir)
1790 { 1518 {
1791 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1792 return 0; 1520 return 0;
1793 } 1521 }
1794 if (op->type == PLAYER) 1522
1795 bow = op->contr->ranges[range_bow]; 1523 if (op->contr)
1524 bow = op->current_weapon;
1796 else 1525 else
1797 { 1526 {
1798 for (bow = op->inv; bow; bow = bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1799 /* Don't check for applied - monsters don't apply bows - in that way, they 1528 /* Don't check for applied - monsters don't apply bows - in that way, they
1800 * don't need to switch back and forth between bows and weapons. 1529 * don't need to switch back and forth between bows and weapons.
1805 if (!bow) 1534 if (!bow)
1806 { 1535 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1537 return 0;
1809 } 1538 }
1539
1540 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below)
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1810 } 1547 }
1548
1811 if (!bow->race || !bow->skill) 1549 if (!bow->race || !bow->skill)
1812 { 1550 {
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1814 return 0; 1552 return 0;
1815 } 1553 }
1816
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818
1819 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822 if (bowspeed < 1)
1823 bowspeed = 1;
1824 1554
1825 if (arrow == NULL) 1555 if (arrow == NULL)
1826 { 1556 {
1827 if ((arrow = find_arrow (op, bow->race)) == NULL) 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 { 1558 {
1829 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1831 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1561 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1832 else 1562 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1834 return 0; 1565 return 0;
1835 } 1566 }
1836 } 1567 }
1568
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1570 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1571 return 0;
1841 } 1572
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1573 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1574 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1845 return 0; 1576 return 0;
1846 } 1577 }
1851 arrow->destroy (); 1582 arrow->destroy ();
1852 return 0; 1583 return 0;
1853 } 1584 }
1854 1585
1855 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1857 if (arrow == NULL) 1588 if (!arrow)
1858 { 1589 {
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 return 0; 1591 return 0;
1861 } 1592 }
1593
1862 arrow->set_owner (op); 1594 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1595 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1596 arrow->direction = dir;
1866 arrow->x = sx; 1597
1867 arrow->y = sy; 1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype;
1601
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604
1605#if 0
1606 if (player *pl = op->contr)
1607 {
1608 float speed = pl->weapon_sp;
1609
1610 /* penalize ROF for bestarrow */
1611 if (pl->bowtype == bow_bestarrow)
1612 speed *= .9f;
1613 else
1614 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1615
1616 op->speed_left += speed - op->speed;
1617 }
1618#endif
1619
1620 SET_ANIMATION (arrow, arrow->direction);
1621
1622 /* update the speed */
1623 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1624 + bow->stats.dam / 7.f;
1625
1626 arrow->set_speed (max (arrow->speed, 2.f));
1627 arrow->speed_left = 0;
1628
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1868 1630
1869 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1870 { 1632 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op);
1873 }
1874
1875 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying);
1881
1882 /* Note that this was different for monsters - they got their level
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1888 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891
1892 if (arrow->speed < 1.0)
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0;
1896
1897 if (op->type == PLAYER)
1898 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1633 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1634 wc -= dex_bonus[op->stats.Dex];
1635
1636 if (!arrow->slaying)
1637 arrow->slaying = op->slaying;
1638
1639 arrow->attacktype |= op->attacktype;
1904 } 1640 }
1905 else 1641 else
1906 { 1642 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level; 1643 arrow->level = op->level;
1909 } 1644 arrow->stats.wc -= bow->magic;
1910 1645
1911 if (arrow->attacktype == AT_PHYSICAL) 1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1912 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1650 }
1913 1651
1914 if (bow->slaying != NULL) 1652 wc -= arrow->level;
1915 arrow->slaying = bow->slaying; 1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1916 1654
1917 arrow->map = m; 1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1918 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1658
1921 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1922 insert_ob_in_map (arrow, m, op, 0); 1660 m->insert (arrow, sx, sy, op);
1923 1661
1924 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1663 move_arrow (arrow);
1926
1927 if (op->type == PLAYER)
1928 {
1929 if (left->destroyed ())
1930 esrv_del_item (op->contr, left->count);
1931 else
1932 esrv_send_item (op, left);
1933 }
1934 1664
1935 return 1; 1665 return 1;
1936} 1666}
1937 1667
1938/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1947{ 1677{
1948 int ret = 0, wcmod = 0; 1678 int ret = 0, wcmod = 0;
1949 1679
1950 if (op->contr->bowtype == bow_bestarrow) 1680 if (op->contr->bowtype == bow_bestarrow)
1951 { 1681 {
1952 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1953 } 1683 }
1954 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1955 { 1685 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1687 wcmod = -1;
1688
1958 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1689 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1959 } 1690 }
1960 else if (op->contr->bowtype == bow_threewide) 1691 else if (op->contr->bowtype == bow_threewide)
1961 { 1692 {
1962 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1966 else if (op->contr->bowtype == bow_spreadshot) 1697 else if (op->contr->bowtype == bow_spreadshot)
1967 { 1698 {
1968 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1700 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1970 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1971
1972 } 1702 }
1973 else 1703 else
1974 { 1704 {
1975 /* Simple case */ 1705 /* Simple case */
1976 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1706 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1977 } 1707 }
1708
1978 return ret; 1709 return ret;
1979} 1710}
1980
1981 1711
1982/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1983 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1984 */ 1714 */
1985void 1715void
1986fire_misc_object (object *op, int dir) 1716fire_misc_object (object *op, int dir)
1987{ 1717{
1988 object *item; 1718 object *item = op->contr->ranged_ob;
1989 1719
1990 if (!op->contr->ranges[range_misc]) 1720 if (!item)
1991 { 1721 {
1992 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1722 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1993 return; 1723 return;
1994 } 1724 }
1995 1725
1996 item = op->contr->ranges[range_misc];
1997 if (!item->inv) 1726 if (!item->inv)
1998 { 1727 {
1999 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000 return; 1729 return;
2001 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
2002 if (item->type == WAND) 1735 if (item->type == WAND)
2003 { 1736 {
2004 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
2005 { 1738 {
2006 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
2007 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1740 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1741
2008 return; 1742 return;
2009 } 1743 }
2010 } 1744 }
2011 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
2012 { 1746 {
2013 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1748
1749 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2014 { 1752 {
2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
2016 if (item->type == ROD) 1755 if (item->type == ROD)
2017 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2018 else 1757 else
2019 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1759
2020 return; 1760 return;
2021 } 1761 }
2022 } 1762 }
2023 1763
2024 if (cast_spell (op, item, dir, item->inv, NULL)) 1764 if (cast_spell (op, item, dir, item->inv, NULL))
2031 object *tmp; 1771 object *tmp;
2032 1772
2033 if (item->arch) 1773 if (item->arch)
2034 { 1774 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
2037 item->speed = 0; 1777 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1778 }
2040 if ((tmp = is_player_inv (item))) 1779
1780 if (object *pl = item->visible_to ())
2041 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
2042 } 1782 }
2043 } 1783 }
2044 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1785 drain_rod_charge (item);
2047 }
2048 } 1786 }
2049} 1787}
2050 1788
2051/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
2052 */ 1790 */
2053void 1791bool
2054fire (object *op, int dir) 1792fire (object *op, int dir)
2055{ 1793{
2056 int spellcost = 0; 1794 int spellcost = 0;
2057 1795
2058 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
2059 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
2060 make_visible (op); 1798 make_visible (op);
2061 1799
2062 switch (op->contr->shoottype) 1800 player *pl = op->contr;
1801
1802 if (pl->golem)
1803 {
1804 control_golem (op->contr->golem, dir);
1805 return false;
2063 { 1806 }
2064 case range_none:
2065 return;
2066 1807
2067 case range_bow: 1808 object *ob = pl->ranged_ob;
1809
1810 if (!ob)
1811 return false;
1812
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f)
1817 --op->speed_left;
1818 else
1819 return false;
1820
1821 switch (ob->type)
1822 {
1823 case BOW:
2068 player_fire_bow (op, dir); 1824 player_fire_bow (op, dir);
2069 return; 1825 break;
2070 1826
2071 case range_magic: /* Casting spells */ 1827 case SPELL:
2072 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2073 return; 1829 break;
2074 1830
2075 case range_misc: 1831 case BUILDER:
1832 apply_map_builder (op, dir);
1833 break;
1834
1835 case SKILL:
1836 do_skill (op, op, ob, dir, 0);
1837 break;
1838
1839 default:
2076 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
2077 return; 1841 break;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return;
2104 } 1842 }
2105}
2106 1843
2107 1844 return true;
1845}
2108 1846
2109/* find_key 1847/* find_key
2110 * We try to find a key for the door as passed. If we find a key 1848 * We try to find a key for the door as passed. If we find a key
2111 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1852 * pl is the player,
2115 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
2118 */ 1856 */
2119
2120object * 1857object *
2121find_key (object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
2122{ 1859{
2123 object *tmp, *key; 1860 object *tmp, *key;
2124 1861
2125 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1863 if (!container->inv)
2127 return NULL; 1864 return 0;
2128 1865
2129 /* First, lets try to find a key in the top level inventory */ 1866 /* First, lets try to find a key in the top level inventory */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1868 {
2132 if (door->type == DOOR && tmp->type == KEY) 1869 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1870 break;
2134 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
2136 */ 1873 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1875 break;
2139 } 1876 }
1877
2140 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
2141 /* If we find and use a key in an inventory, return at that time. 1879 /* If we find and use a key in an inventory, return at that time.
2142 * otherwise, if we search all the inventories and still don't find 1880 * otherwise, if we search all the inventories and still don't find
2143 * a key, return 1881 * a key, return
2144 */ 1882 */
2145 if (!tmp) 1883 if (!tmp)
2146 { 1884 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1886 {
2149 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1888 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1889 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1890 if ((key = find_key (pl, tmp, door)))
2153 return key; 1891 return key;
2154 } 1892 }
2155 } 1893 }
1894
2156 if (!tmp) 1895 if (!tmp)
2157 return NULL; 1896 return NULL;
2158 } 1897 }
1898
2159 /* We get down here if we have found a key. Now if its in a container, 1899 /* We get down here if we have found a key. Now if its in a container,
2160 * see if we actually want to use it 1900 * see if we actually want to use it
2161 */ 1901 */
2162 if (pl != container) 1902 if (pl != container)
2163 { 1903 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1925 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2186 return NULL; 1926 return NULL;
2187 } 1927 }
2188 } 1928 }
1929
2189 return tmp; 1930 return tmp;
2190} 1931}
2191 1932
2192/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1936 * 0 otherwise
2196 */ 1937 */
2197static int 1938static int
2198player_attack_door (object *op, object *door) 1939player_attack_door (object *op, object *door)
2199{ 1940{
2200
2201 /* If its a door, try to find a use a key. If we do destroy the door, 1941 /* If its a door, try to find a key. If we do destroy the door,
2202 * might as well return immediately as there is nothing more to do - 1942 * might as well return immediately as there is nothing more to do -
2203 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
2204 */ 1944 */
2205 object *key = find_key (op, op, door); 1945 object *key = find_key (op, op, door);
2206 1946
2207 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
2208 if (key) 1948 if (key)
2209 { 1949 {
2210 object *container = key->env; 1950 object *container = key->env;
2211 1951
2212 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2213 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
2214 make_visible (op); 1953 make_visible (op);
1954
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
1957
2217 if (door->type == DOOR) 1958 if (door->type == DOOR)
2218 {
2219 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1959 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
2222 { 1961 {
2223 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1962 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2224 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
2225 } 1964 }
1965
2226 /* Do this after we print the message */ 1966 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 1968
2229 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container);
2231 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
2232 } 1970 }
2233 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2234 { 1972 {
2235 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1974 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2237 return 1; 1975 return 1;
2238 } 1976 }
1977
2239 return 0; 1978 return 0;
2240} 1979}
2241 1980
2242/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2247 */ 1986 */
2248 1987bool
2249void
2250move_player_attack (object *op, int dir) 1988move_player_attack (object *op, int dir)
2251{ 1989{
2252 object *tmp, *mon;
2253 sint16 nx, ny;
2254 int on_battleground; 1990 int on_battleground;
2255 maptile *m;
2256 1991
2257 nx = freearr_x[dir] + op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2259 1994
2260 on_battleground = op_on_battleground (op, NULL, NULL); 1995 on_battleground = op_on_battleground (op, 0, 0);
1996
1997 if (out_of_map (op->map, nx, ny))
1998 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2261 2005
2262 /* If braced, or can't move to the square, and it is not out of the 2006 /* If braced, or can't move to the square, and it is not out of the
2263 * map, attack it. Note order of if statement is important - don't 2007 * map, attack it. Note order of if statement is important - don't
2264 * want to be calling move_ob if braced, because move_ob will move the 2008 * want to be calling move_ob if braced, because move_ob will move the
2265 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2266 * move to some space, it then means that if we are braced, we should 2010 * move to some space, it then means that if we are braced, we should
2267 * do nothing at all. As it is, if we are braced, we go through 2011 * do nothing at all. As it is, if we are braced, we go through
2268 * quite a bit of processing. However, it probably is less than what 2012 * quite a bit of processing. However, it probably is less than what
2269 * move_ob uses. 2013 * move_ob uses.
2270 */ 2014 */
2271 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2015 maptile *m = op->map->xy_find (nx, ny);
2272 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 {
2275 m = get_map_from_coord (op->map, &nx, &ny);
2276 if (!m)
2277 return; /* Don't think this should happen */
2278 }
2279 else
2280 m = op->map;
2281 2016
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return;
2286 }
2287
2288 mon = NULL;
2289 /* Go through all the objects, and find ones of interest. Only stop if 2017 /* Go through all the objects, and find ones of interest. Only stop if
2290 * we find a monster - that is something we know we want to attack. 2018 * we find a monster - that is something we know we want to attack.
2291 * if its a door or barrel (can roll) see if there may be monsters 2019 * if its a door or barrel (can roll) see if there may be monsters
2292 * on the space 2020 * on the space
2293 */ 2021 */
2294 while (tmp != NULL) 2022 object *mon;
2295 { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2296 if (tmp == op) 2024 {
2297 { 2025 if ((mon->flag [FLAG_ALIVE]
2298 tmp = tmp->above; 2026 || mon->type == LOCKED_DOOR
2299 continue; 2027 || mon->flag [FLAG_CAN_ROLL])
2300 }
2301
2302 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2303 {
2304 mon = tmp; 2028 && mon != op)
2305 break; 2029 break;
2306 } 2030 }
2307 2031
2308 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2309 mon = tmp;
2310
2311 tmp = tmp->above;
2312 }
2313
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2033 return false; /* into a wall */
2316 2034
2317 if (mon->head != NULL)
2318 mon = mon->head; 2035 mon = mon->head_ ();
2319 2036
2320 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2037 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038 if (op->contr->weapon_sp_left > 0.f)
2321 if (player_attack_door (op, mon)) 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2322 return; 2042 return true;
2043 }
2323 2044
2324 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2325 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2326 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2327 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2328 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2329 * and thus will not push them. 2050 * and thus will not push them.
2330 */ 2051 */
2331 2052
2332 /* If the creature is a pet, push it even if the player is not 2053 /* If the creature is a pet, push it even if the player is not
2333 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2334 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2335 */ 2056 */
2336 if ((op->type == PLAYER) 2057 if (op->type == PLAYER
2337#if COZY_SERVER
2338 &&
2339 ((mon->owner && mon->owner->contr 2058 && ((mon->owner && mon->owner->contr
2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2341#else
2342 && mon->owner == op 2060 || mon->owner == op)
2343#endif
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2062 {
2346 /* If we're braced, we don't want to switch places with it */ 2063 /* If we're braced, we don't want to switch places with it */
2347 if (op->contr->braced) 2064 if (op->contr->braced)
2348 return; 2065 return false;
2349 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2066
2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2070
2071 op->play_sound (sound_find ("push_player"));
2350 (void) push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2073
2351 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2075 make_visible (op);
2076
2353 return; 2077 return true;
2354 } 2078 }
2079 else
2080 return false;
2081 }
2355 2082
2356 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2358 * someone, but put it inside this loop so that you won't 2085 * someone, but put it inside this loop so that you won't
2359 * attack them either. 2086 * attack them either.
2360 */ 2087 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2362 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2363#ifdef PROHIBIT_PLAYERKILL 2090 && ((op->contr->peaceful
2364 (op->contr->peaceful 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2365 || (mon->type == PLAYER 2092 && !on_battleground))
2366 && mon->contr-> 2093 {
2367 peaceful)) && 2094 if (op->speed_left > 0.f)
2368#else
2369 op->contr->peaceful &&
2370#endif
2371 !on_battleground))
2372 { 2095 {
2096 --op->speed_left;
2097
2373 if (!op->contr->braced) 2098 if (!op->contr->braced)
2374 { 2099 {
2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2376 (void) push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2377 } 2102 }
2378 else 2103 else
2379 { 2104 op->statusmsg ("You withhold your attack");
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2105
2381 }
2382 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2107 make_visible (op);
2384 }
2385 2108
2109 return true;
2110 }
2111 }
2386 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2387 * roll it if not braced. You can't roll it if you are braced. 2113 * roll it if not braced. You can't roll it if you are braced.
2388 */ 2114 */
2389 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2115 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2116 {
2117 if (op->speed_left > 0.f)
2390 { 2118 {
2119 --op->speed_left;
2120
2391 recursive_roll (mon, dir, op); 2121 recursive_roll (mon, dir, op);
2392 if (action_makes_visible (op)) 2122 if (action_makes_visible (op))
2393 make_visible (op); 2123 make_visible (op);
2394 }
2395 2124
2125 return true;
2126 }
2127 }
2396 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2397 * Way it works is like this: First, it must have some hit points 2129 * Way it works is like this: First, it must have some hit points
2398 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2399 * 1) Not a player, 2) A player, but of a different party. Note 2131 * 1) Not a player, 2) A player, but of a different party. Note
2400 * that party_number -1 is no party, so attacks can still happen. 2132 * that party_number -1 is no party, so attacks can still happen.
2401 */ 2133 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2405 { 2136 {
2406 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2407 /* If the player hasn't hit something this tick, and does
2408 * so, give them speed boost based on weapon speed. Doing
2409 * it here is better than process_players2, which basically
2410 * incurred a 1 tick offset.
2411 */
2412 if (!op->contr->has_hit)
2413 { 2138 {
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2139 --op->contr->weapon_sp_left;
2415 2140
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 }
2418
2419 skill_attack (mon, op, 0, NULL, NULL); 2141 skill_attack (mon, op, 0, 0, 0);
2420 2142
2421 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is
2424 * the wiz.
2425 */
2426 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2427 {
2428 short luck = mon->stats.luck;
2429
2430 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL);
2432 mon->stats.luck = luck;
2433 }
2434 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2435 make_visible (op); 2144 make_visible (op);
2436 }
2437 } /* if player should attack something */
2438}
2439 2145
2440int 2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2441move_player (object *op, int dir) 2154move_player (object *op, int dir)
2442{ 2155{
2443 int pick; 2156 int pick;
2444 2157
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2446 return 0; 2159 return 0;
2447 2160
2448 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2450 { 2163 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2164 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2165 return 0;
2453 } 2166 }
2454 2167
2455 /* peterm: added following line */ 2168 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2170 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2171
2459 op->facing = dir; 2172 op->facing = dir;
2460 2173
2461 if (op->hide) 2174 if (op->hide)
2462 do_hidden_move (op); 2175 do_hidden_move (op);
2463 2176
2177 bool retval;
2178
2464 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2465 /*nop */ ; 2180 retval = RESULT_INT (0);
2466 else if (op->contr->fire_on) 2181 else if (op->contr->fire_on)
2467 fire (op, dir); 2182 retval = fire (op, dir);
2468 else 2183 else
2469 { 2184 {
2470 move_player_attack (op, dir); 2185 retval = move_player_attack (op, dir);
2471 pick = check_pick (op); 2186 pick = check_pick (op);
2472 } 2187 }
2473 2188
2474 /* Add special check for newcs players and fire on - this way, the 2189 /* Add special check for newcs players and fire on - this way, the
2475 * server can handle repeat firing. 2190 * server can handle repeat firing.
2476 */ 2191 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2192 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2193 op->direction = dir;
2480 }
2481 else 2194 else
2482 {
2483 op->direction = 0; 2195 op->direction = 0;
2484 } 2196
2485 /* Update how the player looks. Use the facing, so direction may 2197 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2198 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2199 * for players.
2488 */ 2200 */
2489 animate_object (op, op->facing); 2201 animate_object (op, op->facing);
2490 return 0; 2202
2203 return retval;
2491} 2204}
2492 2205
2493/* This is similar to handle_player, below, but is only used by the 2206/* This is similar to handle_player, below, but is only used by the
2494 * new client/server stuff. 2207 * new client/server stuff.
2495 * This is sort of special, in that the new client/server actually uses 2208 * This is sort of special, in that the new client/server actually uses
2496 * the new speed values for commands. 2209 * the new speed values for commands.
2497 * 2210 *
2498 * Returns true if there are more actions we can do. 2211 * Returns true if there are more actions we can do. Should not do
2212 * many actions in a row, as that would be too unfair to other
2213 * players.
2499 */ 2214 */
2500int 2215bool
2501handle_newcs_player (object *op) 2216handle_newcs_player (object *op)
2502{ 2217{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2219 {
2525 flee_player (op); 2220 if (op->speed_left > 0.f)
2526 /* If player is still scared, that is his action for this tick */
2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2221 {
2529 op->speed_left--; 2222 --op->speed_left;
2223 flee_player (op);
2224
2530 return 0; 2225 return true;
2531 } 2226 }
2227 else
2228 return false;
2532 } 2229 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2230
2542 /* call this here - we also will call this in do_ericserver, but 2231 /* call this here - we also will call this in do_ericserver, but
2543 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2233 * called, so we recheck it here.
2545 */ 2234 */
2546 HandleClient (op->contr->socket, op->contr); 2235 if (op->contr->ns->handle_command ())
2547 if (op->speed_left < 0)
2548 return 0; 2236 return true;
2549 2237
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 {
2552 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--;
2554
2555 /* Instead of all the stuff below, let move_player take care
2556 * of it. Also, some of the skill stuff is only put in
2557 * there, as well as the confusion stuff.
2558 */
2559 move_player (op, op->direction); 2239 return move_player (op, op->direction);
2560 if (op->speed_left > 0) 2240
2561 return 1;
2562 else
2563 return 0;
2564 }
2565 return 0; 2241 return false;
2566} 2242}
2567 2243
2568int 2244int
2569save_life (object *op) 2245save_life (object *op)
2570{ 2246{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2248 return 0;
2575 2249
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2252 {
2579 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2581
2582 if (op->contr)
2583 esrv_del_item (op->contr, tmp->count);
2584 2255
2585 tmp->destroy (); 2256 tmp->destroy ();
2586 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2587 2258
2588 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2589 op->stats.hp = op->stats.maxhp; 2260 op->stats.hp = op->stats.maxhp;
2590 2261
2591 if (op->stats.food < 0) 2262 if (op->stats.food < 0)
2592 op->stats.food = 999; 2263 op->stats.food = 999;
2593 2264
2594 fix_player (op); 2265 op->update_stats ();
2595 return 1; 2266 return 1;
2596 } 2267 }
2268
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2269 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2271 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2272 return 0;
2601} 2273}
2602 2274
2603/* This goes throws the inventory and removes unpaid objects, and puts them 2275/* This goes throws the inventory and removes unpaid objects, and puts them
2604 * back in the map (location and map determined by values of env). This 2276 * back in the map (location and map determined by values of env). This
2605 * function will descend into containers. op is the object to start the search 2277 * function will descend into containers. op is the object to start the search
2606 * from. 2278 * from.
2607 */ 2279 */
2280static void
2281drop_unpaid_items (object *op, object *env)
2282{
2283 while (op)
2284 {
2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286
2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2288 op->insert_at (env);
2289 else if (op->inv)
2290 drop_unpaid_items (op->inv, env);
2291
2292 op = next;
2293 }
2294}
2295
2608void 2296void
2609remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2610{ 2298{
2611 object *next; 2299 if (!flag [FLAG_REMOVED])
2612 2300 ::drop_unpaid_items (inv, this);
2613 while (op)
2614 {
2615 next = op->below; /* Make sure we have a good value, in case
2616 * we remove object 'op'
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0);
2626 }
2627 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env);
2629 op = next;
2630 }
2631} 2301}
2632
2633 2302
2634/* 2303/*
2635 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2638 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2639 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2640 */ 2309 */
2641char * 2310const char *
2642gravestone_text (object *op) 2311gravestone_text (object *op)
2643{ 2312{
2644 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2645 char buf[MAX_BUF];
2646 time_t now = time (NULL);
2647 2314
2648 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2649 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2651 else 2320
2652 sprintf (buf, "%s\n", &op->name); 2321 buf << "\n\n";
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2322
2654 strcat (buf2, buf); 2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2655 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2656 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2657 else 2329
2658 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf);
2661 if (op->type == PLAYER)
2662 { 2330 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2665 strcat (buf2, buf);
2666 }
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2669 strcat (buf2, buf); 2335 }
2336
2670 return buf2; 2337 return buf;
2671} 2338}
2672
2673
2674 2339
2675void 2340void
2676do_some_living (object *op) 2341do_some_living (object *op)
2677{ 2342{
2678 int last_food = op->stats.food; 2343 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2349 int rate_grace = 2000;
2685 const int max_hp = 1; 2350 const int max_hp = 1;
2686 const int max_sp = 1; 2351 const int max_sp = 1;
2687 const int max_grace = 1; 2352 const int max_grace = 1;
2688 2353
2689 if (op->contr->outputs_sync) 2354 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 2355 {
2356 op->invisible = 1000;
2357 /* the socket code flashes the player visible/invisible
2358 * depending on the value of invisible, so we need to
2359 * alternate it here for it to work correctly.
2360 */
2361 if (pticks & 2)
2362 op->invisible--;
2363 }
2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2365 {
2366 if (!op->invisible--)
2367 {
2368 make_visible (op);
2369 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2370 }
2371 }
2695 2372
2696 if (op->contr->state == ST_PLAYING) 2373 if (op->contr->ns->state == ST_PLAYING)
2697 { 2374 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2376 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2377 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2378 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2379 else
2704 { 2380 {
2705 gen_hp = op->stats.maxhp; 2381 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2382 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2383 }
2384
2708 if (op->contr->gen_sp >= 0) 2385 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2386 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2387 else
2711 { 2388 {
2712 gen_sp = op->stats.maxsp; 2389 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2390 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2391 }
2392
2715 if (op->contr->gen_grace >= 0) 2393 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2395 else
2718 { 2396 {
2719 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2399 }
2722 2400
2723 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2725 {
2726 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2727 if (op->stats.sp < op->stats.maxsp)
2728 {
2729 op->stats.sp++;
2730 /* dms do not consume food */
2731 if (!QUERY_FLAG (op, FLAG_WIZ))
2732 {
2733 op->stats.food--;
2734 if (op->contr->digestion < 0)
2735 op->stats.food += op->contr->digestion;
2736 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2737 op->stats.food = last_food;
2738 }
2739 }
2740 if (max_sp > 1)
2741 {
2742 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0)
2744 {
2745 if (op->stats.sp < op->stats.maxsp)
2746 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2748 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2749 op->stats.sp--;
2750 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp;
2752 }
2753 op->last_sp = 0;
2754 }
2755 else
2756 {
2757 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2758 }
2759 }
2760 else
2761 {
2762 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2763 }
2764 }
2765
2766 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2767 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2402 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2768 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2769 { 2404 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2405 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2406 op->stats.grace++; /* no penalty in food for regaining grace */
2407
2772 if (max_grace > 1) 2408 if (max_grace > 1)
2773 { 2409 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2410 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2411 if (over_grace > 0)
2776 { 2412 {
2788 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2789 } 2425 }
2790 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2791 } 2427 }
2792 2428
2429 if (op->stats.food > 0)
2430 {
2793 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2794 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2795 {
2796 if (op->stats.hp < op->stats.maxhp)
2797 { 2433 {
2798 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2799 /* dms do not consume food */ 2435
2800 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2801 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2802 op->stats.food--; 2443 op->stats.food--;
2444
2803 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2804 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2805 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2447 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2806 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2807 } 2450 }
2808 } 2451
2809 if (max_hp > 1) 2452 if (max_sp > 1)
2810 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0)
2813 { 2453 {
2814 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2454 over_sp = (gen_sp + 10) / rate_sp;
2455 if (over_sp > 0)
2456 {
2457 if (op->stats.sp < op->stats.maxsp)
2458 {
2459 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2460
2461 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2462 op->stats.sp--;
2463
2464 if (op->stats.sp > op->stats.maxsp)
2465 op->stats.sp = op->stats.maxsp;
2466 }
2467
2815 op->last_heal = 0; 2468 op->last_sp = 0;
2469 }
2470 else
2471 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2816 } 2472 }
2817 else 2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475 }
2476
2477 /* Regenerate Hit Points */
2478 if (--op->last_heal < 0)
2479 {
2480 if (op->stats.hp < op->stats.maxhp)
2818 { 2481 {
2819 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2482 op->stats.hp++;
2483
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2820 } 2494 }
2495
2496 if (max_hp > 1)
2497 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499
2500 if (over_hp > 0)
2501 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0;
2504 }
2505 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2821 } 2507 }
2822 else 2508 else
2823 {
2824 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2825 } 2510 }
2826 } 2511 }
2827 2512
2828 /* Digestion */ 2513 /* Digestion */
2829 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2830 { 2515 {
2831#ifdef COZY_SERVER 2516 int bonus = max (0, op->contr->digestion),
2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2517 penalty = max (0, -op->contr->digestion);
2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2834#else
2835 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2836#endif
2837 2518
2838 if (op->contr->gen_hp > 0)
2839 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2840 else 2520
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2842 /* dms do not consume food */ 2521 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2523 op->stats.food--;
2845 } 2524 }
2846 }
2847 2525
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2527 {
2850 object *tmp, *flesh = NULL; 2528 object *flesh = 0;
2851 2529
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2853 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 { 2531 {
2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 { 2536 {
2858 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2537 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2859 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2542 break;
2862 } 2543 }
2863 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2864 flesh = tmp; 2545 flesh = tmp;
2865 } /* End if paid for object */ 2546 }
2866 } /* end of for loop */ 2547
2867 /* If player is still starving, it means they don't have any food, so 2548 /* If player is still starving, it means they don't have any food, so
2868 * eat flesh instead. 2549 * eat flesh instead.
2869 */ 2550 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2552 {
2872 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2553 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>");
2873 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2556 }
2557
2558 // If player is still starving, alert him!
2559 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! "
2561 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2562 }
2563
2564 if (op->stats.food < 0)
2874 } 2565 {
2875 } /* end if player is starving */ 2566 op->stats.hp += op->stats.food;
2567 op->stats.food = 0;
2568 }
2876 2569
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2878 op->stats.food++, op->stats.hp--;
2879
2880 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2881 kill_player (op); 2571 kill_player (op);
2572 }
2882} 2573}
2883
2884
2885 2574
2886/* If the player should die (lack of hp, food, etc), we call this. 2575/* If the player should die (lack of hp, food, etc), we call this.
2887 * op is the player in jeopardy. If the player can not be saved (not 2576 * op is the player in jeopardy. If the player can not be saved (not
2888 * permadeath, no lifesave), this will take care of removing the player 2577 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2578 * file.
2890 */ 2579 */
2891void 2580void
2892kill_player (object *op) 2581kill_player (object *op)
2893{ 2582{
2583 int x, y;
2894 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2895 int x, y;
2896
2897 //int i;
2898 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2899
2900 /* int z;
2901 int num_stats_lose;
2902 int lost_a_stat;
2903 int lose_this_stat;
2904 int this_stat; */
2905 int will_kill_again; 2586 int will_kill_again;
2906 archetype *at; 2587 archetype *at;
2907 object *tmp; 2588 object *tmp;
2908 2589
2909 if (save_life (op)) 2590 if (save_life (op))
2910 return; 2591 return;
2911
2912 2592
2913 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2914 * in cities ONLY!!! It is very important that this doesn't get abused. 2594 * in cities ONLY!!! It is very important that this doesn't get abused.
2915 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2916 */ 2596 */
2919 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2920 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2600 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2921 2601
2922 /* restore player */ 2602 /* restore player */
2923 at = archetype::find ("poisoning"); 2603 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2604 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2605 {
2927 tmp->destroy (); 2606 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2608 }
2930 2609
2931 at = archetype::find ("confusion"); 2610 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2611 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2612 {
2935 tmp->destroy (); 2613 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2615 }
2938 2616
2939 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2940 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2620 op->stats.food = 999;
2943 2621
2944 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2624 {
2948 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2949 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2950 sprintf (buf, " This finger has been cut off %s\n"
2951 " the %s, when he was defeated at\n level %d by %s.\n",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2627 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title,
2630 (int)op->level,
2631 op->contr->killer_name ()
2632 );
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2634 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2635 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2636 }
2959 2637
2960 /* teleport defeated player to new destination */ 2638 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2640 op->contr->braced = 0;
2967 2645
2968 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2969 2647
2970 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2971 { 2649 {
2972 if (op->contr->explore) 2650 op->contr->killer = archetype::get ("killer_starvation");
2973 { 2651 op->contr->killer->destroy ();
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2652 }
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2653
2976 op->stats.food = 999; 2654 op->contr->play_sound (sound_find ("player_dies"));
2977 return; 2655
2978 } 2656 /* save the map location for corpse, gravestone */
2979 sprintf (buf, "%s starved to death.", &op->name); 2657 x = op->x;
2980 strcpy (op->contr->killer, "starvation"); 2658 y = op->y;
2659 map = op->map;
2660
2661 /* NOT_PERMADEATH code. This basically brings the character back to
2662 * life if they are dead - it takes some exp and a random stat.
2663 * See the config.h file for a little more in depth detail about this.
2664 */
2665
2666 /* Basically two ways to go - remove a stat permanently, or just
2667 * make it depletion. This bunch of code deals with that aspect
2668 * of death.
2669 */
2670#ifndef COZY_SERVER
2671 if (settings.balanced_stat_loss)
2672 {
2673 /* If stat loss is permanent, lose one stat only. */
2674 /* Lower level chars don't lose as many stats because they suffer
2675 more if they do. */
2676 /* Higher level characters can afford things such as potions of
2677 restoration, or better, stat potions. So we slug them that
2678 little bit harder. */
2679 /* GD */
2680 if (settings.stat_loss_on_death)
2681 num_stats_lose = 1;
2682 else
2683 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2981 } 2684 }
2982 else 2685 else
2983 { 2686 num_stats_lose = 1;
2984 if (op->contr->explore) 2687
2985 { 2688 lost_a_stat = 0;
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2689
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2690 for (z = 0; z < num_stats_lose; z++)
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name);
2992 } 2691 {
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 i = RANDOM () % NUM_STATS;
2994 2693
2995 /* save the map location for corpse, gravestone */
2996 x = op->x;
2997 y = op->y;
2998 map = op->map;
2999
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * life if they are dead - it takes some exp and a random stat.
3005 * See the config.h file for a little more in depth detail about this.
3006 */
3007
3008 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect
3010 * of death.
3011 */
3012#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss)
3014 {
3015 /* If stat loss is permanent, lose one stat only. */
3016 /* Lower level chars don't lose as many stats because they suffer
3017 more if they do. */
3018 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */
3021 /* GD */
3022 if (settings.stat_loss_on_death) 2694 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2695 {
3024 else 2696 /* Pick a random stat and take a point off it. Tell the player
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2697 * what he lost.
2698 */
2699 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds (&(op->stats));
2701 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1;
3026 } 2705 }
3027 else 2706 else
3028 { 2707 {
3029 num_stats_lose = 1; 2708 /* deplete a stat */
3030 } 2709 archetype *deparch = archetype::find ("depletion");
3031 lost_a_stat = 0; 2710 object *dep;
3032 2711
3033 for (z = 0; z < num_stats_lose; z++) 2712 dep = present_arch_in_ob (deparch, op);
3034 { 2713 if (!dep)
3035 i = RANDOM () % NUM_STATS;
3036
3037 if (settings.stat_loss_on_death)
3038 { 2714 {
3039 /* Pick a random stat and take a point off it. Tell the player 2715 dep = arch_to_object (deparch);
3040 * what he lost. 2716 insert_ob_in_ob (dep, op);
3041 */
3042 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 lost_a_stat = 1;
3048 } 2717 }
3049 else 2718 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss)
3050 { 2720 {
3051 /* deplete a stat */ 2721 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2722 /* Get the stat that we're about to deplete. */
3053 object *dep; 2723 this_stat = get_attr_value (&(dep->stats), i);
3054 2724 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2725 {
3058 dep = arch_to_object (deparch); 2726 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2727 int keep_chance = this_stat * this_stat;
3060 } 2728
3061 lose_this_stat = 1; 2729 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 if (this_stat < 0) 2730 if (keep_chance < 1)
2731 keep_chance = 1;
2732
2733 /* There is a maximum depletion total per level. */
2734 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3068 { 2735 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2736 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2737 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2738 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2739 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2740 else
3103 if (this_stat >= -50)
3104 { 2741 {
3105 change_attr_value (&(dep->stats), i, -1); 2742 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 lost_a_stat = 1; 2743 lose_this_stat = 0;
2744 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2745 this_stat, keep_chance, loss_chance,
2746 lose_this_stat?"LOSE":"KEEP"); */
3110 } 2747 }
3111 } 2748 }
3112 } 2749 }
2750
2751 if (lose_this_stat)
2752 {
2753 this_stat = get_attr_value (&(dep->stats), i);
2754 /* We could try to do something clever like find another
2755 * stat to reduce if this fails. But chances are, if
2756 * stats have been depleted to -50, all are pretty low
2757 * and should be roughly the same, so it shouldn't make a
2758 * difference.
2759 */
2760 if (this_stat >= -50)
2761 {
2762 change_attr_value (&(dep->stats), i, -1);
2763 SET_FLAG (dep, FLAG_APPLIED);
2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2765 op->update_stats ();
2766 lost_a_stat = 1;
2767 }
3113 } 2768 }
2769 }
2770 }
2771
3114 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2773 if (!lost_a_stat)
3116 { 2774 {
3117 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2776 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2777 const char *god = determine_god (op);
3120 2778
3121 if (god && (strcmp (god, "none"))) 2779 if (god && (strcmp (god, "none")))
3122 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3123 else 2781 else
3124 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3125 } 2783 }
3126#else 2784#else
3127 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
3128#endif 2786#endif
3129 2787
3130 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2789 * exp loss on the stone.
3132 */ 2790 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
3135 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
3136 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf;
3138 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); 2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
3139 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2797
3143 /**************************************/ 2798 /**************************************/
3144 /* */ 2799 /* */
3145 /* Subtract the experience points, */ 2800 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2801 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2802 /* food, and reset HP's... */
3148 /* */ 2803 /* */
3149 /**************************************/ 2804 /**************************************/
3150 2805
3151 /* remove any poisoning and confusion the character may be suffering. */ 2806 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2807 /* restore player */
3153 at = archetype::find ("poisoning"); 2808 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2809 tmp = present_arch_in_ob (at, op);
3155 2810
3156 if (tmp) 2811 if (tmp)
3157 { 2812 {
3158 tmp->destroy (); 2813 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2814 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2815 }
3161 2816
3162 at = archetype::find ("confusion"); 2817 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2818 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2819 if (tmp)
3165 { 2820 {
3166 tmp->destroy (); 2821 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2823 }
3169 2824
3170 cure_disease (op, 0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
3171 2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2838
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
3174 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
3175 op->stats.food = 900; 2843 op->stats.food = 900;
2844
3176 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2848
3180 /* 2849 /*
3181 * Check to see if the player is in a shop. IF so, then check to see if 2850 * Check to see if the player has any unpaid items. If so, remove them
3182 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
3183 * in the map. 2852 */
3184 */ 2853 op->drop_unpaid_items ();
3185 2854
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op);
3188
3189 /****************************************/ 2855 /****************************************/
3190 /* */ 2856 /* */
3191 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
3193 /* */ 2859 /* */
3194 /****************************************/ 2860 /****************************************/
3195 2861
3196 enter_player_savebed (op); 2862 enter_player_savebed (op);
3197 2863
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2864 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2865
3204 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2869 * on the space that might harm the player.
3208 */ 2870 */
3209 will_kill_again = 0; 2871 will_kill_again = 0;
3210 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2872 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3211 if (tmp->type == SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
3213 2875
3214 if (will_kill_again) 2876 if (will_kill_again)
3215 { 2877 {
3216 object *force; 2878 object *force;
3217 int at; 2879 int at;
3218 2880
3219 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2883 force->speed = 0.1f;
3222 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3223 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2888 force->resist[at] = 100;
3227 2889
3228 insert_ob_in_ob (force, op); 2890 insert_ob_in_ob (force, op);
3229 fix_player (op); 2891 op->update_stats ();
3230 2892
3231 } 2893 }
3232 2894
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2896}
3302
3303 2897
3304void 2898void
3305loot_object (object *op) 2899loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3308 2902
3309 if (op->container) 2903 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2904
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3315 { 2906 {
3316 next = tmp->below; 2907 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2908
2909 if (tmp->invisible)
3318 continue; 2910 continue;
2911
3319 tmp->remove (); 2912 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3321 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2917
3324 }
3325 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3326 { 2919 {
3327 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3328 { 2921 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
3330 tmp2->destroy ();
3331 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
3332 } 2924 }
3333 else 2925 else
3334 tmp->destroy (); 2926 tmp->destroy ();
3335 } 2927 }
3341/* 2933/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3343 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
3344 * was changed. 2936 * was changed.
3345 */ 2937 */
3346
3347void 2938void
3348fix_weight (void) 2939fix_weight (void)
3349{ 2940{
3350 player *pl; 2941 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2942 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
3355 2944
3356 if (old == sum) 2945 pl->ob->update_weight ();
3357 continue; 2946
3358 fix_player (pl->ob); 2947 if (old != pl->ob->carrying)
2948 {
2949 pl->ob->update_stats ();
3359 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2950 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2951 }
3360 } 2952 }
3361} 2953}
3362 2954
3363void 2955void
3364fix_luck (void) 2956fix_luck (void)
3365{ 2957{
3366 player *pl; 2958 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 2959 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 2960 pl->ob->change_luck (0);
3371} 2961}
3372
3373 2962
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 2963/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 2964 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 2965 * just treat this as any other spell casting object.
3377 */ 2966 */
3378
3379void 2967void
3380cast_dust (object *op, object *throw_ob, int dir) 2968cast_dust (object *op, object *throw_ob, int dir)
3381{ 2969{
3382 object *skop, *spob; 2970 object *skop, *spob;
3383 2971
3412void 3000void
3413make_visible (object *op) 3001make_visible (object *op)
3414{ 3002{
3415 op->hide = 0; 3003 op->hide = 0;
3416 op->invisible = 0; 3004 op->invisible = 0;
3005
3417 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3418 { 3007 {
3419 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3421 } 3010 }
3011
3422 update_object (op, UP_OBJ_FACE); 3012 update_object (op, UP_OBJ_CHANGE);
3423} 3013}
3424 3014
3425int 3015int
3426is_true_undead (object *op) 3016is_true_undead (object *op)
3427{ 3017{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3431 return 1; 3019 return 1;
3432 3020
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3021 return 0;
3439} 3022}
3440 3023
3441/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3443 * indicate greater hideability. 3026 * indicate greater hideability.
3444 */ 3027 */
3445
3446int 3028int
3447hideability (object *ob) 3029hideability (object *ob)
3448{ 3030{
3449 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3450 sint16 x, y; 3032 sint16 x, y;
3460 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3461 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3462 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3463 3045
3464 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3465 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3047 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3466 { 3050 {
3467 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3468 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3469 {
3470 continue; 3053 continue;
3471 } 3054
3472 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3473 level += 2; 3056 level += 2;
3474 else /* open terrain! */ 3057 else /* open terrain! */
3475 level -= 1; 3058 level -= 1;
3476 } 3059 }
3484/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3485 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3486 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3487 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3488 */ 3071 */
3489
3490void 3072void
3491do_hidden_move (object *op) 3073do_hidden_move (object *op)
3492{ 3074{
3493 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3494 object *skop;
3495 3076
3496 if (!op || !op->map) 3077 if (!op || !op->map)
3497 return; 3078 return;
3498 3079
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3080 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3081 int num = random_roll (0, 19, op, PREFER_LOW);
3500 3082
3501 /* its *extremely* hard to run and sneak/hide at the same time! */ 3083 /* its *extremely* hard to run and sneak/hide at the same time! */
3502 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3505 { 3086 {
3506 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3087 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3507 make_visible (op); 3088 make_visible (op);
3508 return; 3089 return;
3509 } 3090 }
3510 else 3091 else
3511 num += 20; 3092 num += 20;
3512 } 3093
3513 num += op->map->difficulty; 3094 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3095 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3096 num -= hide;
3097
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3099 {
3518 make_visible (op); 3100 make_visible (op);
3101
3519 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3520 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3521 } 3104 }
3522 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3523 {
3524 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3525 }
3526} 3107}
3527 3108
3528/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3529 3110
3530int 3111int
3557 if (mflags & P_OUT_OF_MAP) 3138 if (mflags & P_OUT_OF_MAP)
3558 continue; 3139 continue;
3559 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3140 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3560 continue; 3141 continue;
3561 3142
3562 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3143 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3563 { 3144 {
3564 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3145 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3565 return 1; 3146 return 1;
3566 else if (tmp->type == PLAYER) 3147 else if (tmp->type == PLAYER)
3567 { 3148 {
3578 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3579 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3580 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3581 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3582 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3583 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3584 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3585 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3586 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3587 * -b.t. 3168 * -b.t.
3588 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3589 */ 3170 */
3590
3591int 3171int
3592player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3593{ 3173{
3594 rv_vector rv; 3174 rv_vector rv;
3595 int dx, dy; 3175 int dx, dy;
3597 if (pl->type != PLAYER) 3177 if (pl->type != PLAYER)
3598 { 3178 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3180 return -1;
3601 } 3181 }
3182
3602 if (!pl || !op) 3183 if (!pl || !op)
3603 return 0; 3184 return 0;
3604 3185
3605 if (op->head)
3606 {
3607 op = op->head; 3186 op = op->head_ ();
3608 } 3187
3609 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3610 3189
3611 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3191 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3614 * a blocked los square. 3193 * a blocked los square.
3615 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3616 */ 3195 */
3617 while (op) 3196 while (op)
3618 { 3197 {
3619 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3620 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3621 3200
3622 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3623 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3624 * for any meaningful values. 3203 * for any meaningful values.
3625 */ 3204 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3629 return 1; 3208 return 1;
3209
3630 op = op->more; 3210 op = op->more;
3631 } 3211 }
3212
3632 return 0; 3213 return 0;
3633} 3214}
3634 3215
3635/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3636 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3639 * return 0. 3220 * return 0.
3640 */ 3221 */
3641int 3222int
3642action_makes_visible (object *op) 3223action_makes_visible (object *op)
3643{ 3224{
3644
3645 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3646 { 3226 {
3647 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3648 return 0; 3228 return 0;
3649 3229
3655 { 3235 {
3656 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3657 return 1; 3237 return 1;
3658 } 3238 }
3659 } 3239 }
3240
3660 return 0; 3241 return 0;
3661} 3242}
3662 3243
3663/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3664 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3669 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3670 */ 3251 */
3671int 3252int
3672op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3673{ 3254{
3674 object *tmp;
3675
3676 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3677 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3678 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3679 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3680 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3681 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3682 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3683 { 3262 {
3684 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3685 { 3264 {
3686 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3687 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3688 { 3269 {
3689 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3690 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3691 { 3272 {
3692 object *invtmp;
3693
3694 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3695 { 3274 {
3696 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3697 { 3276 {
3698 if (x != NULL && y != NULL) 3277 if (x && y)
3699 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3700 return 1; 3280 return 1;
3701 } 3281 }
3702 } 3282 }
3703 } 3283 }
3284
3704 if (x != NULL && y != NULL) 3285 if (x && y)
3705 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3706 return 1; 3288 return 1;
3707 } 3289 }
3708 } 3290 }
3709 } 3291 }
3292
3710 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3711 return 0; 3294 return 0;
3712} 3295}
3713 3296
3714/* 3297/*
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3314 int i = 0, j = 0;
3732 3315
3733 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3736 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3738 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3740 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3742 3325
3743 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3744 return; 3327 return;
3745 3328
3746 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3747 3330
3748 if (tr == NULL || tr->item == NULL) 3331 if (!tr || !tr->item)
3749 { 3332 {
3750 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3751 return; 3334 return;
3752 } 3335 }
3753 3336
3754 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3755 item = &(tr->item->clone); 3338 item = tr->item;
3756 3339
3757 if (item->type == SPELL) 3340 if (item->type == SPELL)
3758 { 3341 {
3759 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3760 return; 3343 return;
3819 { 3402 {
3820 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3404 object *skin;
3822 3405
3823 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3824 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3408 ;
3409
3825 if (skin == NULL) 3410 if (!skin)
3826 return; 3411 return;
3827 3412
3828 /* adding new spellpath attunements */ 3413 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3414 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3415 {
3862 else 3447 else
3863 { 3448 {
3864 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3865 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3866 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3867 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3868 if (who->type == PLAYER)
3869 esrv_send_item (who, tmp);
3870 } 3453 }
3871} 3454}
3872 3455
3873/** 3456/**
3874 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was
3875 * not readied. 3458 * not readied.
3876 */ 3459 */
3877void 3460void
3878player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3879{ 3462{
3880 rangetype i; 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3881 3465
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3466 if (pl->combat_ob == ob)
3883 { 3467 pl->combat_ob = 0;
3468
3884 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3885 { 3470 pl->ranged_ob = 0;
3886 pl->ranges[i] = NULL;
3887 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none;
3890 }
3891 }
3892 }
3893} 3471}
3472
3473sint8
3474player::visibility_at (maptile *map, int x, int y) const
3475{
3476 if (!ns)
3477 return 0;
3478
3479 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0;
3482
3483 x += dx - ns->current_x + ns->mapx / 2;
3484 y += dy - ns->current_y + ns->mapy / 2;
3485
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y];
3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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