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Comparing deliantra/server/server/player.C (file contents):
Revision 1.34 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.202 by root, Fri Aug 29 02:07:09 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#ifndef __CEXTRACT__
27# include <sproto.h> 25#include <sproto.h>
28#endif
29#include <sounds.h> 26#include <sounds.h>
30#include <living.h> 27#include <living.h>
31#include <object.h> 28#include <object.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <newclient.h>
35 31
36#ifdef COZY_SERVER 32#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 33#include <functional>
38#endif
39 34
40player * 35playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 36
79void 37void
80display_motd (const object *op) 38display_motd (const object *op)
81{ 39{
82 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
85 int comp; 43 int comp;
86 int size; 44 int size;
87 45
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 48 return;
92 } 49
93 motd[0] = '\0'; 50 motd[0] = '\0';
94 size = 0; 51 size = 0;
52
95 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
96 { 54 {
97 if (*buf == '#') 55 if (*buf == '#')
98 continue; 56 continue;
57
99 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 59 size += strlen (buf);
101 } 60 }
61
102 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);
103 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
104} 64}
105 65
106void 66void
112 int comp; 72 int comp;
113 int size; 73 int size;
114 74
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 77 return;
119 } 78
120 rules[0] = '\0'; 79 rules[0] = '\0';
121 size = 0; 80 size = 0;
81
122 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
123 { 83 {
124 if (*buf == '#') 84 if (*buf == '#')
125 continue; 85 continue;
86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
127 { 88 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 90 break;
130 } 91 }
92
131 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 94 size += strlen (buf);
133 } 95 }
96
134 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);
135 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
136} 99}
137 100
138void 101void
146 int size; 109 int size;
147 110
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 113 return;
114
151 news[0] = '\0'; 115 news[0] = '\0';
152 subject[0] = '\0'; 116 subject[0] = '\0';
153 size = 0; 117 size = 0;
118
154 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
155 { 120 {
156 if (*buf == '#') 121 if (*buf == '#')
157 continue; 122 continue;
123
158 if (*buf == '%') 124 if (*buf == '%')
159 { /* send one news */ 125 { /* send one news */
160 if (size > 0) 126 if (size > 0)
161 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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
162 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
163 strip_endline (subject); 133 strip_endline (subject);
164 size = 0; 134 size = 0;
165 news[0] = '\0'; 135 news[0] = '\0';
166 } 136 }
175 size += strlen (buf); 145 size += strlen (buf);
176 } 146 }
177 } 147 }
178 148
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 152}
308 153
309/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
310static void 155static void
311set_first_map (object *op) 156set_first_map (object *op)
312{ 157{
313 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
314 op->x = -1; 159 op->x = -1;
315 op->y = -1; 160 op->y = -1;
316 enter_exit (op, NULL);
317} 161}
318 162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los (this);
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_player_skills (ob);
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
319/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
321 * mode. 385 * mode.
322 */ 386 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
328 391
329 p = get_player (NULL); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 393
333 if (p->socket.faces_sent == NULL) 394 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
335 397
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 398 set_first_map (pl->ob);
343 399
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 400 return pl;
352} 401}
353 402
354/* 403/*
355 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
358 */ 407 */
359archetype * 408archetype *
360get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
361{ 410{
362 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
363 418
364 for (;;) 419 for (;;)
365 { 420 {
366 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
367 at = first_archetype; 422 i = archetypes.begin ();
368 else 423 else if (*i == at)
369 at = at->next; 424 cleanup ("not a single player archetype found");
425
370 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
371 return at; 427 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 428 }
378} 429}
379
380 430
381object * 431object *
382get_nearest_player (object *mon) 432get_nearest_player (object *mon)
383{ 433{
384 object *op = NULL; 434 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 435 objectlink *ol;
387 unsigned lastdist; 436 unsigned lastdist;
388 rv_vector rv; 437 rv_vector rv;
389 438
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 440 {
392 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop.
396 */
397 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
398 {
399 object *tmp = ol->ob;
400
401 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared.
403 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
405 ol = ol->next;
406 remove_friendly_object (tmp);
407 if (!ol)
408 return op;
409 }
410
411 /* Remove special check for player from this. First, it looks to cause
412 * some crashes (ol->ob->contr not set properly?), but secondly, a more
413 * complicated method of state checking would be needed in any case -
414 * as it was, a clever player could type quit, and the function would
415 * skip them over while waiting for confirmation. Remove
416 * on_same_map check, as can_detect_enemy also does this
417 */
418 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
419 continue; 442 continue;
420 443
421 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
422 { 445 {
423 op = ol->ob; 446 op = ol->ob;
424 lastdist = rv.distance; 447 lastdist = rv.distance;
425 } 448 }
426 } 449 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 450
428 { 451 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
433 { 454 {
434 op = pl->ob; 455 op = pl->ob;
435 lastdist = rv.distance; 456 lastdist = rv.distance;
436 } 457 }
437 } 458
438 }
439#if 0 459#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 461#endif
442 return op; 462 return op;
443} 463}
461 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 483 * is probably not a good thing.
464 */ 484 */
465#define MAX_SPACES 50 485#define MAX_SPACES 50
466
467 486
468/* 487/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 521 x = mon->x;
503 y = mon->y; 522 y = mon->y;
504 m = mon->map; 523 m = mon->map;
505 dir = rv.direction; 524 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
508 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 529 if (diff > max)
510 return 0; 530 return 0;
531
511 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
512 { 533 {
513 lastx = x; 534 lastx = x;
514 lasty = y; 535 lasty = y;
515 lastmap = m; 536 lastmap = m;
597 max--; 618 max--;
598 lastdir = dir; 619 lastdir = dir;
599 if (!firstdir) 620 if (!firstdir)
600 firstdir = dir; 621 firstdir = dir;
601 } 622 }
623
602 if (diff <= 1) 624 if (diff <= 1)
603 { 625 {
604 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 627 * headed toward player for entire distance.
606 */ 628 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 631 }
632
610 if (diff > max) 633 if (diff > max)
611 return 0; 634 return 0;
612 } 635 }
636
613 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
614 if (!max) 638 if (!max)
615 return 0; 639 return 0;
616 640
617 return firstdir; 641 return firstdir;
618} 642}
619 643
620void 644void
621give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
622{ 646{
623 object *op, *next = NULL;
624
625 if (pl->randomitems != NULL) 647 if (pl->randomitems)
626 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
627 649
628 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
629 { 651 {
630 next = op->below; 652 next = op->below;
631 653
632 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
633 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
638 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
639 * by this player due to race restrictions 661 * by this player due to race restrictions
640 */ 662 */
641 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
642 { 664 {
643 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
644 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
645 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
646 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 672 {
649 op->destroy (); 673 op->destroy ();
650 continue; 674 continue;
651 } 675 }
652 } 676 }
675 if (op->nrof > 1) 699 if (op->nrof > 1)
676 op->nrof = 1; 700 op->nrof = 1;
677 } 701 }
678 702
679 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
680 {
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683 705
684 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
685 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
686 * merged properly. 708 * merged properly.
687 */ 709 */
688 if (need_identify (op)) 710 if (need_identify (op))
689 { 711 {
690 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 715 }
716
694 if (op->type == SPELL) 717 if (op->type == SPELL)
695 { 718 {
696 op->destroy (); 719 op->destroy ();
697 continue; 720 continue;
698 } 721 }
700 { 723 {
701 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
702 op->stats.exp = 0; 725 op->stats.exp = 0;
703 op->level = 1; 726 op->level = 1;
704 } 727 }
705 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
706 else
707 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
708 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
709 731
710 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
711 link_player_skills (pl); 733 link_player_skills (pl);
712} 734}
713 735
714void 736void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
799{ 738{
800 if (party == NULL) 739 if (party == NULL)
801 { 740 {
802 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
803 return; 742 return;
804 } 743 }
744
805 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
808 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
809} 749}
810
811 750
812/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813int 752static int
814roll_stat (void) 753roll_stat (void)
815{ 754{
816 int a[4], i, j, k; 755 int a[4], i, j, k;
817 756
818 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
819 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
820 759
821 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 761 if (a[i] < k)
823 k = a[i], j = i; 762 k = a[i], j = i;
824 763
825 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 765 if (i != j)
828 k += a[i]; 766 k += a[i];
829 } 767
830 return k; 768 return k;
831} 769}
832 770
833void 771void
834roll_stats (object *op) 772object::roll_stats ()
835{ 773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
836 int sum = 0; 778 int sum = 0;
837 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
838 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
839 781
840 do 782 if (sum >= 82 && sum <= 116)
783 break;
841 { 784 }
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 }
851 while (sum < 82 || sum > 116);
852 785
853 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 788
862 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
863 do 790 stats.stat (i) = statsort [i];
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878 791
879 op->stats.Str = statsort[0];
880 op->stats.Dex = statsort[1];
881 op->stats.Con = statsort[2];
882 op->stats.Int = statsort[3];
883 op->stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6];
886
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 792 stats.exp = 0;
898 op->stats.ac = 0; 793 stats.ac = 0;
899 794
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 795 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 796 stats.sp = stats.maxsp;
907 op->stats.grace = op->stats.maxgrace; 797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
801 contr->levhp[1] = 9;
802 contr->levsp[1] = 6;
803 contr->levgrace[1] = 3;
804
908 op->contr->orig_stats = op->stats; 805 contr->orig_stats = stats;
806 }
909} 807}
910 808
911void 809void
912Roll_Again (object *op) 810object::swap_stats (int a, int b)
913{ 811{
914 esrv_new_player (op->contr, 0); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
917}
918 813
919void 814 for (int i = 0; i < NUM_STATS; ++i)
920Swap_Stat (object *op, int Swap_Second) 815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
837}
838
839static void
840start_info (object *op)
921{ 841{
922 signed char tmp;
923 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
924 843
925 if (op->contr->Swap_First == -1) 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str;
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf);
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 846}
1040 847
1041/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1045 * not the class. 852 * not the class.
1046 */ 853 */
1047 854void
1048int 855player::chargen_race_done ()
1049key_change_class (object *op, char key)
1050{ 856{
1051 int tmp_loop;
1052
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D')
1060 {
1061 char buf[MAX_BUF];
1062
1063 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1066 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
1067 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
1069 866
1070 op->contr->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
1071 868
1072 if (op->msg) 869 if (ob->msg)
1073 op->msg = NULL; 870 ob->msg = 0;
1074 871
1075 /* We create this now because some of the unique maps will need it
1076 * to save here.
1077 */
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1079 make_path_to_file (buf);
1080
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 872 start_info (ob);
1085 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1087 link_player_skills (op); 875 link_player_skills (ob);
1088 esrv_send_inventory (op, op); 876 esrv_send_inventory (ob, ob);
1089 fix_player (op); 877 ob->update_stats ();
1090 878
1091 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1092 * is one for this race 880 * is one for this race
1093 */ 881 */
1094 if (*first_map_ext_path) 882 if (*first_map_ext_path)
1095 { 883 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1096 object *tmp;
1097 char mapname[MAX_BUF];
1098
1099 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1100 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x;
1103 EXIT_Y (tmp) = op->y;
1104 enter_exit (op, tmp); /* we don't really care if it succeeded;
1105 * if the map isn't there, then stay on the
1106 * default initial map */
1107 tmp->destroy ();
1108 }
1109 else 884 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 885 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 886}
1113 return 0;
1114 }
1115 887
888void
889player::chargen_race_next ()
890{
1116 /* Following actually changes the race - this is the default command 891 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 892 * if we don't match with one of the options above.
1118 */ 893 */
1119 894
1120 tmp_loop = 0; 895 do
1121 while (!tmp_loop)
1122 { 896 {
1123 shstr name = op->name; 897 shstr name = ob->name;
1124 int x = op->x, y = op->y; 898 int x = ob->x, y = ob->y;
1125 899
1126 remove_statbonus (op); 900 ob->remove_statbonus ();
1127 op->remove (); 901 ob->remove ();
1128 op->arch = get_player_archetype (op->arch); 902 ob->arch = get_player_archetype (ob->arch);
1129 op->arch->clone.copy_to (op); 903 ob->arch->copy_to (ob);
1130 op->instantiate (); 904 ob->instantiate ();
1131 op->stats = op->contr->orig_stats; 905 ob->stats = ob->contr->orig_stats;
1132 op->name = op->name_pl = name; 906 ob->name = ob->name_pl = name;
1133 op->x = x; 907 ob->x = x;
1134 op->y = y; 908 ob->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 909 SET_ANIMATION (ob, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 910 insert_ob_in_map (ob, ob->map, ob, 0);
1137 assign (op->contr->title, op->arch->clone.name); 911 assign (ob->contr->title, ob->arch->object::name);
1138 add_statbonus (op); 912 ob->add_statbonus ();
1139 tmp_loop = allowed_class (op);
1140 } 913 }
914 while (!allowed_class (ob));
1141 915
1142 update_object (op, UP_OBJ_FACE); 916 update_object (ob, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 917 esrv_update_item (UPD_FACE, ob, ob);
1144 fix_player (op); 918 ob->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 919 ob->stats.hp = ob->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 920 ob->stats.sp = ob->stats.maxsp;
1147 op->stats.grace = 0; 921 ob->stats.grace = 0;
1148
1149 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 922}
1204 923
1205void 924void
1206flee_player (object *op) 925flee_player (object *op)
1207{ 926{
1237 { 956 {
1238 op->enemy = NULL; 957 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 958 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 959 return;
1241 } 960 }
961
1242 get_rangevector (op, op->enemy, &rv, 0); 962 get_rangevector (op, op->enemy, &rv, 0);
1243 963
1244 dir = absdir (4 + rv.direction); 964 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 965 for (diff = 0; diff < 3; diff++)
1246 { 966 {
1247 int m = 1 - (RANDOM () & 2); 967 int m = 1 - (RANDOM () & 2);
1248 968
1249 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 969 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1250 {
1251 return; 970 return;
1252 }
1253 } 971 }
972
1254 /* Cornered, get rid of scared */ 973 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 975 op->enemy = NULL;
1257} 976}
1258 977
1259
1260/* check_pick sees if there is stuff to be picked up/picks up stuff. 978/* check_pick sees if there is stuff to be picked up/picks up stuff.
1261 * IT returns 1 if the player should keep on moving, 0 if he should 979 * It returns 1 if the player should keep on moving, 0 if he should
1262 * stop. 980 * stop.
1263 */ 981 */
1264int 982int
1265check_pick (object *op) 983check_pick (object *op)
1266{ 984{
1267 object *tmp, *next; 985 object *tmp, *next;
1268 int stop = 0; 986 int stop = 0;
1269 int j, k, wvratio; 987 int wvratio;
1270 char putstring[128], tmpstr[16]; 988 char putstring[128];
1271 989
1272 /* if you're flying, you cna't pick up anything */ 990 /* if you're flying, you cna't pick up anything */
1273 if (op->move_type & MOVE_FLYING) 991 if (op->move_type & MOVE_FLYING)
1274 return 1; 992 return 1;
1275 993
1276 next = op->below; 994 next = op->below;
1277 995
996 int cnt = MAX_ITEM_PER_DROP;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
998
1278 /* loop while there are items on the floor that are not marked as 999 /* loop while there are items on the floor that are not marked as
1279 * destroyed */ 1000 * destroyed */
1280 while (next && !next->destroyed ()) 1001 while (next && !next->destroyed ())
1281 { 1002 {
1282 tmp = next; 1003 tmp = next;
1283 next = tmp->below; 1004 next = tmp->below;
1284 1005
1006 if (cnt <= 0)
1007 {
1008 op->failmsg ("Couldn't pickup all items at once.");
1009 return 0;
1010 }
1011
1285 if (op->destroyed ()) 1012 if (op->destroyed ())
1286 return 0; 1013 return 0;
1287 1014
1288 if (!can_pick (op, tmp)) 1015 if (!can_pick (op, tmp))
1289 continue; 1016 continue;
1290 1017
1291 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1292 { 1019 {
1293 if (item_matched_string (op, tmp, op->contr->search_str)) 1020 if (item_matched_string (op, tmp, op->contr->search_str))
1294 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1295 continue; 1022 continue;
1296 } 1023 }
1297 1024
1298 /* high not bit set? We're using the old autopickup model */ 1025 /* high not bit set? We're using the old autopickup model */
1299 if (!(op->contr->mode & PU_NEWMODE)) 1026 if (!(op->contr->mode & PU_NEWMODE))
1301 switch (op->contr->mode) 1028 switch (op->contr->mode)
1302 { 1029 {
1303 case 0: 1030 case 0:
1304 return 1; /* don't pick up */ 1031 return 1; /* don't pick up */
1305 case 1: 1032 case 1:
1306 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1307 return 1; 1034 return 1;
1308 case 2: 1035 case 2:
1309 pick_up (op, tmp); 1036 CHK_PICK_PICKUP;
1310 return 0; 1037 return 0;
1311 case 3: 1038 case 3:
1312 return 0; /* stop before pickup */ 1039 return 0; /* stop before pickup */
1313 case 4: 1040 case 4:
1314 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1315 break; 1042 break;
1316 case 5: 1043 case 5:
1317 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1318 stop = 1; 1045 stop = 1;
1319 break; 1046 break;
1320 case 6: 1047 case 6:
1321 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1322 pick_up (op, tmp); 1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1323 break; 1051 break;
1324 1052
1325 case 7: 1053 case 7:
1326 if (tmp->type == MONEY || tmp->type == GEM) 1054 if (tmp->type == MONEY || tmp->type == GEM)
1327 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1328 break; 1056 break;
1329 1057
1330 default: 1058 default:
1331 /* use value density */ 1059 /* use value density */
1332 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1333 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1334 pick_up (op, tmp); 1062 CHK_PICK_PICKUP;
1335 } 1063 }
1336 } 1064 }
1337 else 1065 else
1338 { /* old model */ 1066 { /* old model */
1339 /* NEW pickup handling */ 1067 /* NEW pickup handling */
1343 if (tmp->name != NULL) 1071 if (tmp->name != NULL)
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1073 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1346 else 1074 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1076 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1077
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 } 1079 }
1080
1380 /* philosophy: 1081 /* philosophy:
1381 * It's easy to grab an item type from a pile, as long as it's 1082 * It's easy to grab an item type from a pile, as long as it's
1382 * generic. This takes no game-time. For more detailed pickups 1083 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a 1084 * and selections, select-items should be used. This is a
1384 * grab-as-you-run type mode that's really useful for arrows for 1085 * grab-as-you-run type mode that's really useful for arrows for
1385 * example. 1086 * example.
1386 * The drawback: right now it has no frontend, so you need to 1087 * The drawback: right now it has no frontend, so you need to
1387 * stick the bits you want into a calculator in hex mode and then 1088 * stick the bits you want into a calculator in hex mode and then
1388 * convert to decimal and then 'pickup <#> 1089 * convert to decimal and then 'pickup <#>
1421 /* all food and drink if desired */ 1122 /* all food and drink if desired */
1422 /* question: don't pick up known-poisonous stuff? */ 1123 /* question: don't pick up known-poisonous stuff? */
1423 if (op->contr->mode & PU_FOOD) 1124 if (op->contr->mode & PU_FOOD)
1424 if (tmp->type == FOOD) 1125 if (tmp->type == FOOD)
1425 { 1126 {
1426 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1427 continue; 1128 continue;
1428 } 1129 }
1429 1130
1430 if (op->contr->mode & PU_DRINK) 1131 if (op->contr->mode & PU_DRINK)
1431 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1432 { 1133 {
1433 pick_up (op, tmp); 1134 CHK_PICK_PICKUP;
1434 continue; 1135 continue;
1435 } 1136 }
1436 1137
1437 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_POTION)
1438 if (tmp->type == POTION) 1139 if (tmp->type == POTION)
1439 { 1140 {
1440 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1441 continue; 1142 continue;
1442 } 1143 }
1443 1144
1444 /* spellbooks, skillscrolls and normal books/scrolls */ 1145 /* spellbooks, skillscrolls and normal books/scrolls */
1445 if (op->contr->mode & PU_SPELLBOOK) 1146 if (op->contr->mode & PU_SPELLBOOK)
1446 if (tmp->type == SPELLBOOK) 1147 if (tmp->type == SPELLBOOK)
1447 { 1148 {
1448 pick_up (op, tmp); 1149 CHK_PICK_PICKUP;
1449 continue; 1150 continue;
1450 } 1151 }
1451 1152
1452 if (op->contr->mode & PU_SKILLSCROLL) 1153 if (op->contr->mode & PU_SKILLSCROLL)
1453 if (tmp->type == SKILLSCROLL) 1154 if (tmp->type == SKILLSCROLL)
1454 { 1155 {
1455 pick_up (op, tmp); 1156 CHK_PICK_PICKUP;
1456 continue; 1157 continue;
1457 } 1158 }
1458 1159
1459 if (op->contr->mode & PU_READABLES) 1160 if (op->contr->mode & PU_READABLES)
1460 if (tmp->type == BOOK || tmp->type == SCROLL) 1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1461 { 1162 {
1462 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1463 continue; 1164 continue;
1464 } 1165 }
1465 1166
1466 /* wands/staves/rods/horns */ 1167 /* wands/staves/rods/horns */
1467 if (op->contr->mode & PU_MAGIC_DEVICE) 1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1468 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1469 { 1170 {
1470 pick_up (op, tmp); 1171 CHK_PICK_PICKUP;
1471 continue; 1172 continue;
1472 } 1173 }
1473 1174
1474 /* pick up all magical items */ 1175 /* pick up all magical items */
1475 if (op->contr->mode & PU_MAGICAL) 1176 if (op->contr->mode & PU_MAGICAL)
1476 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1477 { 1178 {
1478 pick_up (op, tmp); 1179 CHK_PICK_PICKUP;
1479 continue; 1180 continue;
1480 } 1181 }
1481 1182
1482 if (op->contr->mode & PU_VALUABLES) 1183 if (op->contr->mode & PU_VALUABLES)
1483 { 1184 {
1484 if (tmp->type == MONEY || tmp->type == GEM) 1185 if (tmp->type == MONEY || tmp->type == GEM)
1485 { 1186 {
1486 pick_up (op, tmp); 1187 CHK_PICK_PICKUP;
1487 continue; 1188 continue;
1488 } 1189 }
1489 } 1190 }
1490 1191
1491 /* rings & amulets - talismans seems to be typed AMULET */ 1192 /* rings & amulets - talismans seems to be typed AMULET */
1492 if (op->contr->mode & PU_JEWELS) 1193 if (op->contr->mode & PU_JEWELS)
1493 if (tmp->type == RING || tmp->type == AMULET) 1194 if (tmp->type == RING || tmp->type == AMULET)
1494 { 1195 {
1495 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1496 continue; 1197 continue;
1497 } 1198 }
1498 1199
1499 /* we don't forget dragon food */ 1200 /* we don't forget dragon food */
1500 if (op->contr->mode & PU_FLESH) 1201 if (op->contr->mode & PU_FLESH)
1501 if (tmp->type == FLESH) 1202 if (tmp->type == FLESH)
1502 { 1203 {
1503 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1504 continue; 1205 continue;
1505 } 1206 }
1506 1207
1507 /* bows and arrows. Bows are good for selling! */ 1208 /* bows and arrows. Bows are good for selling! */
1508 if (op->contr->mode & PU_BOW) 1209 if (op->contr->mode & PU_BOW)
1509 if (tmp->type == BOW) 1210 if (tmp->type == BOW)
1510 { 1211 {
1511 pick_up (op, tmp); 1212 CHK_PICK_PICKUP;
1512 continue; 1213 continue;
1513 } 1214 }
1514 1215
1515 if (op->contr->mode & PU_ARROW) 1216 if (op->contr->mode & PU_ARROW)
1516 if (tmp->type == ARROW) 1217 if (tmp->type == ARROW)
1517 { 1218 {
1518 pick_up (op, tmp); 1219 CHK_PICK_PICKUP;
1519 continue; 1220 continue;
1520 } 1221 }
1521 1222
1522 /* all kinds of armor etc. */ 1223 /* all kinds of armor etc. */
1523 if (op->contr->mode & PU_ARMOUR) 1224 if (op->contr->mode & PU_ARMOUR)
1524 if (tmp->type == ARMOUR) 1225 if (tmp->type == ARMOUR)
1525 { 1226 {
1526 pick_up (op, tmp); 1227 CHK_PICK_PICKUP;
1527 continue; 1228 continue;
1528 } 1229 }
1529 1230
1530 if (op->contr->mode & PU_HELMET) 1231 if (op->contr->mode & PU_HELMET)
1531 if (tmp->type == HELMET) 1232 if (tmp->type == HELMET)
1532 { 1233 {
1533 pick_up (op, tmp); 1234 CHK_PICK_PICKUP;
1534 continue; 1235 continue;
1535 } 1236 }
1536 1237
1537 if (op->contr->mode & PU_SHIELD) 1238 if (op->contr->mode & PU_SHIELD)
1538 if (tmp->type == SHIELD) 1239 if (tmp->type == SHIELD)
1539 { 1240 {
1540 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1541 continue; 1242 continue;
1542 } 1243 }
1543 1244
1544 if (op->contr->mode & PU_BOOTS) 1245 if (op->contr->mode & PU_BOOTS)
1545 if (tmp->type == BOOTS) 1246 if (tmp->type == BOOTS)
1546 { 1247 {
1547 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1548 continue; 1249 continue;
1549 } 1250 }
1550 1251
1551 if (op->contr->mode & PU_GLOVES) 1252 if (op->contr->mode & PU_GLOVES)
1552 if (tmp->type == GLOVES) 1253 if (tmp->type == GLOVES)
1553 { 1254 {
1554 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1555 continue; 1256 continue;
1556 } 1257 }
1557 1258
1558 if (op->contr->mode & PU_CLOAK) 1259 if (op->contr->mode & PU_CLOAK)
1559 if (tmp->type == CLOAK) 1260 if (tmp->type == CLOAK)
1560 { 1261 {
1561 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1562 continue; 1263 continue;
1563 } 1264 }
1564 1265
1565 /* hoping to catch throwing daggers here */ 1266 /* hoping to catch throwing daggers here */
1566 if (op->contr->mode & PU_MISSILEWEAPON) 1267 if (op->contr->mode & PU_MISSILEWEAPON)
1567 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1568 { 1269 {
1569 pick_up (op, tmp); 1270 CHK_PICK_PICKUP;
1570 continue; 1271 continue;
1571 } 1272 }
1572 1273
1573 /* careful: chairs and tables are weapons! */ 1274 /* careful: chairs and tables are weapons! */
1574 if (op->contr->mode & PU_ALLWEAPON) 1275 if (op->contr->mode & PU_ALLWEAPON)
1575 { 1276 {
1576 if (tmp->type == WEAPON && tmp->name != NULL) 1277 if (tmp->type == WEAPON && tmp->name != NULL)
1577 { 1278 {
1578 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1579 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1580 { 1281 {
1581 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1582 continue; 1283 continue;
1583 } 1284 }
1584 } 1285 }
1585 1286
1586 if (tmp->type == WEAPON && tmp->name == NULL) 1287 if (tmp->type == WEAPON && tmp->name == NULL)
1587 { 1288 {
1588 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1589 { 1290 {
1590 pick_up (op, tmp); 1291 CHK_PICK_PICKUP;
1591 continue; 1292 continue;
1592 } 1293 }
1593 } 1294 }
1594 } 1295 }
1595 1296
1596 /* misc stuff that's useful */ 1297 /* misc stuff that's useful */
1597 if (op->contr->mode & PU_KEY) 1298 if (op->contr->mode & PU_KEY)
1598 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1599 { 1300 {
1600 pick_up (op, tmp); 1301 CHK_PICK_PICKUP;
1601 continue; 1302 continue;
1602 } 1303 }
1603 1304
1604 /* any of the last 4 bits set means we use the ratio for value 1305 /* any of the last 4 bits set means we use the ratio for value
1605 * pickups */ 1306 * pickups */
1606 if (op->contr->mode & PU_RATIO) 1307 if (op->contr->mode & PU_RATIO)
1607 { 1308 {
1608 /* use value density to decide what else to grab */ 1309 /* use value density to decide what else to grab */
1609 /* >=7 was >= op->contr->mode */ 1310 /* >=7 was >= op->contr->mode */
1610 /* >=7 is the old standard setting. Now we take the last 4 bits 1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1611 * and multiply them by 5, giving 0..15*5== 5..75 */ 1312 */
1612 wvratio = (op->contr->mode & PU_RATIO) * 5; 1313 wvratio = op->contr->mode & PU_RATIO;
1613 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1614 { 1315 {
1615 pick_up (op, tmp); 1316 CHK_PICK_PICKUP;
1616#if 0 1317#if 0
1617 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1618 if (tmp->name != NULL) 1319 if (tmp->name != NULL)
1619 { 1320 {
1620 fprintf (stderr, "%s", tmp->name); 1321 fprintf (stderr, "%s", tmp->name);
1621 } 1322 }
1622 else 1323 else
1623 fprintf (stderr, "%s", tmp->arch->name); 1324 fprintf (stderr, "%s", tmp->arch->archname);
1624 fprintf (stderr, ",%d] = ", tmp->type); 1325 fprintf (stderr, ",%d] = ", tmp->type);
1625 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1626#endif 1327#endif
1627 continue; 1328 continue;
1628 } 1329 }
1639 * found object is returned. 1340 * found object is returned.
1640 */ 1341 */
1641object * 1342object *
1642find_arrow (object *op, const char *type) 1343find_arrow (object *op, const char *type)
1643{ 1344{
1644 object *tmp = NULL;
1645
1646 for (op = op->inv; op; op = op->below) 1345 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1647 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1648 tmp = find_arrow (op, type);
1649 else if (op->type == ARROW && op->race == type) 1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp);
1348
1349 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1350 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1351 if (object *arrow = find_arrow (tmp, type))
1352 {
1353 splay (tmp);
1650 return op; 1354 return arrow;
1355 }
1356
1651 return tmp; 1357 return 0;
1652} 1358}
1653 1359
1654/* 1360/*
1655 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1361 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1656 * against the target. A full test is not performed, simply a basic test 1362 * against the target. A full test is not performed, simply a basic test
1657 * of resistances. The archer is making a quick guess at what he sees down 1363 * of resistances. The archer is making a quick guess at what he sees down
1658 * the hall. Failing that it does it's best to pick the highest plus arrow. 1364 * the hall. Failing that it does it's best to pick the highest plus arrow.
1659 */ 1365 */
1660
1661object * 1366object *
1662find_better_arrow (object *op, object *target, const char *type, int *better) 1367find_better_arrow (object *op, object *target, const char *type, int *better)
1663{ 1368{
1664 object *tmp = NULL, *arrow, *ntmp; 1369 object *tmp = NULL, *arrow, *ntmp;
1665 int attacknum, attacktype, betterby = 0, i; 1370 int attacknum, attacktype, betterby = 0, i;
1680 } 1385 }
1681 } 1386 }
1682 else if (arrow->type == ARROW && arrow->race == type) 1387 else if (arrow->type == ARROW && arrow->race == type)
1683 { 1388 {
1684 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1685 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1686 { 1391 {
1687 if (arrow->attacktype & AT_DEATH) 1392 if (arrow->attacktype & AT_DEATH)
1688 { 1393 {
1689 *better = 100; 1394 *better = 100;
1690 return arrow; 1395 return arrow;
1698 else 1403 else
1699 { 1404 {
1700 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1405 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1701 { 1406 {
1702 attacktype = 1 << attacknum; 1407 attacktype = 1 << attacknum;
1703 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1408 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1704 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1409 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1705 { 1410 {
1706 tmp = arrow; 1411 tmp = arrow;
1707 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1708 } 1413 }
1709 } 1414 }
1710 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1711 { 1416 {
1712 tmp = arrow; 1417 tmp = arrow;
1718 betterby = 1 + arrow->magic + arrow->stats.dam; 1423 betterby = 1 + arrow->magic + arrow->stats.dam;
1719 } 1424 }
1720 } 1425 }
1721 } 1426 }
1722 } 1427 }
1428
1723 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1724 return find_arrow (op, type); 1430 return find_arrow (op, type);
1725 1431
1726 *better = betterby; 1432 *better = betterby;
1727 return tmp; 1433 return tmp;
1731 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1732 * op = the shooter 1438 * op = the shooter
1733 * type = bow->race 1439 * type = bow->race
1734 * dir = fire direction 1440 * dir = fire direction
1735 */ 1441 */
1736
1737object * 1442object *
1738pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1739{ 1444{
1740 object *tmp = NULL; 1445 object *tmp = NULL;
1741 maptile *m; 1446 maptile *m;
1806 */ 1511 */
1807int 1512int
1808fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1809{ 1514{
1810 object *left, *bow; 1515 object *left, *bow;
1811 int bowspeed, mflags; 1516 int mflags;
1812 maptile *m; 1517 maptile *m;
1813 1518
1814 if (!dir) 1519 if (!dir)
1815 { 1520 {
1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1817 return 0; 1522 return 0;
1818 } 1523 }
1819 if (op->type == PLAYER) 1524
1820 bow = op->contr->ranges[range_bow]; 1525 if (op->contr)
1526 bow = op->current_weapon;
1821 else 1527 else
1822 { 1528 {
1823 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1824 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1825 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1830 if (!bow) 1536 if (!bow)
1831 { 1537 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1539 return 0;
1834 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1835 } 1549 }
1550
1836 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1837 { 1552 {
1838 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1839 return 0; 1554 return 0;
1840 } 1555 }
1841
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843
1844 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1847 if (bowspeed < 1)
1848 bowspeed = 1;
1849 1556
1850 if (arrow == NULL) 1557 if (arrow == NULL)
1851 { 1558 {
1852 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1853 { 1560 {
1854 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1856 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1857 else 1564 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1859 return 0; 1567 return 0;
1860 } 1568 }
1861 } 1569 }
1570
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1572 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1573 return 0;
1866 } 1574
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1576 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1577 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1870 return 0; 1578 return 0;
1871 } 1579 }
1876 arrow->destroy (); 1584 arrow->destroy ();
1877 return 0; 1585 return 0;
1878 } 1586 }
1879 1587
1880 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1882 if (arrow == NULL) 1590 if (!arrow)
1883 { 1591 {
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 return 0; 1593 return 0;
1886 } 1594 }
1595
1887 arrow->set_owner (op); 1596 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1598 arrow->direction = dir;
1891 arrow->x = sx; 1599
1892 arrow->y = sy; 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1893 1632
1894 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1895 { 1634 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op);
1898 }
1899
1900 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying);
1906
1907 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper.
1909 */
1910
1911 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912
1913 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916
1917 if (arrow->speed < 1.0)
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0;
1921
1922 if (op->type == PLAYER)
1923 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1925 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1926 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1927
1928 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1929 } 1642 }
1930 else 1643 else
1931 { 1644 {
1932 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1933 arrow->level = op->level; 1645 arrow->level = op->level;
1934 } 1646 arrow->stats.wc -= bow->magic;
1935 1647
1936 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1937 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1938 1653
1939 if (bow->slaying != NULL) 1654 wc -= arrow->level;
1940 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1941 1656
1942 arrow->map = m; 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1943 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1660
1946 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1947 insert_ob_in_map (arrow, m, op, 0); 1662 m->insert (arrow, sx, sy, op);
1948 1663
1949 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1665 move_arrow (arrow);
1951
1952 if (op->type == PLAYER)
1953 {
1954 if (left->destroyed ())
1955 esrv_del_item (op->contr, left->count);
1956 else
1957 esrv_send_item (op, left);
1958 }
1959 1666
1960 return 1; 1667 return 1;
1961} 1668}
1962 1669
1963/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1972{ 1679{
1973 int ret = 0, wcmod = 0; 1680 int ret = 0, wcmod = 0;
1974 1681
1975 if (op->contr->bowtype == bow_bestarrow) 1682 if (op->contr->bowtype == bow_bestarrow)
1976 { 1683 {
1977 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1978 } 1685 }
1979 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1980 { 1687 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982 wcmod = -1; 1689 wcmod = -1;
1690
1983 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1984 } 1692 }
1985 else if (op->contr->bowtype == bow_threewide) 1693 else if (op->contr->bowtype == bow_threewide)
1986 { 1694 {
1987 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1991 else if (op->contr->bowtype == bow_spreadshot) 1699 else if (op->contr->bowtype == bow_spreadshot)
1992 { 1700 {
1993 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1702 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1995 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1703 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1996
1997 } 1704 }
1998 else 1705 else
1999 { 1706 {
2000 /* Simple case */ 1707 /* Simple case */
2001 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1708 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2002 } 1709 }
1710
2003 return ret; 1711 return ret;
2004} 1712}
2005
2006 1713
2007/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
2008 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
2009 */ 1716 */
2010void 1717void
2011fire_misc_object (object *op, int dir) 1718fire_misc_object (object *op, int dir)
2012{ 1719{
2013 object *item; 1720 object *item = op->contr->ranged_ob;
2014 1721
2015 if (!op->contr->ranges[range_misc]) 1722 if (!item)
2016 { 1723 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1724 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2018 return; 1725 return;
2019 } 1726 }
2020 1727
2021 item = op->contr->ranges[range_misc];
2022 if (!item->inv) 1728 if (!item->inv)
2023 { 1729 {
2024 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2025 return; 1731 return;
2026 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
2027 if (item->type == WAND) 1737 if (item->type == WAND)
2028 { 1738 {
2029 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
2030 { 1740 {
2031 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743
2033 return; 1744 return;
2034 } 1745 }
2035 } 1746 }
2036 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
2037 { 1748 {
2038 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2039 { 1754 {
2040 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
2041 if (item->type == ROD) 1757 if (item->type == ROD)
2042 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2043 else 1759 else
2044 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1761
2045 return; 1762 return;
2046 } 1763 }
2047 } 1764 }
2048 1765
2049 if (cast_spell (op, item, dir, item->inv, NULL)) 1766 if (cast_spell (op, item, dir, item->inv, NULL))
2056 object *tmp; 1773 object *tmp;
2057 1774
2058 if (item->arch) 1775 if (item->arch)
2059 { 1776 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
2062 item->speed = 0; 1779 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1780 }
2065 if ((tmp = is_player_inv (item))) 1781
1782 if (object *pl = item->visible_to ())
2066 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
2067 } 1784 }
2068 } 1785 }
2069 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1787 drain_rod_charge (item);
2072 }
2073 } 1788 }
2074} 1789}
2075 1790
2076/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
2077 */ 1792 */
2078void 1793bool
2079fire (object *op, int dir) 1794fire (object *op, int dir)
2080{ 1795{
2081 int spellcost = 0; 1796 int spellcost = 0;
2082 1797
2083 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
2084 if (action_makes_visible (op)) 1799 if (action_makes_visible (op))
2085 make_visible (op); 1800 make_visible (op);
2086 1801
2087 switch (op->contr->shoottype) 1802 player *pl = op->contr;
1803
1804 if (pl->golem)
1805 {
1806 control_golem (op->contr->golem, dir);
1807 return false;
2088 { 1808 }
2089 case range_none:
2090 return;
2091 1809
2092 case range_bow: 1810 object *ob = pl->ranged_ob;
1811
1812 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false;
1817
1818 if (op->speed_left > 0.f)
1819 --op->speed_left;
1820 else
1821 return false;
1822
1823 switch (ob->type)
1824 {
1825 case BOW:
2093 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
2094 return; 1827 break;
2095 1828
2096 case range_magic: /* Casting spells */ 1829 case SPELL:
2097 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2098 return; 1831 break;
2099 1832
2100 case range_misc: 1833 case BUILDER:
1834 apply_map_builder (op, dir);
1835 break;
1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1840
1841 default:
2101 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
2102 return; 1843 break;
2103
2104 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir);
2112 return;
2113
2114 case range_skill:
2115 if (!op->chosen_skill)
2116 {
2117 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return;
2120 }
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return;
2123 case range_builder:
2124 apply_map_builder (op, dir);
2125 return;
2126 default:
2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2128 return;
2129 } 1844 }
2130}
2131 1845
2132 1846 return true;
1847}
2133 1848
2134/* find_key 1849/* find_key
2135 * We try to find a key for the door as passed. If we find a key 1850 * We try to find a key for the door as passed. If we find a key
2136 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
2137 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
2139 * pl is the player, 1854 * pl is the player,
2140 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
2141 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
2142 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
2143 */ 1858 */
2144
2145object * 1859object *
2146find_key (object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
2147{ 1861{
2148 object *tmp, *key; 1862 object *tmp, *key;
2149 1863
2150 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
2151 if (container->inv == NULL) 1865 if (!container->inv)
2152 return NULL; 1866 return 0;
2153 1867
2154 /* First, lets try to find a key in the top level inventory */ 1868 /* First, lets try to find a key in the top level inventory */
2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
2156 { 1870 {
2157 if (door->type == DOOR && tmp->type == KEY) 1871 if (door->type == DOOR && tmp->type == KEY)
2158 break; 1872 break;
2159 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
2160 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
2161 */ 1875 */
2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2163 break; 1877 break;
2164 } 1878 }
1879
2165 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
2166 /* If we find and use a key in an inventory, return at that time. 1881 /* If we find and use a key in an inventory, return at that time.
2167 * otherwise, if we search all the inventories and still don't find 1882 * otherwise, if we search all the inventories and still don't find
2168 * a key, return 1883 * a key, return
2169 */ 1884 */
2170 if (!tmp) 1885 if (!tmp)
2171 { 1886 {
2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
2173 { 1888 {
2174 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
2175 if (tmp->type == CONTAINER && tmp->inv) 1890 if (tmp->type == CONTAINER && tmp->inv)
2176 { 1891 {
2177 if ((key = find_key (pl, tmp, door)) != NULL) 1892 if ((key = find_key (pl, tmp, door)))
2178 return key; 1893 return key;
2179 } 1894 }
2180 } 1895 }
1896
2181 if (!tmp) 1897 if (!tmp)
2182 return NULL; 1898 return NULL;
2183 } 1899 }
1900
2184 /* We get down here if we have found a key. Now if its in a container, 1901 /* We get down here if we have found a key. Now if its in a container,
2185 * see if we actually want to use it 1902 * see if we actually want to use it
2186 */ 1903 */
2187 if (pl != container) 1904 if (pl != container)
2188 { 1905 {
2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2210 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2211 return NULL; 1928 return NULL;
2212 } 1929 }
2213 } 1930 }
1931
2214 return tmp; 1932 return tmp;
2215} 1933}
2216 1934
2217/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
2218 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
2220 * 0 otherwise 1938 * 0 otherwise
2221 */ 1939 */
2222static int 1940static int
2223player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
2224{ 1942{
2225
2226 /* If its a door, try to find a use a key. If we do destroy the door, 1943 /* If its a door, try to find a key. If we do destroy the door,
2227 * might as well return immediately as there is nothing more to do - 1944 * might as well return immediately as there is nothing more to do -
2228 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
2229 */ 1946 */
2230 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
2231 1948
2232 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
2233 if (key) 1950 if (key)
2234 { 1951 {
2235 object *container = key->env; 1952 object *container = key->env;
2236 1953
2237 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2238 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2239 make_visible (op); 1955 make_visible (op);
1956
2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1959
2242 if (door->type == DOOR) 1960 if (door->type == DOOR)
2243 {
2244 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1961 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2245 }
2246 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
2247 { 1963 {
2248 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2249 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
2250 } 1966 }
1967
2251 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2252 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2253 /* Need to update the weight the container the key was in */ 1970
2254 if (container != op)
2255 esrv_update_item (UPD_WEIGHT, op, container);
2256 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2257 } 1972 }
2258 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2259 { 1974 {
2260 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2261 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1976 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2262 return 1; 1977 return 1;
2263 } 1978 }
1979
2264 return 0; 1980 return 0;
2265} 1981}
2266 1982
2267/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2268 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2272 */ 1988 */
2273 1989bool
2274void
2275move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2276{ 1991{
2277 object *tmp, *mon;
2278 sint16 nx, ny;
2279 int on_battleground; 1992 int on_battleground;
2280 maptile *m;
2281 1993
2282 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2284 1996
2285 on_battleground = op_on_battleground (op, NULL, NULL); 1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny))
2000 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2286 2007
2287 /* If braced, or can't move to the square, and it is not out of the 2008 /* If braced, or can't move to the square, and it is not out of the
2288 * map, attack it. Note order of if statement is important - don't 2009 * map, attack it. Note order of if statement is important - don't
2289 * want to be calling move_ob if braced, because move_ob will move the 2010 * want to be calling move_ob if braced, because move_ob will move the
2290 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2291 * move to some space, it then means that if we are braced, we should 2012 * move to some space, it then means that if we are braced, we should
2292 * do nothing at all. As it is, if we are braced, we go through 2013 * do nothing at all. As it is, if we are braced, we go through
2293 * quite a bit of processing. However, it probably is less than what 2014 * quite a bit of processing. However, it probably is less than what
2294 * move_ob uses. 2015 * move_ob uses.
2295 */ 2016 */
2296 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2017 maptile *m = op->map->xy_find (nx, ny);
2297 {
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 {
2300 m = get_map_from_coord (op->map, &nx, &ny);
2301 if (!m)
2302 return; /* Don't think this should happen */
2303 }
2304 else
2305 m = op->map;
2306 2018
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return;
2311 }
2312
2313 mon = NULL;
2314 /* Go through all the objects, and find ones of interest. Only stop if 2019 /* Go through all the objects, and find ones of interest. Only stop if
2315 * we find a monster - that is something we know we want to attack. 2020 * we find a monster - that is something we know we want to attack.
2316 * if its a door or barrel (can roll) see if there may be monsters 2021 * if its a door or barrel (can roll) see if there may be monsters
2317 * on the space 2022 * on the space
2318 */ 2023 */
2319 while (tmp != NULL) 2024 object *mon;
2320 { 2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2321 if (tmp == op) 2026 {
2322 { 2027 if ((mon->flag [FLAG_ALIVE]
2323 tmp = tmp->above; 2028 || mon->type == LOCKED_DOOR
2324 continue; 2029 || mon->flag [FLAG_CAN_ROLL])
2325 }
2326
2327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2328 {
2329 mon = tmp; 2030 && mon != op)
2330 break; 2031 break;
2331 } 2032 }
2332 2033
2333 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2334 mon = tmp;
2335
2336 tmp = tmp->above;
2337 }
2338
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2034 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2035 return false; /* into a wall */
2341 2036
2342 if (mon->head != NULL)
2343 mon = mon->head; 2037 mon = mon->head_ ();
2344 2038
2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2346 if (player_attack_door (op, mon)) 2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2347 return; 2044 return true;
2045 }
2348 2046
2349 /* The following deals with possibly attacking peaceful 2047 /* The following deals with possibly attacking peaceful
2350 * or frienddly creatures. Basically, all players are considered 2048 * or friendly creatures. Basically, all players are considered
2351 * unaggressive. If the moving player has peaceful set, then the 2049 * unaggressive. If the moving player has peaceful set, then the
2352 * object should be pushed instead of attacked. It is assumed that 2050 * object should be pushed instead of attacked. It is assumed that
2353 * if you are braced, you will not attack friends accidently, 2051 * if you are braced, you will not attack friends accidently,
2354 * and thus will not push them. 2052 * and thus will not push them.
2355 */ 2053 */
2356 2054
2357 /* If the creature is a pet, push it even if the player is not 2055 /* If the creature is a pet, push it even if the player is not
2358 * peaceful. Our assumption is the creature is a pet if the 2056 * peaceful. Our assumption is the creature is a pet if the
2359 * player owns it and it is either friendly or unagressive. 2057 * player owns it and it is either friendly or unagressive.
2360 */ 2058 */
2361 if ((op->type == PLAYER) 2059 if (op->type == PLAYER
2362#if COZY_SERVER
2363 &&
2364 ((mon->owner && mon->owner->contr 2060 && ((mon->owner && mon->owner->contr
2365 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2061 && same_party (mon->owner->contr->party, op->contr->party))
2366#else
2367 && mon->owner == op 2062 || mon->owner == op)
2368#endif
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2064 {
2371 /* If we're braced, we don't want to switch places with it */ 2065 /* If we're braced, we don't want to switch places with it */
2372 if (op->contr->braced) 2066 if (op->contr->braced)
2373 return; 2067 return false;
2374 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2375 (void) push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2075
2376 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op); 2077 make_visible (op);
2078
2378 return; 2079 return true;
2379 } 2080 }
2081 else
2082 return false;
2083 }
2380 2084
2381 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2383 * someone, but put it inside this loop so that you won't 2087 * someone, but put it inside this loop so that you won't
2384 * attack them either. 2088 * attack them either.
2385 */ 2089 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2387 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2388#ifdef PROHIBIT_PLAYERKILL 2092 && ((op->contr->peaceful
2389 (op->contr->peaceful 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2390 || (mon->type == PLAYER 2094 && !on_battleground))
2391 && mon->contr-> 2095 {
2392 peaceful)) && 2096 if (op->speed_left > 0.f)
2393#else
2394 op->contr->peaceful &&
2395#endif
2396 !on_battleground))
2397 { 2097 {
2098 --op->speed_left;
2099
2398 if (!op->contr->braced) 2100 if (!op->contr->braced)
2399 { 2101 {
2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2401 (void) push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2402 } 2104 }
2403 else 2105 else
2404 { 2106 op->statusmsg ("You withhold your attack");
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2107
2406 }
2407 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2109 make_visible (op);
2409 }
2410 2110
2111 return true;
2112 }
2113 }
2411 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2412 * roll it if not braced. You can't roll it if you are braced. 2115 * roll it if not braced. You can't roll it if you are braced.
2413 */ 2116 */
2414 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2117 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2118 {
2119 if (op->speed_left > 0.f)
2415 { 2120 {
2121 --op->speed_left;
2122
2416 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2417 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2418 make_visible (op); 2125 make_visible (op);
2419 }
2420 2126
2127 return true;
2128 }
2129 }
2421 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2422 * Way it works is like this: First, it must have some hit points 2131 * Way it works is like this: First, it must have some hit points
2423 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2424 * 1) Not a player, 2) A player, but of a different party. Note 2133 * 1) Not a player, 2) A player, but of a different party. Note
2425 * that party_number -1 is no party, so attacks can still happen. 2134 * that party_number -1 is no party, so attacks can still happen.
2426 */ 2135 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2430 { 2138 {
2431 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2432 /* If the player hasn't hit something this tick, and does
2433 * so, give them speed boost based on weapon speed. Doing
2434 * it here is better than process_players2, which basically
2435 * incurred a 1 tick offset.
2436 */
2437 if (!op->contr->has_hit)
2438 { 2140 {
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2141 --op->contr->weapon_sp_left;
2440 2142
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 }
2443
2444 skill_attack (mon, op, 0, NULL, NULL); 2143 skill_attack (mon, op, 0, 0, 0);
2445 2144
2446 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is
2449 * the wiz.
2450 */
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 {
2453 short luck = mon->stats.luck;
2454
2455 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL);
2457 mon->stats.luck = luck;
2458 }
2459 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2460 make_visible (op); 2146 make_visible (op);
2461 }
2462 } /* if player should attack something */
2463}
2464 2147
2465int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2466move_player (object *op, int dir) 2156move_player (object *op, int dir)
2467{ 2157{
2468 int pick; 2158 int pick;
2469 2159
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2471 return 0; 2161 return 0;
2472 2162
2473 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2475 { 2165 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2167 return 0;
2478 } 2168 }
2479 2169
2480 /* peterm: added following line */ 2170 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2483 2173
2484 op->facing = dir; 2174 op->facing = dir;
2485 2175
2486 if (op->hide) 2176 if (op->hide)
2487 do_hidden_move (op); 2177 do_hidden_move (op);
2488 2178
2179 bool retval;
2180
2489 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2490 /*nop */ ; 2182 retval = RESULT_INT (0);
2491 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2492 fire (op, dir); 2184 retval = fire (op, dir);
2493 else 2185 else
2494 { 2186 {
2495 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2496 pick = check_pick (op); 2188 pick = check_pick (op);
2497 } 2189 }
2498 2190
2499 /* Add special check for newcs players and fire on - this way, the 2191 /* Add special check for newcs players and fire on - this way, the
2500 * server can handle repeat firing. 2192 * server can handle repeat firing.
2501 */ 2193 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2194 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2195 op->direction = dir;
2505 }
2506 else 2196 else
2507 {
2508 op->direction = 0; 2197 op->direction = 0;
2509 } 2198
2510 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2201 * for players.
2513 */ 2202 */
2514 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2515 return 0; 2204
2205 return retval;
2516} 2206}
2517 2207
2518/* This is similar to handle_player, below, but is only used by the 2208/* This is similar to handle_player, below, but is only used by the
2519 * new client/server stuff. 2209 * new client/server stuff.
2520 * This is sort of special, in that the new client/server actually uses 2210 * This is sort of special, in that the new client/server actually uses
2521 * the new speed values for commands. 2211 * the new speed values for commands.
2522 * 2212 *
2523 * Returns true if there are more actions we can do. 2213 * Returns true if there are more actions we can do. Should not do
2214 * many actions in a row, as that would be too unfair to other
2215 * players.
2524 */ 2216 */
2525int 2217bool
2526handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2527{ 2219{
2528 if (op->contr->hidden)
2529 {
2530 op->invisible = 1000;
2531 /* the socket code flashes the player visible/invisible
2532 * depending on the value of invisible, so we need to
2533 * alternate it here for it to work correctly.
2534 */
2535 if (pticks & 2)
2536 op->invisible--;
2537 }
2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539 {
2540 op->invisible--;
2541 if (!op->invisible)
2542 {
2543 make_visible (op);
2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2545 }
2546 }
2547
2548 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2549 { 2221 {
2550 flee_player (op); 2222 if (op->speed_left > 0.f)
2551 /* If player is still scared, that is his action for this tick */
2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2223 {
2554 op->speed_left--; 2224 --op->speed_left;
2225 flee_player (op);
2226
2555 return 0; 2227 return true;
2556 } 2228 }
2229 else
2230 return false;
2557 } 2231 }
2558
2559 /* I've been seeing crashes where the golem has been destroyed, but
2560 * the player object still points to the defunct golem. The code that
2561 * destroys the golem looks correct, and it doesn't always happen, so
2562 * put this in a a workaround to clean up the golem pointer.
2563 */
2564 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2565 op->contr->ranges[range_golem] = 0;
2566 2232
2567 /* call this here - we also will call this in do_ericserver, but 2233 /* call this here - we also will call this in do_ericserver, but
2568 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2235 * called, so we recheck it here.
2570 */ 2236 */
2571 HandleClient (&op->contr->socket, op->contr); 2237 if (op->contr->ns->handle_command ())
2572 if (op->speed_left < 0)
2573 return 0; 2238 return true;
2574 2239
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 {
2577 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--;
2579
2580 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff.
2583 */
2584 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2585 if (op->speed_left > 0) 2242
2586 return 1;
2587 else
2588 return 0;
2589 }
2590 return 0; 2243 return false;
2591} 2244}
2592 2245
2593int 2246int
2594save_life (object *op) 2247save_life (object *op)
2595{ 2248{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2250 return 0;
2600 2251
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2254 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606
2607 if (op->contr)
2608 esrv_del_item (op->contr, tmp->count);
2609 2257
2610 tmp->destroy (); 2258 tmp->destroy ();
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2612 2260
2613 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2614 op->stats.hp = op->stats.maxhp; 2262 op->stats.hp = op->stats.maxhp;
2615 2263
2616 if (op->stats.food < 0) 2264 if (op->stats.food < 0)
2617 op->stats.food = 999; 2265 op->stats.food = 999;
2618 2266
2619 fix_player (op); 2267 op->update_stats ();
2620 return 1; 2268 return 1;
2621 } 2269 }
2270
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2272 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2273 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2274 return 0;
2626} 2275}
2627 2276
2628/* This goes throws the inventory and removes unpaid objects, and puts them 2277/* This goes throws the inventory and removes unpaid objects, and puts them
2629 * back in the map (location and map determined by values of env). This 2278 * back in the map (location and map determined by values of env). This
2630 * function will descend into containers. op is the object to start the search 2279 * function will descend into containers. op is the object to start the search
2631 * from. 2280 * from.
2632 */ 2281 */
2282static void
2283drop_unpaid_items (object *op, object *env)
2284{
2285 while (op)
2286 {
2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2288
2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2290 op->insert_at (env);
2291 else if (op->inv)
2292 drop_unpaid_items (op->inv, env);
2293
2294 op = next;
2295 }
2296}
2297
2633void 2298void
2634remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2635{ 2300{
2636 object *next; 2301 if (!flag [FLAG_REMOVED])
2637 2302 ::drop_unpaid_items (inv, this);
2638 while (op)
2639 {
2640 next = op->below; /* Make sure we have a good value, in case
2641 * we remove object 'op'
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0);
2651 }
2652 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env);
2654 op = next;
2655 }
2656} 2303}
2657
2658 2304
2659/* 2305/*
2660 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2663 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2664 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2665 */ 2311 */
2666char * 2312const char *
2667gravestone_text (object *op) 2313gravestone_text (object *op)
2668{ 2314{
2669 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2670 char buf[MAX_BUF];
2671 time_t now = time (NULL);
2672 2316
2673 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2674 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2676 else 2322
2677 sprintf (buf, "%s\n", &op->name); 2323 buf << "\n\n";
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324
2679 strcat (buf2, buf); 2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2680 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2681 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2682 else 2331
2683 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2684 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf);
2686 if (op->type == PLAYER)
2687 { 2332 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2690 strcat (buf2, buf);
2691 }
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2694 strcat (buf2, buf); 2337 }
2338
2695 return buf2; 2339 return buf;
2696} 2340}
2697
2698
2699 2341
2700void 2342void
2701do_some_living (object *op) 2343do_some_living (object *op)
2702{ 2344{
2703 int last_food = op->stats.food; 2345 int last_food = op->stats.food;
2709 int rate_grace = 2000; 2351 int rate_grace = 2000;
2710 const int max_hp = 1; 2352 const int max_hp = 1;
2711 const int max_sp = 1; 2353 const int max_sp = 1;
2712 const int max_grace = 1; 2354 const int max_grace = 1;
2713 2355
2714 if (op->contr->outputs_sync) 2356 if (op->contr->hidden)
2715 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]);
2719 } 2357 {
2358 op->invisible = 1000;
2359 /* the socket code flashes the player visible/invisible
2360 * depending on the value of invisible, so we need to
2361 * alternate it here for it to work correctly.
2362 */
2363 if (pticks & 2)
2364 op->invisible--;
2365 }
2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2367 {
2368 if (!op->invisible--)
2369 {
2370 make_visible (op);
2371 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2372 }
2373 }
2720 2374
2721 if (op->contr->state == ST_PLAYING) 2375 if (op->contr->ns->state == ST_PLAYING)
2722 { 2376 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2378 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2379 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2381 else
2729 { 2382 {
2730 gen_hp = op->stats.maxhp; 2383 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2385 }
2386
2733 if (op->contr->gen_sp >= 0) 2387 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2389 else
2736 { 2390 {
2737 gen_sp = op->stats.maxsp; 2391 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2393 }
2394
2740 if (op->contr->gen_grace >= 0) 2395 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2397 else
2743 { 2398 {
2744 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2746 } 2401 }
2747 2402
2748 /* Regenerate Spell Points */
2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2750 {
2751 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2752 if (op->stats.sp < op->stats.maxsp)
2753 {
2754 op->stats.sp++;
2755 /* dms do not consume food */
2756 if (!QUERY_FLAG (op, FLAG_WIZ))
2757 {
2758 op->stats.food--;
2759 if (op->contr->digestion < 0)
2760 op->stats.food += op->contr->digestion;
2761 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2762 op->stats.food = last_food;
2763 }
2764 }
2765 if (max_sp > 1)
2766 {
2767 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0)
2769 {
2770 if (op->stats.sp < op->stats.maxsp)
2771 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--;
2775 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp;
2777 }
2778 op->last_sp = 0;
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2789 }
2790
2791 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2792 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2793 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2794 { 2406 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2407 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2797 if (max_grace > 1) 2410 if (max_grace > 1)
2798 { 2411 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2413 if (over_grace > 0)
2801 { 2414 {
2813 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2814 } 2427 }
2815 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2816 } 2429 }
2817 2430
2431 if (op->stats.food > 0)
2432 {
2818 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2819 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2820 {
2821 if (op->stats.hp < op->stats.maxhp)
2822 { 2435 {
2823 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2824 /* dms do not consume food */ 2437
2825 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2826 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2827 op->stats.food--; 2445 op->stats.food--;
2446
2828 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2829 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2830 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2831 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2832 } 2452 }
2833 } 2453
2834 if (max_hp > 1) 2454 if (max_sp > 1)
2835 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0)
2838 { 2455 {
2839 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2840 op->last_heal = 0; 2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2841 } 2474 }
2842 else 2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2843 { 2483 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2845 } 2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2846 } 2509 }
2847 else 2510 else
2848 {
2849 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2850 } 2512 }
2851 } 2513 }
2852 2514
2853 /* Digestion */ 2515 /* Digestion */
2854 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2855 { 2517 {
2856#ifdef COZY_SERVER 2518 int bonus = max (0, op->contr->digestion),
2857 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2519 penalty = max (0, -op->contr->digestion);
2858 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2859#else
2860 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2861#endif
2862 2520
2863 if (op->contr->gen_hp > 0)
2864 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2865 else 2522
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2867 /* dms do not consume food */ 2523 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2525 op->stats.food--;
2870 } 2526 }
2871 }
2872 2527
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2529 {
2875 object *tmp, *flesh = NULL; 2530 object *flesh = 0;
2876 2531
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2878 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2533 {
2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 { 2538 {
2883 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2884 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2544 break;
2887 } 2545 }
2888 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2889 flesh = tmp; 2547 flesh = tmp;
2890 } /* End if paid for object */ 2548 }
2891 } /* end of for loop */ 2549
2892 /* If player is still starving, it means they don't have any food, so 2550 /* If player is still starving, it means they don't have any food, so
2893 * eat flesh instead. 2551 * eat flesh instead.
2894 */ 2552 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2554 {
2897 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2898 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2564 }
2565
2566 if (op->stats.food < 0)
2899 } 2567 {
2900 } /* end if player is starving */ 2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2901 2570
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2571 if (op->stats.hp < 0)
2903 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2904 2577
2905 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2578 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2906 kill_player (op); 2580 kill_player (op);
2581 }
2907} 2582}
2908
2909
2910 2583
2911/* If the player should die (lack of hp, food, etc), we call this. 2584/* If the player should die (lack of hp, food, etc), we call this.
2912 * op is the player in jeopardy. If the player can not be saved (not 2585 * op is the player in jeopardy. If the player can not be saved (not
2913 * permadeath, no lifesave), this will take care of removing the player 2586 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2587 * file.
2915 */ 2588 */
2916void 2589void
2917kill_player (object *op) 2590kill_player (object *op)
2918{ 2591{
2592 int x, y;
2919 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2920 int x, y;
2921
2922 //int i;
2923 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2924
2925 /* int z;
2926 int num_stats_lose;
2927 int lost_a_stat;
2928 int lose_this_stat;
2929 int this_stat; */
2930 int will_kill_again; 2595 int will_kill_again;
2931 archetype *at; 2596 archetype *at;
2932 object *tmp; 2597 object *tmp;
2933 2598
2934 if (save_life (op)) 2599 if (save_life (op))
2935 return; 2600 return;
2936
2937 2601
2938 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2939 * in cities ONLY!!! It is very important that this doesn't get abused. 2603 * in cities ONLY!!! It is very important that this doesn't get abused.
2940 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2941 */ 2605 */
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2946 2610
2947 /* restore player */ 2611 /* restore player */
2948 at = archetype::find ("poisoning"); 2612 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2614 {
2952 tmp->destroy (); 2615 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2617 }
2955 2618
2956 at = archetype::find ("confusion"); 2619 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2621 {
2960 tmp->destroy (); 2622 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 } 2624 }
2963 2625
2964 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2965 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2967 op->stats.food = 999; 2629 op->stats.food = 999;
2968 2630
2969 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2633 {
2973 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2974 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2975 sprintf (buf, " This finger has been cut off %s\n"
2976 " the %s, when he was defeated at\n level %d by %s.\n",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2636 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2641 );
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2643 tmp->materialname = "organics";
2981 tmp->x = op->x, tmp->y = op->y; 2644 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2645 }
2984 2646
2985 /* teleport defeated player to new destination */ 2647 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2649 op->contr->braced = 0;
2990 2652
2991 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2992 2654
2993 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2994 2656
2995 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2658
2659 /* save the map location for corpse, gravestone */
2660 x = op->x;
2661 y = op->y;
2662 map = op->map;
2663
2664 /* NOT_PERMADEATH code. This basically brings the character back to
2665 * life if they are dead - it takes some exp and a random stat.
2666 * See the config.h file for a little more in depth detail about this.
2667 */
2668
2669 /* Basically two ways to go - remove a stat permanently, or just
2670 * make it depletion. This bunch of code deals with that aspect
2671 * of death.
2672 */
2673#ifndef COZY_SERVER
2674 if (settings.balanced_stat_loss)
2996 { 2675 {
2997 if (op->contr->explore) 2676 /* If stat loss is permanent, lose one stat only. */
2998 { 2677 /* Lower level chars don't lose as many stats because they suffer
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2678 more if they do. */
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2679 /* Higher level characters can afford things such as potions of
3001 op->stats.food = 999; 2680 restoration, or better, stat potions. So we slug them that
3002 return; 2681 little bit harder. */
3003 } 2682 /* GD */
3004 sprintf (buf, "%s starved to death.", &op->name); 2683 if (settings.stat_loss_on_death)
3005 strcpy (op->contr->killer, "starvation"); 2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3006 } 2687 }
3007 else 2688 else
3008 { 2689 num_stats_lose = 1;
3009 if (op->contr->explore) 2690
3010 { 2691 lost_a_stat = 0;
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2692
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2693 for (z = 0; z < num_stats_lose; z++)
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name);
3017 } 2694 {
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 i = RANDOM () % NUM_STATS;
3019 2696
3020 /* save the map location for corpse, gravestone */
3021 x = op->x;
3022 y = op->y;
3023 map = op->map;
3024
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * life if they are dead - it takes some exp and a random stat.
3030 * See the config.h file for a little more in depth detail about this.
3031 */
3032
3033 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect
3035 * of death.
3036 */
3037#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss)
3039 {
3040 /* If stat loss is permanent, lose one stat only. */
3041 /* Lower level chars don't lose as many stats because they suffer
3042 more if they do. */
3043 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */
3046 /* GD */
3047 if (settings.stat_loss_on_death) 2697 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2698 {
3049 else 2699 /* Pick a random stat and take a point off it. Tell the player
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2700 * what he lost.
2701 */
2702 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds (&(op->stats));
2704 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1;
3051 } 2708 }
3052 else 2709 else
3053 { 2710 {
3054 num_stats_lose = 1; 2711 /* deplete a stat */
3055 } 2712 archetype *deparch = archetype::find ("depletion");
3056 lost_a_stat = 0; 2713 object *dep;
3057 2714
3058 for (z = 0; z < num_stats_lose; z++) 2715 dep = present_arch_in_ob (deparch, op);
3059 { 2716 if (!dep)
3060 i = RANDOM () % NUM_STATS;
3061
3062 if (settings.stat_loss_on_death)
3063 { 2717 {
3064 /* Pick a random stat and take a point off it. Tell the player 2718 dep = arch_to_object (deparch);
3065 * what he lost. 2719 insert_ob_in_ob (dep, op);
3066 */
3067 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1;
3073 } 2720 }
3074 else 2721 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss)
3075 { 2723 {
3076 /* deplete a stat */ 2724 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2725 /* Get the stat that we're about to deplete. */
3078 object *dep; 2726 this_stat = get_attr_value (&(dep->stats), i);
3079 2727 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2728 {
3083 dep = arch_to_object (deparch); 2729 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2730 int keep_chance = this_stat * this_stat;
3085 } 2731
3086 lose_this_stat = 1; 2732 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0) 2733 if (keep_chance < 1)
2734 keep_chance = 1;
2735
2736 /* There is a maximum depletion total per level. */
2737 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3093 { 2738 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2739 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2740 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2741 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2742 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2743 else
3128 if (this_stat >= -50)
3129 { 2744 {
3130 change_attr_value (&(dep->stats), i, -1); 2745 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 lost_a_stat = 1; 2746 lose_this_stat = 0;
2747 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2748 this_stat, keep_chance, loss_chance,
2749 lose_this_stat?"LOSE":"KEEP"); */
3135 } 2750 }
3136 } 2751 }
3137 } 2752 }
2753
2754 if (lose_this_stat)
2755 {
2756 this_stat = get_attr_value (&(dep->stats), i);
2757 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a
2761 * difference.
2762 */
2763 if (this_stat >= -50)
2764 {
2765 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 op->update_stats ();
2769 lost_a_stat = 1;
2770 }
3138 } 2771 }
2772 }
2773 }
2774
3139 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2776 if (!lost_a_stat)
3141 { 2777 {
3142 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2779 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2780 const char *god = determine_god (op);
3145 2781
3146 if (god && (strcmp (god, "none"))) 2782 if (god && (strcmp (god, "none")))
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3148 else 2784 else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3150 } 2786 }
3151#else 2787#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
3153#endif 2789#endif
3154 2790
3155 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2792 * exp loss on the stone.
3157 */ 2793 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
3160 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
3161 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf;
3163 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); 2797 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 ());
3164 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2798 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2800
3168 /**************************************/ 2801 /**************************************/
3169 /* */ 2802 /* */
3170 /* Subtract the experience points, */ 2803 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2804 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2805 /* food, and reset HP's... */
3173 /* */ 2806 /* */
3174 /**************************************/ 2807 /**************************************/
3175 2808
3176 /* remove any poisoning and confusion the character may be suffering. */ 2809 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2810 /* restore player */
3178 at = archetype::find ("poisoning"); 2811 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2812 tmp = present_arch_in_ob (at, op);
3180 2813
3181 if (tmp) 2814 if (tmp)
3182 { 2815 {
3183 tmp->destroy (); 2816 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2818 }
3186 2819
3187 at = archetype::find ("confusion"); 2820 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2821 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2822 if (tmp)
3190 { 2823 {
3191 tmp->destroy (); 2824 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2826 }
3194 2827
3195 cure_disease (op, 0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
3196 2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2844
3199 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
3200 op->stats.food = 900; 2846 op->stats.food = 900;
2847
3201 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2851
3205 /* 2852 /*
3206 * Check to see if the player is in a shop. IF so, then check to see if 2853 * Check to see if the player has any unpaid items. If so, remove them
3207 * the player has any unpaid items. If so, remove them and put them back 2854 * and put them back in the map.
3208 * in the map. 2855 */
3209 */ 2856 op->drop_unpaid_items ();
3210 2857
3211 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op);
3213
3214 /****************************************/ 2858 /****************************************/
3215 /* */ 2859 /* */
3216 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
3218 /* */ 2862 /* */
3219 /****************************************/ 2863 /****************************************/
3220 2864
3221 enter_player_savebed (op); 2865 enter_player_savebed (op);
3222 2866
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2867 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2868
3229 /* it is possible that the player has blown something up 2869 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2870 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2871 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2872 * on the space that might harm the player.
3233 */ 2873 */
3234 will_kill_again = 0; 2874 will_kill_again = 0;
3235 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3236 if (tmp->type == SPELL_EFFECT) 2876 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2877 will_kill_again |= tmp->attacktype;
3238 2878
3239 if (will_kill_again) 2879 if (will_kill_again)
3240 { 2880 {
3241 object *force; 2881 object *force;
3242 int at; 2882 int at;
3243 2883
3244 force = get_archetype (FORCE_NAME); 2884 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2885 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2886 force->speed = 0.1f;
3247 force->speed_left = -5.0; 2887 force->speed_left = -5.f;
3248 SET_FLAG (force, FLAG_APPLIED); 2888 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2889 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2890 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2891 force->resist[at] = 100;
3252 2892
3253 insert_ob_in_ob (force, op); 2893 insert_ob_in_ob (force, op);
3254 fix_player (op); 2894 op->update_stats ();
3255 2895
3256 } 2896 }
3257 2897
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2899}
3327
3328 2900
3329void 2901void
3330loot_object (object *op) 2902loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2903{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2904 object *tmp, *tmp2, *next;
3333 2905
3334 if (op->container) 2906 op->close_container (); /* close open sack first */
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container);
3337 }
3338 2907
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2908 for (tmp = op->inv; tmp; tmp = next)
3340 { 2909 {
3341 next = tmp->below; 2910 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2911
2912 if (tmp->invisible)
3343 continue; 2913 continue;
2914
3344 tmp->remove (); 2915 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2916 tmp->x = op->x, tmp->y = op->y;
2917
3346 if (tmp->type == CONTAINER) 2918 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2919 loot_object (tmp); /* empty container to ground */
3348 loot_object (tmp); 2920
3349 }
3350 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3351 { 2922 {
3352 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
3353 { 2924 {
3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
3355 tmp2->destroy ();
3356 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
3357 } 2927 }
3358 else 2928 else
3359 tmp->destroy (); 2929 tmp->destroy ();
3360 } 2930 }
3366/* 2936/*
3367 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3368 * what needs to be fixed. Refresh windows and fix speed if anything 2938 * what needs to be fixed. Refresh windows and fix speed if anything
3369 * was changed. 2939 * was changed.
3370 */ 2940 */
3371
3372void 2941void
3373fix_weight (void) 2942fix_weight (void)
3374{ 2943{
3375 player *pl; 2944 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 2945 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
3380 2947
3381 if (old == sum) 2948 pl->ob->update_weight ();
3382 continue; 2949
3383 fix_player (pl->ob); 2950 if (old != pl->ob->carrying)
2951 {
2952 pl->ob->update_stats ();
3384 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954 }
3385 } 2955 }
3386} 2956}
3387 2957
3388void 2958void
3389fix_luck (void) 2959fix_luck (void)
3390{ 2960{
3391 player *pl; 2961 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 2962 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 2963 pl->ob->change_luck (0);
3396} 2964}
3397
3398 2965
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 2967 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 2968 * just treat this as any other spell casting object.
3402 */ 2969 */
3403
3404void 2970void
3405cast_dust (object *op, object *throw_ob, int dir) 2971cast_dust (object *op, object *throw_ob, int dir)
3406{ 2972{
3407 object *skop, *spob; 2973 object *skop, *spob;
3408 2974
3437void 3003void
3438make_visible (object *op) 3004make_visible (object *op)
3439{ 3005{
3440 op->hide = 0; 3006 op->hide = 0;
3441 op->invisible = 0; 3007 op->invisible = 0;
3008
3442 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3443 { 3010 {
3444 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3445 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3446 } 3013 }
3014
3447 update_object (op, UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3448} 3016}
3449 3017
3450int 3018int
3451is_true_undead (object *op) 3019is_true_undead (object *op)
3452{ 3020{
3453 object *tmp = NULL;
3454
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3456 return 1; 3022 return 1;
3457 3023
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3024 return 0;
3464} 3025}
3465 3026
3466/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3468 * indicate greater hideability. 3029 * indicate greater hideability.
3469 */ 3030 */
3470
3471int 3031int
3472hideability (object *ob) 3032hideability (object *ob)
3473{ 3033{
3474 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3475 sint16 x, y; 3035 sint16 x, y;
3485 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3486 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3487 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3488 3048
3489 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3490 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3050 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3491 { 3053 {
3492 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3493 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3494 {
3495 continue; 3056 continue;
3496 } 3057
3497 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3498 level += 2; 3059 level += 2;
3499 else /* open terrain! */ 3060 else /* open terrain! */
3500 level -= 1; 3061 level -= 1;
3501 } 3062 }
3509/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3510 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3511 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3512 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3513 */ 3074 */
3514
3515void 3075void
3516do_hidden_move (object *op) 3076do_hidden_move (object *op)
3517{ 3077{
3518 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3519 object *skop;
3520 3079
3521 if (!op || !op->map) 3080 if (!op || !op->map)
3522 return; 3081 return;
3523 3082
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3083 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084 int num = random_roll (0, 19, op, PREFER_LOW);
3525 3085
3526 /* its *extremely* hard to run and sneak/hide at the same time! */ 3086 /* its *extremely* hard to run and sneak/hide at the same time! */
3527 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3530 { 3089 {
3531 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3532 make_visible (op); 3091 make_visible (op);
3533 return; 3092 return;
3534 } 3093 }
3535 else 3094 else
3536 num += 20; 3095 num += 20;
3537 } 3096
3538 num += op->map->difficulty; 3097 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 3099 num -= hide;
3100
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 3102 {
3543 make_visible (op); 3103 make_visible (op);
3104
3544 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3545 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3546 } 3107 }
3547 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3548 {
3549 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3109 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3550 }
3551} 3110}
3552 3111
3553/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3554 3113
3555int 3114int
3582 if (mflags & P_OUT_OF_MAP) 3141 if (mflags & P_OUT_OF_MAP)
3583 continue; 3142 continue;
3584 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585 continue; 3144 continue;
3586 3145
3587 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3588 { 3147 {
3589 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3148 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3590 return 1; 3149 return 1;
3591 else if (tmp->type == PLAYER) 3150 else if (tmp->type == PLAYER)
3592 { 3151 {
3603 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3604 * but we dont worry if the object isnt the top one in 3163 * but we dont worry if the object isnt the top one in
3605 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3606 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3607 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3608 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3609 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3610 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3611 * for them to differ. Sigh, this fctn could get a bit more complex. 3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3612 * -b.t. 3171 * -b.t.
3613 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3614 */ 3173 */
3615
3616int 3174int
3617player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3618{ 3176{
3619 rv_vector rv; 3177 rv_vector rv;
3620 int dx, dy; 3178 int dx, dy;
3622 if (pl->type != PLAYER) 3180 if (pl->type != PLAYER)
3623 { 3181 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 3183 return -1;
3626 } 3184 }
3185
3627 if (!pl || !op) 3186 if (!pl || !op)
3628 return 0; 3187 return 0;
3629 3188
3630 if (op->head)
3631 {
3632 op = op->head; 3189 op = op->head_ ();
3633 } 3190
3634 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3635 3192
3636 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3194 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3639 * a blocked los square. 3196 * a blocked los square.
3640 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3641 */ 3198 */
3642 while (op) 3199 while (op)
3643 { 3200 {
3644 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3645 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3646 3203
3647 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3648 * code, so we need to restrict ourselves to that range of values 3205 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values. 3206 * for any meaningful values.
3650 */ 3207 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3654 return 1; 3211 return 1;
3212
3655 op = op->more; 3213 op = op->more;
3656 } 3214 }
3215
3657 return 0; 3216 return 0;
3658} 3217}
3659 3218
3660/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3661 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3664 * return 0. 3223 * return 0.
3665 */ 3224 */
3666int 3225int
3667action_makes_visible (object *op) 3226action_makes_visible (object *op)
3668{ 3227{
3669
3670 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3671 { 3229 {
3672 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3673 return 0; 3231 return 0;
3674 3232
3680 { 3238 {
3681 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3682 return 1; 3240 return 1;
3683 } 3241 }
3684 } 3242 }
3243
3685 return 0; 3244 return 0;
3686} 3245}
3687 3246
3688/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3689 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3694 * Default is to do the same as before, so only people wanting to have different points need worry about this 3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3695 */ 3254 */
3696int 3255int
3697op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3698{ 3257{
3699 object *tmp;
3700
3701 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3702 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3703 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3704 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3705 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3706 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3707 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3708 { 3265 {
3709 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3710 { 3267 {
3711 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3712 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3269 && tmp->type == BATTLEGROUND
3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3713 { 3272 {
3714 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3715 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3716 { 3275 {
3717 object *invtmp;
3718
3719 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3720 { 3277 {
3721 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3722 { 3279 {
3723 if (x != NULL && y != NULL) 3280 if (x && y)
3724 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3725 return 1; 3283 return 1;
3726 } 3284 }
3727 } 3285 }
3728 } 3286 }
3287
3729 if (x != NULL && y != NULL) 3288 if (x && y)
3730 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3731 return 1; 3291 return 1;
3732 } 3292 }
3733 } 3293 }
3734 } 3294 }
3295
3735 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3736 return 0; 3297 return 0;
3737} 3298}
3738 3299
3739/* 3300/*
3755 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3756 int i = 0, j = 0; 3317 int i = 0, j = 0;
3757 3318
3758 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3759 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3760 trlist = find_treasurelist ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3761 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3762 trlist = find_treasurelist ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3763 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3764 trlist = find_treasurelist ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3765 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3766 trlist = find_treasurelist ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3767 3328
3768 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3769 return; 3330 return;
3770 3331
3771 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3772 3333
3773 if (tr == NULL || tr->item == NULL) 3334 if (!tr || !tr->item)
3774 { 3335 {
3775 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3776 return; 3337 return;
3777 } 3338 }
3778 3339
3779 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3780 item = &(tr->item->clone); 3341 item = tr->item;
3781 3342
3782 if (item->type == SPELL) 3343 if (item->type == SPELL)
3783 { 3344 {
3784 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3785 return; 3346 return;
3844 { 3405 {
3845 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3407 object *skin;
3847 3408
3848 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3849 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3410 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3411 ;
3412
3850 if (skin == NULL) 3413 if (!skin)
3851 return; 3414 return;
3852 3415
3853 /* adding new spellpath attunements */ 3416 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3417 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3418 {
3887 else 3450 else
3888 { 3451 {
3889 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3890 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3891 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3892 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3893 if (who->type == PLAYER)
3894 esrv_send_item (who, tmp);
3895 } 3456 }
3896} 3457}
3897 3458
3898/** 3459/**
3899 * Unready an object for a player. This function does nothing if the object was 3460 * Unready an object for a player. This function does nothing if the object was
3900 * not readied. 3461 * not readied.
3901 */ 3462 */
3902void 3463void
3903player_unready_range_ob (player *pl, object *ob) 3464player_unready_range_ob (player *pl, object *ob)
3904{ 3465{
3905 rangetype i; 3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3906 3468
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->combat_ob == ob)
3908 { 3470 pl->combat_ob = 0;
3471
3909 if (pl->ranges[i] == ob) 3472 if (pl->ranged_ob == ob)
3910 { 3473 pl->ranged_ob = 0;
3911 pl->ranges[i] = NULL;
3912 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none;
3915 }
3916 }
3917 }
3918} 3474}
3475
3476sint8
3477player::visibility_at (maptile *map, int x, int y) const
3478{
3479 if (!ns)
3480 return 0;
3481
3482 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0;
3485
3486 x += dx - ns->current_x + ns->mapx / 2;
3487 y += dy - ns->current_y + ns->mapy / 2;
3488
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y];
3493}
3494
3495void
3496player::infobox (const char *title, const char *msg, int color)
3497{
3498 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499}
3500
3501void
3502player::statusmsg (const char *msg, int color)
3503{
3504 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505}
3506
3507void
3508player::failmsg (const char *msg, int color)
3509{
3510 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color);
3512}
3513

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