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Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 2006 UTC vs.
Revision 1.209 by root, Thu Dec 18 05:13:38 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_skills ();
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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 398 set_first_map (pl->ob);
344 399
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 400 return pl;
353} 401}
354 402
355/* 403/*
356 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
358 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
359 */ 407 */
360archetype * 408archetype *
361get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
362{ 410{
363 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);
364 418
365 for (;;) 419 for (;;)
366 { 420 {
367 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
368 at = first_archetype; 422 i = archetypes.begin ();
369 else 423 else if (*i == at)
370 at = at->next; 424 cleanup ("not a single player archetype found");
425
371 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
372 return at; 427 return *i;
373 if (at == start)
374 {
375 LOG (llevError, "No Player archetypes\n");
376 exit (-1);
377 }
378 } 428 }
379} 429}
380
381 430
382object * 431object *
383get_nearest_player (object *mon) 432get_nearest_player (object *mon)
384{ 433{
385 object *op = NULL; 434 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 435 objectlink *ol;
388 unsigned lastdist; 436 unsigned lastdist;
389 rv_vector rv; 437 rv_vector rv;
390 438
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 440 {
393 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop.
397 */
398 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
399 {
400 object *tmp = ol->ob;
401
402 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared.
404 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
406 ol = ol->next;
407 remove_friendly_object (tmp);
408 if (!ol)
409 return op;
410 }
411
412 /* Remove special check for player from this. First, it looks to cause
413 * some crashes (ol->ob->contr not set properly?), but secondly, a more
414 * complicated method of state checking would be needed in any case -
415 * as it was, a clever player could type quit, and the function would
416 * skip them over while waiting for confirmation. Remove
417 * on_same_map check, as can_detect_enemy also does this
418 */
419 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
420 continue; 442 continue;
421 443
422 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
423 { 445 {
424 op = ol->ob; 446 op = ol->ob;
425 lastdist = rv.distance; 447 lastdist = rv.distance;
426 } 448 }
427 } 449 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 450
429 { 451 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
434 { 454 {
435 op = pl->ob; 455 op = pl->ob;
436 lastdist = rv.distance; 456 lastdist = rv.distance;
437 } 457 }
438 } 458
439 }
440#if 0 459#if 0
441 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)");
442#endif 461#endif
443 return op; 462 return op;
444} 463}
462 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
463 * 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
464 * is probably not a good thing. 483 * is probably not a good thing.
465 */ 484 */
466#define MAX_SPACES 50 485#define MAX_SPACES 50
467
468 486
469/* 487/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * 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
472 * 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
503 x = mon->x; 521 x = mon->x;
504 y = mon->y; 522 y = mon->y;
505 m = mon->map; 523 m = mon->map;
506 dir = rv.direction; 524 dir = rv.direction;
507 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 */
508 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
509 /* 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. */
510 if (diff > max) 529 if (diff > max)
511 return 0; 530 return 0;
531
512 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
513 { 533 {
514 lastx = x; 534 lastx = x;
515 lasty = y; 535 lasty = y;
516 lastmap = m; 536 lastmap = m;
598 max--; 618 max--;
599 lastdir = dir; 619 lastdir = dir;
600 if (!firstdir) 620 if (!firstdir)
601 firstdir = dir; 621 firstdir = dir;
602 } 622 }
623
603 if (diff <= 1) 624 if (diff <= 1)
604 { 625 {
605 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 627 * headed toward player for entire distance.
607 */ 628 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 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));
610 } 631 }
632
611 if (diff > max) 633 if (diff > max)
612 return 0; 634 return 0;
613 } 635 }
636
614 /* 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 */
615 if (!max) 638 if (!max)
616 return 0; 639 return 0;
617 640
618 return firstdir; 641 return firstdir;
619} 642}
620 643
621void 644void
622give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
623{ 646{
624 object *op, *next = NULL;
625
626 if (pl->randomitems != NULL) 647 if (pl->randomitems)
627 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
628 649
629 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
630 { 651 {
631 next = op->below; 652 next = op->below;
632 653
633 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
634 * 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
639 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
640 * by this player due to race restrictions 661 * by this player due to race restrictions
641 */ 662 */
642 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
643 { 664 {
644 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
645 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
646 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
647 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
648 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))
649 { 672 {
650 op->destroy (); 673 op->destroy ();
651 continue; 674 continue;
652 } 675 }
653 } 676 }
676 if (op->nrof > 1) 699 if (op->nrof > 1)
677 op->nrof = 1; 700 op->nrof = 1;
678 } 701 }
679 702
680 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
681 {
682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
683 }
684 705
685 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
686 * 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
687 * merged properly. 708 * merged properly.
688 */ 709 */
689 if (need_identify (op)) 710 if (need_identify (op))
690 { 711 {
691 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
692 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 715 }
716
695 if (op->type == SPELL) 717 if (op->type == SPELL)
696 { 718 {
697 op->destroy (); 719 op->destroy ();
698 continue; 720 continue;
699 } 721 }
701 { 723 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0; 725 op->stats.exp = 0;
704 op->level = 1; 726 op->level = 1;
705 } 727 }
706 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
707 else
708 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
710 731
711 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
712 link_player_skills (pl); 733 pl->contr->link_skills ();
713}
714
715void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796} 734}
797 735
798void 736void
799get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
800{ 738{
801 if (party == NULL) 739 if (party == NULL)
802 { 740 {
803 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);
804 return; 742 return;
805 } 743 }
744
806 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
809 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:");
810} 749}
811
812 750
813/* 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. */
814int 752static int
815roll_stat (void) 753roll_stat (void)
816{ 754{
817 int a[4], i, j, k; 755 int a[4], i, j, k;
818 756
819 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
821 759
822 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 761 if (a[i] < k)
824 k = a[i], j = i; 762 k = a[i], j = i;
825 763
826 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 765 if (i != j)
829 k += a[i]; 766 k += a[i];
830 } 767
831 return k; 768 return k;
832} 769}
833 770
834void 771void
835roll_stats (object *op) 772object::roll_stats ()
836{ 773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
837 int sum = 0; 778 int sum = 0;
838 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
840 781
841 do 782 if (sum >= 82 && sum <= 116)
783 break;
842 { 784 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 785
854 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 788
863 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
864 do 790 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 791
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 792 stats.exp = 0;
899 op->stats.ac = 0; 793 stats.ac = 0;
900 794
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 795 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 796 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 805 contr->orig_stats = stats;
806 }
910} 807}
911 808
912void 809void
913Roll_Again (object *op) 810object::swap_stats (int a, int b)
914{ 811{
915 esrv_new_player (op->contr, 0); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 813
920void 814 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 841{
923 signed char tmp;
924 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
925 843
926 if (op->contr->Swap_First == -1) 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 846}
1041 847
1042/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1046 * not the class. 852 * not the class.
1047 */ 853 */
1048 854void
1049int 855player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 856{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
1068 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
1070 866
1071 op->contr->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
1072 868
1073 if (op->msg) 869 if (ob->msg)
1074 op->msg = NULL; 870 ob->msg = 0;
1075 871
1076 /* We create this now because some of the unique maps will need it
1077 * to save here.
1078 */
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080 make_path_to_file (buf);
1081
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 872 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op);
1089 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
1090 fix_player (op); 876 ob->update_stats ();
1091 877
1092 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
1093 * is one for this race 879 * is one for this race
1094 */ 880 */
1095 if (*first_map_ext_path) 881 if (*first_map_ext_path)
1096 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1097 object *tmp;
1098 char mapname[MAX_BUF];
1099
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the
1107 * default initial map */
1108 tmp->destroy ();
1109 }
1110 else 883 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 885}
1114 return 0;
1115 }
1116 886
887void
888player::chargen_race_next ()
889{
1117 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1119 */ 892 */
1120 893
1121 tmp_loop = 0; 894 do
1122 while (!tmp_loop)
1123 { 895 {
1124 shstr name = op->name; 896 shstr name = ob->name;
1125 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
1126 898
1127 remove_statbonus (op); 899 ob->remove_statbonus ();
1128 op->remove (); 900 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1130 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
1131 op->instantiate (); 903 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
1134 op->x = x; 906 ob->x = x;
1135 op->y = y; 907 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 911 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 912 }
913 while (!allowed_class (ob));
1142 914
1143 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 917 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 920 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 921}
1205 922
1206void 923void
1207flee_player (object *op) 924flee_player (object *op)
1208{ 925{
1238 { 955 {
1239 op->enemy = NULL; 956 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 957 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 958 return;
1242 } 959 }
960
1243 get_rangevector (op, op->enemy, &rv, 0); 961 get_rangevector (op, op->enemy, &rv, 0);
1244 962
1245 dir = absdir (4 + rv.direction); 963 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 964 for (diff = 0; diff < 3; diff++)
1247 { 965 {
1248 int m = 1 - (RANDOM () & 2); 966 int m = 1 - (RANDOM () & 2);
1249 967
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 969 return;
1253 }
1254 } 970 }
971
1255 /* Cornered, get rid of scared */ 972 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 974 op->enemy = NULL;
1258} 975}
1259 976
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 977/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 978 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 979 * stop.
1264 */ 980 */
1265int 981int
1266check_pick (object *op) 982check_pick (object *op)
1267{ 983{
1268 object *tmp, *next; 984 object *tmp, *next;
1269 int stop = 0; 985 int stop = 0;
1270 int j, k, wvratio; 986 int wvratio;
1271 char putstring[128], tmpstr[16]; 987 char putstring[128];
1272 988
1273 /* if you're flying, you cna't pick up anything */ 989 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1275 return 1; 991 return 1;
1276 992
1277 next = op->below; 993 next = op->below;
1278 994
995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997
1279 /* loop while there are items on the floor that are not marked as 998 /* loop while there are items on the floor that are not marked as
1280 * destroyed */ 999 * destroyed */
1281 while (next && !next->destroyed ()) 1000 while (next && !next->destroyed ())
1282 { 1001 {
1283 tmp = next; 1002 tmp = next;
1284 next = tmp->below; 1003 next = tmp->below;
1285 1004
1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1286 if (op->destroyed ()) 1011 if (op->destroyed ())
1287 return 0; 1012 return 0;
1288 1013
1289 if (!can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1290 continue; 1015 continue;
1291 1016
1292 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1293 { 1018 {
1294 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1295 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1296 continue; 1021 continue;
1297 } 1022 }
1298 1023
1299 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1300 if (!(op->contr->mode & PU_NEWMODE)) 1025 if (!(op->contr->mode & PU_NEWMODE))
1302 switch (op->contr->mode) 1027 switch (op->contr->mode)
1303 { 1028 {
1304 case 0: 1029 case 0:
1305 return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1306 case 1: 1031 case 1:
1307 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1308 return 1; 1033 return 1;
1309 case 2: 1034 case 2:
1310 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1311 return 0; 1036 return 0;
1312 case 3: 1037 case 3:
1313 return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1314 case 4: 1039 case 4:
1315 pick_up (op, tmp); 1040 CHK_PICK_PICKUP;
1316 break; 1041 break;
1317 case 5: 1042 case 5:
1318 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1319 stop = 1; 1044 stop = 1;
1320 break; 1045 break;
1321 case 6: 1046 case 6:
1322 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1323 pick_up (op, tmp); 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1324 break; 1050 break;
1325 1051
1326 case 7: 1052 case 7:
1327 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1328 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1329 break; 1055 break;
1330 1056
1331 default: 1057 default:
1332 /* use value density */ 1058 /* use value density */
1333 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1334 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1335 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1336 } 1062 }
1337 } 1063 }
1338 else 1064 else
1339 { /* old model */ 1065 { /* old model */
1340 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1344 if (tmp->name != NULL) 1070 if (tmp->name != NULL)
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1073 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1076
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1078 }
1079
1381 /* philosophy: 1080 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1081 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1082 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1083 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1084 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1085 * example.
1387 * The drawback: right now it has no frontend, so you need to 1086 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1087 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1088 * convert to decimal and then 'pickup <#>
1422 /* all food and drink if desired */ 1121 /* all food and drink if desired */
1423 /* question: don't pick up known-poisonous stuff? */ 1122 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1123 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1124 if (tmp->type == FOOD)
1426 { 1125 {
1427 pick_up (op, tmp); 1126 CHK_PICK_PICKUP;
1428 continue; 1127 continue;
1429 } 1128 }
1430 1129
1431 if (op->contr->mode & PU_DRINK) 1130 if (op->contr->mode & PU_DRINK)
1432 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1433 { 1132 {
1434 pick_up (op, tmp); 1133 CHK_PICK_PICKUP;
1435 continue; 1134 continue;
1436 } 1135 }
1437 1136
1438 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_POTION)
1439 if (tmp->type == POTION) 1138 if (tmp->type == POTION)
1440 { 1139 {
1441 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1442 continue; 1141 continue;
1443 } 1142 }
1444 1143
1445 /* spellbooks, skillscrolls and normal books/scrolls */ 1144 /* spellbooks, skillscrolls and normal books/scrolls */
1446 if (op->contr->mode & PU_SPELLBOOK) 1145 if (op->contr->mode & PU_SPELLBOOK)
1447 if (tmp->type == SPELLBOOK) 1146 if (tmp->type == SPELLBOOK)
1448 { 1147 {
1449 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1450 continue; 1149 continue;
1451 } 1150 }
1452 1151
1453 if (op->contr->mode & PU_SKILLSCROLL) 1152 if (op->contr->mode & PU_SKILLSCROLL)
1454 if (tmp->type == SKILLSCROLL) 1153 if (tmp->type == SKILLSCROLL)
1455 { 1154 {
1456 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1457 continue; 1156 continue;
1458 } 1157 }
1459 1158
1460 if (op->contr->mode & PU_READABLES) 1159 if (op->contr->mode & PU_READABLES)
1461 if (tmp->type == BOOK || tmp->type == SCROLL) 1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1462 { 1161 {
1463 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1464 continue; 1163 continue;
1465 } 1164 }
1466 1165
1467 /* wands/staves/rods/horns */ 1166 /* wands/staves/rods/horns */
1468 if (op->contr->mode & PU_MAGIC_DEVICE) 1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1469 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1470 { 1169 {
1471 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1472 continue; 1171 continue;
1473 } 1172 }
1474 1173
1475 /* pick up all magical items */ 1174 /* pick up all magical items */
1476 if (op->contr->mode & PU_MAGICAL) 1175 if (op->contr->mode & PU_MAGICAL)
1477 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1478 { 1177 {
1479 pick_up (op, tmp); 1178 CHK_PICK_PICKUP;
1480 continue; 1179 continue;
1481 } 1180 }
1482 1181
1483 if (op->contr->mode & PU_VALUABLES) 1182 if (op->contr->mode & PU_VALUABLES)
1484 { 1183 {
1485 if (tmp->type == MONEY || tmp->type == GEM) 1184 if (tmp->type == MONEY || tmp->type == GEM)
1486 { 1185 {
1487 pick_up (op, tmp); 1186 CHK_PICK_PICKUP;
1488 continue; 1187 continue;
1489 } 1188 }
1490 } 1189 }
1491 1190
1492 /* rings & amulets - talismans seems to be typed AMULET */ 1191 /* rings & amulets - talismans seems to be typed AMULET */
1493 if (op->contr->mode & PU_JEWELS) 1192 if (op->contr->mode & PU_JEWELS)
1494 if (tmp->type == RING || tmp->type == AMULET) 1193 if (tmp->type == RING || tmp->type == AMULET)
1495 { 1194 {
1496 pick_up (op, tmp); 1195 CHK_PICK_PICKUP;
1497 continue; 1196 continue;
1498 } 1197 }
1499 1198
1500 /* we don't forget dragon food */ 1199 /* we don't forget dragon food */
1501 if (op->contr->mode & PU_FLESH) 1200 if (op->contr->mode & PU_FLESH)
1502 if (tmp->type == FLESH) 1201 if (tmp->type == FLESH)
1503 { 1202 {
1504 pick_up (op, tmp); 1203 CHK_PICK_PICKUP;
1505 continue; 1204 continue;
1506 } 1205 }
1507 1206
1508 /* bows and arrows. Bows are good for selling! */ 1207 /* bows and arrows. Bows are good for selling! */
1509 if (op->contr->mode & PU_BOW) 1208 if (op->contr->mode & PU_BOW)
1510 if (tmp->type == BOW) 1209 if (tmp->type == BOW)
1511 { 1210 {
1512 pick_up (op, tmp); 1211 CHK_PICK_PICKUP;
1513 continue; 1212 continue;
1514 } 1213 }
1515 1214
1516 if (op->contr->mode & PU_ARROW) 1215 if (op->contr->mode & PU_ARROW)
1517 if (tmp->type == ARROW) 1216 if (tmp->type == ARROW)
1518 { 1217 {
1519 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1520 continue; 1219 continue;
1521 } 1220 }
1522 1221
1523 /* all kinds of armor etc. */ 1222 /* all kinds of armor etc. */
1524 if (op->contr->mode & PU_ARMOUR) 1223 if (op->contr->mode & PU_ARMOUR)
1525 if (tmp->type == ARMOUR) 1224 if (tmp->type == ARMOUR)
1526 { 1225 {
1527 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1528 continue; 1227 continue;
1529 } 1228 }
1530 1229
1531 if (op->contr->mode & PU_HELMET) 1230 if (op->contr->mode & PU_HELMET)
1532 if (tmp->type == HELMET) 1231 if (tmp->type == HELMET)
1533 { 1232 {
1534 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1535 continue; 1234 continue;
1536 } 1235 }
1537 1236
1538 if (op->contr->mode & PU_SHIELD) 1237 if (op->contr->mode & PU_SHIELD)
1539 if (tmp->type == SHIELD) 1238 if (tmp->type == SHIELD)
1540 { 1239 {
1541 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1542 continue; 1241 continue;
1543 } 1242 }
1544 1243
1545 if (op->contr->mode & PU_BOOTS) 1244 if (op->contr->mode & PU_BOOTS)
1546 if (tmp->type == BOOTS) 1245 if (tmp->type == BOOTS)
1547 { 1246 {
1548 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1549 continue; 1248 continue;
1550 } 1249 }
1551 1250
1552 if (op->contr->mode & PU_GLOVES) 1251 if (op->contr->mode & PU_GLOVES)
1553 if (tmp->type == GLOVES) 1252 if (tmp->type == GLOVES)
1554 { 1253 {
1555 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1556 continue; 1255 continue;
1557 } 1256 }
1558 1257
1559 if (op->contr->mode & PU_CLOAK) 1258 if (op->contr->mode & PU_CLOAK)
1560 if (tmp->type == CLOAK) 1259 if (tmp->type == CLOAK)
1561 { 1260 {
1562 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1563 continue; 1262 continue;
1564 } 1263 }
1565 1264
1566 /* hoping to catch throwing daggers here */ 1265 /* hoping to catch throwing daggers here */
1567 if (op->contr->mode & PU_MISSILEWEAPON) 1266 if (op->contr->mode & PU_MISSILEWEAPON)
1568 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1569 { 1268 {
1570 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1571 continue; 1270 continue;
1572 } 1271 }
1573 1272
1574 /* careful: chairs and tables are weapons! */ 1273 /* careful: chairs and tables are weapons! */
1575 if (op->contr->mode & PU_ALLWEAPON) 1274 if (op->contr->mode & PU_ALLWEAPON)
1576 { 1275 {
1577 if (tmp->type == WEAPON && tmp->name != NULL) 1276 if (tmp->type == WEAPON && tmp->name != NULL)
1578 { 1277 {
1579 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1580 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1581 { 1280 {
1582 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1583 continue; 1282 continue;
1584 } 1283 }
1585 } 1284 }
1586 1285
1587 if (tmp->type == WEAPON && tmp->name == NULL) 1286 if (tmp->type == WEAPON && tmp->name == NULL)
1588 { 1287 {
1589 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1590 { 1289 {
1591 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1592 continue; 1291 continue;
1593 } 1292 }
1594 } 1293 }
1595 } 1294 }
1596 1295
1597 /* misc stuff that's useful */ 1296 /* misc stuff that's useful */
1598 if (op->contr->mode & PU_KEY) 1297 if (op->contr->mode & PU_KEY)
1599 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1600 { 1299 {
1601 pick_up (op, tmp); 1300 CHK_PICK_PICKUP;
1602 continue; 1301 continue;
1603 } 1302 }
1604 1303
1605 /* any of the last 4 bits set means we use the ratio for value 1304 /* any of the last 4 bits set means we use the ratio for value
1606 * pickups */ 1305 * pickups */
1607 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1608 { 1307 {
1609 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1610 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1611 /* >=7 is the old standard setting. Now we take the last 4 bits 1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1612 * and multiply them by 5, giving 0..15*5== 5..75 */ 1311 */
1613 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1614 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1615 { 1314 {
1616 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1617#if 0 1316#if 0
1618 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1619 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1620 { 1319 {
1621 fprintf (stderr, "%s", tmp->name); 1320 fprintf (stderr, "%s", tmp->name);
1622 } 1321 }
1623 else 1322 else
1624 fprintf (stderr, "%s", tmp->arch->name); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1625 fprintf (stderr, ",%d] = ", tmp->type); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1626 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1627#endif 1326#endif
1628 continue; 1327 continue;
1629 } 1328 }
1640 * found object is returned. 1339 * found object is returned.
1641 */ 1340 */
1642object * 1341object *
1643find_arrow (object *op, const char *type) 1342find_arrow (object *op, const char *type)
1644{ 1343{
1645 object *tmp = NULL;
1646
1647 for (op = op->inv; op; op = op->below) 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1648 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1649 tmp = find_arrow (op, type);
1650 else if (op->type == ARROW && op->race == type) 1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp);
1347
1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1350 if (object *arrow = find_arrow (tmp, type))
1351 {
1352 splay (tmp);
1651 return op; 1353 return arrow;
1354 }
1355
1652 return tmp; 1356 return 0;
1653} 1357}
1654 1358
1655/* 1359/*
1656 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1360 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1657 * against the target. A full test is not performed, simply a basic test 1361 * against the target. A full test is not performed, simply a basic test
1658 * of resistances. The archer is making a quick guess at what he sees down 1362 * of resistances. The archer is making a quick guess at what he sees down
1659 * the hall. Failing that it does it's best to pick the highest plus arrow. 1363 * the hall. Failing that it does it's best to pick the highest plus arrow.
1660 */ 1364 */
1661
1662object * 1365object *
1663find_better_arrow (object *op, object *target, const char *type, int *better) 1366find_better_arrow (object *op, object *target, const char *type, int *better)
1664{ 1367{
1665 object *tmp = NULL, *arrow, *ntmp; 1368 object *tmp = NULL, *arrow, *ntmp;
1666 int attacknum, attacktype, betterby = 0, i; 1369 int attacknum, attacktype, betterby = 0, i;
1681 } 1384 }
1682 } 1385 }
1683 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1684 { 1387 {
1685 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1686 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1687 { 1390 {
1688 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1689 { 1392 {
1690 *better = 100; 1393 *better = 100;
1691 return arrow; 1394 return arrow;
1699 else 1402 else
1700 { 1403 {
1701 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1702 { 1405 {
1703 attacktype = 1 << attacknum; 1406 attacktype = 1 << attacknum;
1704 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1705 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1408 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1706 { 1409 {
1707 tmp = arrow; 1410 tmp = arrow;
1708 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1709 } 1412 }
1710 } 1413 }
1711 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1712 { 1415 {
1713 tmp = arrow; 1416 tmp = arrow;
1719 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1720 } 1423 }
1721 } 1424 }
1722 } 1425 }
1723 } 1426 }
1427
1724 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1725 return find_arrow (op, type); 1429 return find_arrow (op, type);
1726 1430
1727 *better = betterby; 1431 *better = betterby;
1728 return tmp; 1432 return tmp;
1732 * find_better_arrow to find a decent arrow to use. 1436 * find_better_arrow to find a decent arrow to use.
1733 * op = the shooter 1437 * op = the shooter
1734 * type = bow->race 1438 * type = bow->race
1735 * dir = fire direction 1439 * dir = fire direction
1736 */ 1440 */
1737
1738object * 1441object *
1739pick_arrow_target (object *op, const char *type, int dir) 1442pick_arrow_target (object *op, const char *type, int dir)
1740{ 1443{
1741 object *tmp = NULL; 1444 object *tmp = NULL;
1742 maptile *m; 1445 maptile *m;
1807 */ 1510 */
1808int 1511int
1809fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1512fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1810{ 1513{
1811 object *left, *bow; 1514 object *left, *bow;
1812 int bowspeed, mflags; 1515 int mflags;
1813 maptile *m; 1516 maptile *m;
1814 1517
1815 if (!dir) 1518 if (!dir)
1816 { 1519 {
1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1520 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1818 return 0; 1521 return 0;
1819 } 1522 }
1820 if (op->type == PLAYER) 1523
1821 bow = op->contr->ranges[range_bow]; 1524 if (op->contr)
1525 bow = op->current_weapon;
1822 else 1526 else
1823 { 1527 {
1824 for (bow = op->inv; bow; bow = bow->below) 1528 for (bow = op->inv; bow; bow = bow->below)
1825 /* Don't check for applied - monsters don't apply bows - in that way, they 1529 /* Don't check for applied - monsters don't apply bows - in that way, they
1826 * don't need to switch back and forth between bows and weapons. 1530 * don't need to switch back and forth between bows and weapons.
1831 if (!bow) 1535 if (!bow)
1832 { 1536 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1538 return 0;
1835 } 1539 }
1540
1541 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below)
1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1836 } 1548 }
1549
1837 if (!bow->race || !bow->skill) 1550 if (!bow->race || !bow->skill)
1838 { 1551 {
1839 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1840 return 0; 1553 return 0;
1841 } 1554 }
1842
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844
1845 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1848 if (bowspeed < 1)
1849 bowspeed = 1;
1850 1555
1851 if (arrow == NULL) 1556 if (arrow == NULL)
1852 { 1557 {
1853 if ((arrow = find_arrow (op, bow->race)) == NULL) 1558 if ((arrow = find_arrow (op, bow->race)) == NULL)
1854 { 1559 {
1855 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1856 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1561 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1857 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1562 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1858 else 1563 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1564 CLEAR_FLAG (op, FLAG_READY_BOW);
1565
1860 return 0; 1566 return 0;
1861 } 1567 }
1862 } 1568 }
1569
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1570 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1571 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1572 return 0;
1867 } 1573
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1574 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1575 {
1870 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1576 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1871 return 0; 1577 return 0;
1872 } 1578 }
1873 1579
1874 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1875 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1876 { 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1877 arrow->destroy (); 1584 arrow->destroy ();
1878 return 0; 1585 return 0;
1879 } 1586 }
1880 1587
1881 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1883 if (arrow == NULL) 1590 if (!arrow)
1884 { 1591 {
1885 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);
1886 return 0; 1593 return 0;
1887 } 1594 }
1595
1888 arrow->set_owner (op); 1596 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1598 arrow->direction = dir;
1892 arrow->x = sx; 1599
1893 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;
1894 1632
1895 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1896 { 1634 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op);
1899 }
1900
1901 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying);
1907
1908 /* Note that this was different for monsters - they got their level
1909 * added to the damage. I think the strength bonus is more proper.
1910 */
1911
1912 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1913
1914 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1917
1918 if (arrow->speed < 1.0)
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0;
1922
1923 if (op->type == PLAYER)
1924 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1926 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1927 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1928
1929 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;
1930 } 1642 }
1931 else 1643 else
1932 { 1644 {
1933 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1934 arrow->level = op->level; 1645 arrow->level = op->level;
1935 } 1646 arrow->stats.wc -= bow->magic;
1936 1647
1937 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1938 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1939 1653
1940 if (bow->slaying != NULL) 1654 wc -= arrow->level;
1941 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1942 1656
1943 arrow->map = m; 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1944 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946 1660
1947 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1948 insert_ob_in_map (arrow, m, op, 0); 1662 m->insert (arrow, sx, sy, op);
1949 1663
1950 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1665 move_arrow (arrow);
1952
1953 if (op->type == PLAYER)
1954 {
1955 if (left->destroyed ())
1956 esrv_del_item (op->contr, left->count);
1957 else
1958 esrv_send_item (op, left);
1959 }
1960 1666
1961 return 1; 1667 return 1;
1962} 1668}
1963 1669
1964/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1973{ 1679{
1974 int ret = 0, wcmod = 0; 1680 int ret = 0, wcmod = 0;
1975 1681
1976 if (op->contr->bowtype == bow_bestarrow) 1682 if (op->contr->bowtype == bow_bestarrow)
1977 { 1683 {
1978 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);
1979 } 1685 }
1980 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)
1981 { 1687 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983 wcmod = -1; 1689 wcmod = -1;
1690
1984 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);
1985 } 1692 }
1986 else if (op->contr->bowtype == bow_threewide) 1693 else if (op->contr->bowtype == bow_threewide)
1987 { 1694 {
1988 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);
1992 else if (op->contr->bowtype == bow_spreadshot) 1699 else if (op->contr->bowtype == bow_spreadshot)
1993 { 1700 {
1994 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);
1995 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);
1996 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);
1997
1998 } 1704 }
1999 else 1705 else
2000 { 1706 {
2001 /* Simple case */ 1707 /* Simple case */
2002 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);
2003 } 1709 }
1710
2004 return ret; 1711 return ret;
2005} 1712}
2006
2007 1713
2008/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
2009 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
2010 */ 1716 */
2011void 1717void
2012fire_misc_object (object *op, int dir) 1718fire_misc_object (object *op, int dir)
2013{ 1719{
2014 object *item; 1720 object *item = op->contr->ranged_ob;
2015 1721
2016 if (!op->contr->ranges[range_misc]) 1722 if (!item)
2017 { 1723 {
2018 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.");
2019 return; 1725 return;
2020 } 1726 }
2021 1727
2022 item = op->contr->ranges[range_misc];
2023 if (!item->inv) 1728 if (!item->inv)
2024 { 1729 {
2025 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2026 return; 1731 return;
2027 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
2028 if (item->type == WAND) 1737 if (item->type == WAND)
2029 { 1738 {
2030 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
2031 { 1740 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
2033 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
2034 return; 1744 return;
2035 } 1745 }
2036 } 1746 }
2037 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
2038 { 1748 {
2039 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))
2040 { 1754 {
2041 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
2042 if (item->type == ROD) 1757 if (item->type == ROD)
2043 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));
2044 else 1759 else
2045 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
2046 return; 1762 return;
2047 } 1763 }
2048 } 1764 }
2049 1765
2050 if (cast_spell (op, item, dir, item->inv, NULL)) 1766 if (cast_spell (op, item, dir, item->inv, NULL))
2057 object *tmp; 1773 object *tmp;
2058 1774
2059 if (item->arch) 1775 if (item->arch)
2060 { 1776 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
2063 item->speed = 0; 1779 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1780 }
2066 if ((tmp = is_player_inv (item))) 1781
1782 if (object *pl = item->visible_to ())
2067 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
2068 } 1784 }
2069 } 1785 }
2070 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1787 drain_rod_charge (item);
2073 }
2074 } 1788 }
2075} 1789}
2076 1790
2077/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
2078 */ 1792 */
2079void 1793bool
2080fire (object *op, int dir) 1794fire (object *op, int dir)
2081{ 1795{
2082 int spellcost = 0; 1796 int spellcost = 0;
1797
1798 player *pl = op->contr;
1799
1800 if (pl->golem)
1801 {
1802 control_golem (op->contr->golem, dir);
1803 return false;
1804 }
1805
1806 object *ob = pl->ranged_ob;
1807
1808 if (!ob)
1809 return false;
1810
1811 if (op->speed_left > 0.f)
1812 --op->speed_left;
1813 else
1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
2083 1818
2084 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
2085 if (action_makes_visible (op)) 1820 if (action_makes_visible (op))
2086 make_visible (op); 1821 make_visible (op);
2087 1822
2088 switch (op->contr->shoottype) 1823 switch (ob->type)
2089 { 1824 {
2090 case range_none: 1825 case BOW:
2091 return;
2092
2093 case range_bow:
2094 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
2095 return; 1827 break;
2096 1828
2097 case range_magic: /* Casting spells */ 1829 case SPELL:
2098 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);
2099 return; 1831 break;
2100 1832
2101 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:
2102 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
2103 return; 1843 break;
2104
2105 case range_golem: /* Control summoned monsters from scrolls */
2106 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2107 {
2108 op->contr->ranges[range_golem] = 0;
2109 op->contr->shoottype = range_none;
2110 }
2111 else
2112 control_golem (op->contr->ranges[range_golem], dir);
2113 return;
2114
2115 case range_skill:
2116 if (!op->chosen_skill)
2117 {
2118 if (op->type == PLAYER)
2119 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2120 return;
2121 }
2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2123 return;
2124 case range_builder:
2125 apply_map_builder (op, dir);
2126 return;
2127 default:
2128 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2129 return;
2130 } 1844 }
2131}
2132 1845
2133 1846 return true;
1847}
2134 1848
2135/* find_key 1849/* find_key
2136 * 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
2137 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
2138 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
2140 * pl is the player, 1854 * pl is the player,
2141 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
2142 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
2143 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
2144 */ 1858 */
2145
2146object * 1859object *
2147find_key (object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
2148{ 1861{
2149 object *tmp, *key; 1862 object *tmp, *key;
2150 1863
2151 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
2152 if (container->inv == NULL) 1865 if (!container->inv)
2153 return NULL; 1866 return 0;
2154 1867
2155 /* 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 */
2156 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
2157 { 1870 {
2158 if (door->type == DOOR && tmp->type == KEY) 1871 if (door->type == DOOR && tmp->type == KEY)
2159 break; 1872 break;
2160 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
2161 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
2162 */ 1875 */
2163 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2164 break; 1877 break;
2165 } 1878 }
1879
2166 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
2167 /* 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.
2168 * 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
2169 * a key, return 1883 * a key, return
2170 */ 1884 */
2171 if (!tmp) 1885 if (!tmp)
2172 { 1886 {
2173 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
2174 { 1888 {
2175 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
2176 if (tmp->type == CONTAINER && tmp->inv) 1890 if (tmp->type == CONTAINER && tmp->inv)
2177 { 1891 {
2178 if ((key = find_key (pl, tmp, door)) != NULL) 1892 if ((key = find_key (pl, tmp, door)))
2179 return key; 1893 return key;
2180 } 1894 }
2181 } 1895 }
1896
2182 if (!tmp) 1897 if (!tmp)
2183 return NULL; 1898 return NULL;
2184 } 1899 }
1900
2185 /* 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,
2186 * see if we actually want to use it 1902 * see if we actually want to use it
2187 */ 1903 */
2188 if (pl != container) 1904 if (pl != container)
2189 { 1905 {
2210 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2211 "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));
2212 return NULL; 1928 return NULL;
2213 } 1929 }
2214 } 1930 }
1931
2215 return tmp; 1932 return tmp;
2216} 1933}
2217 1934
2218/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
2219 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
2221 * 0 otherwise 1938 * 0 otherwise
2222 */ 1939 */
2223static int 1940static int
2224player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
2225{ 1942{
2226
2227 /* 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,
2228 * 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 -
2229 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
2230 */ 1946 */
2231 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
2232 1948
2233 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
2234 if (key) 1950 if (key)
2235 { 1951 {
2236 object *container = key->env; 1952 object *container = key->env;
2237 1953
2238 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2239 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2240 make_visible (op); 1955 make_visible (op);
1956
2241 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2242 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1959
2243 if (door->type == DOOR) 1960 if (door->type == DOOR)
2244 {
2245 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 */
2246 }
2247 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
2248 { 1963 {
2249 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);
2250 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
2251 } 1966 }
1967
2252 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2253 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2254 /* Need to update the weight the container the key was in */ 1970
2255 if (container != op)
2256 esrv_update_item (UPD_WEIGHT, op, container);
2257 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2258 } 1972 }
2259 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2260 { 1974 {
2261 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2262 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...");
2263 return 1; 1977 return 1;
2264 } 1978 }
1979
2265 return 0; 1980 return 0;
2266} 1981}
2267 1982
2268/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2269 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2273 */ 1988 */
2274 1989bool
2275void
2276move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2277{ 1991{
2278 object *tmp, *mon;
2279 sint16 nx, ny;
2280 int on_battleground; 1992 int on_battleground;
2281 maptile *m;
2282 1993
2283 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2284 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2285 1996
2286 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 }
2287 2007
2288 /* 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
2289 * 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
2290 * 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
2291 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2292 * 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
2293 * 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
2294 * 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
2295 * move_ob uses. 2015 * move_ob uses.
2296 */ 2016 */
2297 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);
2018
2019 /* Go through all the objects, and find ones of interest. Only stop if
2020 * we find a monster - that is something we know we want to attack.
2021 * if its a door or barrel (can roll) see if there may be monsters
2022 * on the space
2023 */
2024 object *mon;
2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2026 {
2027 if ((mon->flag [FLAG_ALIVE]
2028 || mon->type == LOCKED_DOOR
2029 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op)
2031 break;
2298 { 2032 }
2299 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033
2034 if (!mon) /* This happens anytime the player tries to move */
2035 return false; /* into a wall */
2036
2037 mon = mon->head_ ();
2038
2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2044 return true;
2300 { 2045 }
2301 m = get_map_from_coord (op->map, &nx, &ny); 2046
2302 if (!m) 2047 /* The following deals with possibly attacking peaceful
2303 return; /* Don't think this should happen */ 2048 * or friendly creatures. Basically, all players are considered
2049 * unaggressive. If the moving player has peaceful set, then the
2050 * object should be pushed instead of attacked. It is assumed that
2051 * if you are braced, you will not attack friends accidently,
2052 * and thus will not push them.
2053 */
2054
2055 /* If the creature is a pet, push it even if the player is not
2056 * peaceful. Our assumption is the creature is a pet if the
2057 * player owns it and it is either friendly or unagressive.
2058 */
2059 if (op->type == PLAYER
2060 && ((mon->owner && mon->owner->contr
2061 && same_party (mon->owner->contr->party, op->contr->party))
2062 || mon->owner == op)
2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2064 {
2065 /* If we're braced, we don't want to switch places with it */
2066 if (op->contr->braced)
2067 return false;
2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op);
2075
2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2077 make_visible (op);
2078
2079 return true;
2304 } 2080 }
2305 else 2081 else
2306 m = op->map;
2307
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2309 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return; 2082 return false;
2312 } 2083 }
2313 2084
2314 mon = NULL;
2315 /* Go through all the objects, and find ones of interest. Only stop if
2316 * we find a monster - that is something we know we want to attack.
2317 * if its a door or barrel (can roll) see if there may be monsters
2318 * on the space
2319 */
2320 while (tmp != NULL)
2321 {
2322 if (tmp == op)
2323 {
2324 tmp = tmp->above;
2325 continue;
2326 }
2327
2328 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2329 {
2330 mon = tmp;
2331 break;
2332 }
2333
2334 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2335 mon = tmp;
2336
2337 tmp = tmp->above;
2338 }
2339
2340 if (mon == NULL) /* This happens anytime the player tries to move */
2341 return; /* into a wall */
2342
2343 if (mon->head != NULL)
2344 mon = mon->head;
2345
2346 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2347 if (player_attack_door (op, mon))
2348 return;
2349
2350 /* The following deals with possibly attacking peaceful
2351 * or frienddly creatures. Basically, all players are considered
2352 * unaggressive. If the moving player has peaceful set, then the
2353 * object should be pushed instead of attacked. It is assumed that
2354 * if you are braced, you will not attack friends accidently,
2355 * and thus will not push them.
2356 */
2357
2358 /* If the creature is a pet, push it even if the player is not
2359 * peaceful. Our assumption is the creature is a pet if the
2360 * player owns it and it is either friendly or unagressive.
2361 */
2362 if ((op->type == PLAYER)
2363#if COZY_SERVER
2364 &&
2365 ((mon->owner && mon->owner->contr
2366 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2367#else
2368 && mon->owner == op
2369#endif
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 {
2372 /* If we're braced, we don't want to switch places with it */
2373 if (op->contr->braced)
2374 return;
2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2376 (void) push_ob (mon, dir, op);
2377 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op);
2379 return;
2380 }
2381
2382 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2383 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2384 * 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
2385 * attack them either. 2088 * attack them either.
2386 */ 2089 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2388 (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))
2389#ifdef PROHIBIT_PLAYERKILL 2092 && ((op->contr->peaceful
2390 (op->contr->peaceful 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2391 || (mon->type == PLAYER 2094 && !on_battleground))
2392 && mon->contr-> 2095 {
2393 peaceful)) && 2096 if (op->speed_left > 0.f)
2394#else
2395 op->contr->peaceful &&
2396#endif
2397 !on_battleground))
2398 { 2097 {
2098 --op->speed_left;
2099
2399 if (!op->contr->braced) 2100 if (!op->contr->braced)
2400 { 2101 {
2401 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2402 (void) push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2403 } 2104 }
2404 else 2105 else
2405 { 2106 op->statusmsg ("You withhold your attack");
2406 new_draw_info (0, 0, op, "You withhold your attack"); 2107
2407 }
2408 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2409 make_visible (op); 2109 make_visible (op);
2410 }
2411 2110
2111 return true;
2112 }
2113 }
2412 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2413 * 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.
2414 */ 2116 */
2415 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)
2416 { 2120 {
2121 --op->speed_left;
2122
2417 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2418 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2419 make_visible (op); 2125 make_visible (op);
2420 }
2421 2126
2127 return true;
2128 }
2129 }
2422 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2423 * 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
2424 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2425 * 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
2426 * 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.
2427 */ 2135 */
2428
2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2430 ((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)))
2431 { 2138 {
2432 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2433 /* If the player hasn't hit something this tick, and does
2434 * so, give them speed boost based on weapon speed. Doing
2435 * it here is better than process_players2, which basically
2436 * incurred a 1 tick offset.
2437 */
2438 if (!op->contr->has_hit)
2439 { 2140 {
2440 op->speed_left += op->speed / op->contr->weapon_sp; 2141 --op->contr->weapon_sp_left;
2441 2142
2442 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2443 }
2444
2445 skill_attack (mon, op, 0, NULL, NULL); 2143 skill_attack (mon, op, 0, 0, 0);
2446 2144
2447 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is
2450 * the wiz.
2451 */
2452 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2453 {
2454 short luck = mon->stats.luck;
2455
2456 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL);
2458 mon->stats.luck = luck;
2459 }
2460 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2461 make_visible (op); 2146 make_visible (op);
2462 }
2463 } /* if player should attack something */
2464}
2465 2147
2466int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2467move_player (object *op, int dir) 2156move_player (object *op, int dir)
2468{ 2157{
2469 int pick; 2158 int pick;
2470 2159
2471 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2472 return 0; 2161 return 0;
2473 2162
2474 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2476 { 2165 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir); 2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0; 2167 return 0;
2479 } 2168 }
2480 2169
2481 /* peterm: added following line */ 2170 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2484 2173
2485 op->facing = dir; 2174 op->facing = dir;
2486 2175
2487 if (op->hide) 2176 if (op->flag [FLAG_HIDDEN])
2488 do_hidden_move (op); 2177 do_hidden_move (op);
2489 2178
2179 bool retval;
2180
2490 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2491 /*nop */ ; 2182 retval = RESULT_INT (0);
2492 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2493 fire (op, dir); 2184 retval = fire (op, dir);
2494 else 2185 else
2495 { 2186 {
2496 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2497 pick = check_pick (op); 2188 pick = check_pick (op);
2498 } 2189 }
2499 2190
2500 /* 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
2501 * server can handle repeat firing. 2192 * server can handle repeat firing.
2502 */ 2193 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2194 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2195 op->direction = dir;
2506 }
2507 else 2196 else
2508 {
2509 op->direction = 0; 2197 op->direction = 0;
2510 } 2198
2511 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2201 * for players.
2514 */ 2202 */
2515 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2516 return 0; 2204
2205 return retval;
2517} 2206}
2518 2207
2519/* 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
2520 * new client/server stuff. 2209 * new client/server stuff.
2521 * 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
2522 * the new speed values for commands. 2211 * the new speed values for commands.
2523 * 2212 *
2524 * 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.
2525 */ 2216 */
2526int 2217bool
2527handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2528{ 2219{
2529 if (op->contr->hidden)
2530 {
2531 op->invisible = 1000;
2532 /* the socket code flashes the player visible/invisible
2533 * depending on the value of invisible, so we need to
2534 * alternate it here for it to work correctly.
2535 */
2536 if (pticks & 2)
2537 op->invisible--;
2538 }
2539 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2540 {
2541 op->invisible--;
2542 if (!op->invisible)
2543 {
2544 make_visible (op);
2545 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2546 }
2547 }
2548
2549 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2550 { 2221 {
2551 flee_player (op); 2222 if (op->speed_left > 0.f)
2552 /* If player is still scared, that is his action for this tick */
2553 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2223 {
2555 op->speed_left--; 2224 --op->speed_left;
2225 flee_player (op);
2226
2556 return 0; 2227 return true;
2557 } 2228 }
2229 else
2230 return false;
2558 } 2231 }
2559
2560 /* I've been seeing crashes where the golem has been destroyed, but
2561 * the player object still points to the defunct golem. The code that
2562 * destroys the golem looks correct, and it doesn't always happen, so
2563 * put this in a a workaround to clean up the golem pointer.
2564 */
2565 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2566 op->contr->ranges[range_golem] = 0;
2567 2232
2568 /* 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
2569 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2235 * called, so we recheck it here.
2571 */ 2236 */
2572 HandleClient (&op->contr->socket, op->contr); 2237 if (op->contr->ns->handle_command ())
2573 if (op->speed_left < 0)
2574 return 0; 2238 return true;
2575 2239
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 {
2578 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--;
2580
2581 /* Instead of all the stuff below, let move_player take care
2582 * of it. Also, some of the skill stuff is only put in
2583 * there, as well as the confusion stuff.
2584 */
2585 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2586 if (op->speed_left > 0) 2242
2587 return 1;
2588 else
2589 return 0;
2590 }
2591 return 0; 2243 return false;
2592} 2244}
2593 2245
2594int 2246int
2595save_life (object *op) 2247save_life (object *op)
2596{ 2248{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0; 2250 return 0;
2601 2251
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 { 2254 {
2605 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2606 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));
2607
2608 if (op->contr)
2609 esrv_del_item (op->contr, tmp->count);
2610 2257
2611 tmp->destroy (); 2258 tmp->destroy ();
2612 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613 2260
2614 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2262 op->stats.hp = op->stats.maxhp;
2616 2263
2617 if (op->stats.food < 0) 2264 if (op->stats.food < 0)
2618 op->stats.food = 999; 2265 op->stats.food = 999;
2619 2266
2620 fix_player (op); 2267 op->update_stats ();
2621 return 1; 2268 return 1;
2622 } 2269 }
2270
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2272 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2273 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2274 return 0;
2627} 2275}
2628 2276
2629/* 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
2630 * 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
2631 * 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
2632 * from. 2280 * from.
2633 */ 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
2634void 2298void
2635remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2636{ 2300{
2637 object *next; 2301 if (!flag [FLAG_REMOVED])
2638 2302 ::drop_unpaid_items (inv, this);
2639 while (op)
2640 {
2641 next = op->below; /* Make sure we have a good value, in case
2642 * we remove object 'op'
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 {
2646 op->remove ();
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0);
2652 }
2653 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env);
2655 op = next;
2656 }
2657} 2303}
2658
2659 2304
2660/* 2305/*
2661 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2664 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2665 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2666 */ 2311 */
2667char * 2312const char *
2668gravestone_text (object *op) 2313gravestone_text (object *op)
2669{ 2314{
2670 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2671 char buf[MAX_BUF];
2672 time_t now = time (NULL);
2673 2316
2674 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2675 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2677 else 2322
2678 sprintf (buf, "%s\n", &op->name); 2323 buf << "\n\n";
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324
2680 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
2681 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2683 else 2331
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf);
2687 if (op->type == PLAYER)
2688 { 2332 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2691 strcat (buf2, buf);
2692 }
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2695 strcat (buf2, buf); 2337 }
2338
2696 return buf2; 2339 return buf;
2697} 2340}
2698
2699
2700 2341
2701void 2342void
2702do_some_living (object *op) 2343do_some_living (object *op)
2703{ 2344{
2704 int last_food = op->stats.food; 2345 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2351 int rate_grace = 2000;
2711 const int max_hp = 1; 2352 const int max_hp = 1;
2712 const int max_sp = 1; 2353 const int max_sp = 1;
2713 const int max_grace = 1; 2354 const int max_grace = 1;
2714 2355
2715 if (op->contr->outputs_sync) 2356 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 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 }
2721 2374
2722 if (op->contr->state == ST_PLAYING) 2375 if (op->contr->ns->state == ST_PLAYING)
2723 { 2376 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2378 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2379 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2381 else
2730 { 2382 {
2731 gen_hp = op->stats.maxhp; 2383 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2385 }
2386
2734 if (op->contr->gen_sp >= 0) 2387 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2389 else
2737 { 2390 {
2738 gen_sp = op->stats.maxsp; 2391 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2393 }
2394
2741 if (op->contr->gen_grace >= 0) 2395 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2397 else
2744 { 2398 {
2745 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2401 }
2748 2402
2749 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2751 {
2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2753 if (op->stats.sp < op->stats.maxsp)
2754 {
2755 op->stats.sp++;
2756 /* dms do not consume food */
2757 if (!QUERY_FLAG (op, FLAG_WIZ))
2758 {
2759 op->stats.food--;
2760 if (op->contr->digestion < 0)
2761 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food;
2764 }
2765 }
2766 if (max_sp > 1)
2767 {
2768 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0)
2770 {
2771 if (op->stats.sp < op->stats.maxsp)
2772 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--;
2776 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp;
2778 }
2779 op->last_sp = 0;
2780 }
2781 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 }
2786 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 }
2791
2792 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2793 /* 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. */
2794 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2795 { 2406 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2407 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2798 if (max_grace > 1) 2410 if (max_grace > 1)
2799 { 2411 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2413 if (over_grace > 0)
2802 { 2414 {
2814 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);
2815 } 2427 }
2816 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2817 } 2429 }
2818 2430
2431 if (op->stats.food > 0)
2432 {
2819 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2820 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2821 {
2822 if (op->stats.hp < op->stats.maxhp)
2823 { 2435 {
2824 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2825 /* dms do not consume food */ 2437
2826 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2827 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2828 op->stats.food--; 2445 op->stats.food--;
2446
2829 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2830 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2831 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))
2832 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2833 } 2452 }
2834 } 2453
2835 if (max_hp > 1) 2454 if (max_sp > 1)
2836 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0)
2839 { 2455 {
2840 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
2841 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);
2842 } 2474 }
2843 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)
2844 { 2483 {
2845 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 }
2846 } 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);
2847 } 2509 }
2848 else 2510 else
2849 {
2850 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);
2851 } 2512 }
2852 } 2513 }
2853 2514
2854 /* Digestion */ 2515 /* Digestion */
2855 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2856 { 2517 {
2857#ifdef COZY_SERVER 2518 int bonus = max (0, op->contr->digestion),
2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2519 penalty = max (0, -op->contr->digestion);
2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2860#else
2861 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2862#endif
2863 2520
2864 if (op->contr->gen_hp > 0)
2865 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);
2866 else 2522
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2868 /* dms do not consume food */ 2523 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2525 op->stats.food--;
2871 } 2526 }
2872 }
2873 2527
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2529 {
2876 object *tmp, *flesh = NULL; 2530 object *flesh = 0;
2877 2531
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2879 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2533 {
2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2538 {
2884 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.>");
2885 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2544 break;
2888 } 2545 }
2889 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2890 flesh = tmp; 2547 flesh = tmp;
2891 } /* End if paid for object */ 2548 }
2892 } /* end of for loop */ 2549
2893 /* 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
2894 * eat flesh instead. 2551 * eat flesh instead.
2895 */ 2552 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2554 {
2898 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.>");
2899 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)
2900 } 2567 {
2901 } /* end if player is starving */ 2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2902 2570
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2571 if (op->stats.hp < 0)
2904 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2905 2577
2906 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))
2907 kill_player (op); 2580 kill_player (op);
2581 }
2908} 2582}
2909
2910
2911 2583
2912/* 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.
2913 * 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
2914 * permadeath, no lifesave), this will take care of removing the player 2586 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2587 * file.
2916 */ 2588 */
2917void 2589void
2918kill_player (object *op) 2590kill_player (object *op)
2919{ 2591{
2592 int x, y;
2920 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2921 int x, y;
2922
2923 //int i;
2924 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2925
2926 /* int z;
2927 int num_stats_lose;
2928 int lost_a_stat;
2929 int lose_this_stat;
2930 int this_stat; */
2931 int will_kill_again; 2595 int will_kill_again;
2932 archetype *at; 2596 archetype *at;
2933 object *tmp; 2597 object *tmp;
2934 2598
2935 if (save_life (op)) 2599 if (save_life (op))
2936 return; 2600 return;
2937
2938 2601
2939 /* 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
2940 * 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.
2941 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2942 */ 2605 */
2945 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!");
2946 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...");
2947 2610
2948 /* restore player */ 2611 /* restore player */
2949 at = archetype::find ("poisoning"); 2612 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2614 {
2953 tmp->destroy (); 2615 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 } 2617 }
2956 2618
2957 at = archetype::find ("confusion"); 2619 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2959 if (tmp)
2960 { 2621 {
2961 tmp->destroy (); 2622 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2624 }
2964 2625
2965 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2629 op->stats.food = 999;
2969 2630
2970 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2633 {
2974 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2975 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2976 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 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 );
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2643 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2644 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2645 }
2985 2646
2986 /* teleport defeated player to new destination */ 2647 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2649 op->contr->braced = 0;
2991 2652
2992 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2993 2654
2994 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2995 2656
2996 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)
2997 { 2675 {
2998 if (op->contr->explore) 2676 /* If stat loss is permanent, lose one stat only. */
2999 { 2677 /* Lower level chars don't lose as many stats because they suffer
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2678 more if they do. */
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2679 /* Higher level characters can afford things such as potions of
3002 op->stats.food = 999; 2680 restoration, or better, stat potions. So we slug them that
3003 return; 2681 little bit harder. */
3004 } 2682 /* GD */
3005 sprintf (buf, "%s starved to death.", &op->name); 2683 if (settings.stat_loss_on_death)
3006 strcpy (op->contr->killer, "starvation"); 2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3007 } 2687 }
3008 else 2688 else
3009 { 2689 num_stats_lose = 1;
3010 if (op->contr->explore) 2690
3011 { 2691 lost_a_stat = 0;
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2692
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2693 for (z = 0; z < num_stats_lose; z++)
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name);
3018 } 2694 {
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 i = RANDOM () % NUM_STATS;
3020 2696
3021 /* save the map location for corpse, gravestone */
3022 x = op->x;
3023 y = op->y;
3024 map = op->map;
3025
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this.
3032 */
3033
3034 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect
3036 * of death.
3037 */
3038#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss)
3040 {
3041 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */
3044 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */
3047 /* GD */
3048 if (settings.stat_loss_on_death) 2697 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2698 {
3050 else 2699 /* Pick a random stat and take a point off it. Tell the player
3051 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;
3052 } 2708 }
3053 else 2709 else
3054 { 2710 {
3055 num_stats_lose = 1; 2711 /* deplete a stat */
3056 } 2712 archetype *deparch = archetype::find ("depletion");
3057 lost_a_stat = 0; 2713 object *dep;
3058 2714
3059 for (z = 0; z < num_stats_lose; z++) 2715 dep = present_arch_in_ob (deparch, op);
3060 { 2716 if (!dep)
3061 i = RANDOM () % NUM_STATS;
3062
3063 if (settings.stat_loss_on_death)
3064 { 2717 {
3065 /* Pick a random stat and take a point off it. Tell the player 2718 dep = arch_to_object (deparch);
3066 * what he lost. 2719 insert_ob_in_ob (dep, op);
3067 */
3068 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1;
3074 } 2720 }
3075 else 2721 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss)
3076 { 2723 {
3077 /* deplete a stat */ 2724 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2725 /* Get the stat that we're about to deplete. */
3079 object *dep; 2726 this_stat = get_attr_value (&(dep->stats), i);
3080 2727 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2728 {
3084 dep = arch_to_object (deparch); 2729 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2730 int keep_chance = this_stat * this_stat;
3086 } 2731
3087 lose_this_stat = 1; 2732 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 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)
3094 { 2738 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2739 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2740 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2741 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2742 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2743 else
3129 if (this_stat >= -50)
3130 { 2744 {
3131 change_attr_value (&(dep->stats), i, -1); 2745 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 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"); */
3136 } 2750 }
3137 } 2751 }
3138 } 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 }
3139 } 2771 }
2772 }
2773 }
2774
3140 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2776 if (!lost_a_stat)
3142 { 2777 {
3143 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2779 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2780 const char *god = determine_god (op);
3146 2781
3147 if (god && (strcmp (god, "none"))) 2782 if (god && (strcmp (god, "none")))
3148 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);
3149 else 2784 else
3150 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.");
3151 } 2786 }
3152#else 2787#else
3153 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.");
3154#endif 2789#endif
3155 2790
3156 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2792 * exp loss on the stone.
3158 */ 2793 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
3161 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
3162 sprintf (buf, "%s's gravestones", &op->name); 2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3163 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
3164 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);
3165 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2801
3169 /**************************************/ 2802 /**************************************/
3170 /* */ 2803 /* */
3171 /* Subtract the experience points, */ 2804 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2805 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2806 /* food, and reset HP's... */
3174 /* */ 2807 /* */
3175 /**************************************/ 2808 /**************************************/
3176 2809
3177 /* remove any poisoning and confusion the character may be suffering. */ 2810 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2811 /* restore player */
3179 at = archetype::find ("poisoning"); 2812 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2813 tmp = present_arch_in_ob (at, op);
3181 2814
3182 if (tmp) 2815 if (tmp)
3183 { 2816 {
3184 tmp->destroy (); 2817 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2819 }
3187 2820
3188 at = archetype::find ("confusion"); 2821 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2822 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2823 if (tmp)
3191 { 2824 {
3192 tmp->destroy (); 2825 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 } 2827 }
3195 2828
3196 cure_disease (op, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
3197 2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2842
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
3200 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
3201 op->stats.food = 900; 2847 op->stats.food = 900;
2848
3202 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2852
3206 /* 2853 /*
3207 * Check to see if the player is in a shop. IF so, then check to see if 2854 * Check to see if the player has any unpaid items. If so, remove them
3208 * the player has any unpaid items. If so, remove them and put them back 2855 * and put them back in the map.
3209 * in the map. 2856 */
3210 */ 2857 op->drop_unpaid_items ();
3211 2858
3212 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op);
3214
3215 /****************************************/ 2859 /****************************************/
3216 /* */ 2860 /* */
3217 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
3219 /* */ 2863 /* */
3220 /****************************************/ 2864 /****************************************/
3221 2865
3222 enter_player_savebed (op); 2866 enter_player_savebed (op);
3223 2867
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0; 2868 op->contr->braced = 0;
3228 save_player (op, 1);
3229 2869
3230 /* it is possible that the player has blown something up 2870 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 2871 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 2872 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 2873 * on the space that might harm the player.
3234 */ 2874 */
3235 will_kill_again = 0; 2875 will_kill_again = 0;
3236 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2876 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3237 if (tmp->type == SPELL_EFFECT) 2877 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 2878 will_kill_again |= tmp->attacktype;
3239 2879
3240 if (will_kill_again) 2880 if (will_kill_again)
3241 { 2881 {
3242 object *force; 2882 object *force;
3243 int at; 2883 int at;
3244 2884
3245 force = get_archetype (FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1; 2887 force->speed = 0.1f;
3248 force->speed_left = -5.0; 2888 force->speed_left = -5.f;
3249 SET_FLAG (force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++) 2890 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 2892 force->resist[at] = 100;
3253 2893
3254 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
3255 fix_player (op); 2895 op->update_stats ();
2896 }
3256 2897
3257 }
3258
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 2899}
3328
3329 2900
3330void 2901void
3331loot_object (object *op) 2902loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 2903{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 2904 object *tmp, *tmp2, *next;
3334 2905
3335 if (op->container) 2906 op->close_container (); /* close open sack first */
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container);
3338 }
3339 2907
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 2908 for (tmp = op->inv; tmp; tmp = next)
3341 { 2909 {
3342 next = tmp->below; 2910 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 2911
2912 if (tmp->invisible)
3344 continue; 2913 continue;
2914
3345 tmp->remove (); 2915 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 2916 tmp->x = op->x, tmp->y = op->y;
2917
3347 if (tmp->type == CONTAINER) 2918 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 2919 loot_object (tmp); /* empty container to ground */
3349 loot_object (tmp); 2920
3350 }
3351 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))))
3352 { 2922 {
3353 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
3354 { 2924 {
3355 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
3356 tmp2->destroy ();
3357 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
3358 } 2927 }
3359 else 2928 else
3360 tmp->destroy (); 2929 tmp->destroy ();
3361 } 2930 }
3367/* 2936/*
3368 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3369 * 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
3370 * was changed. 2939 * was changed.
3371 */ 2940 */
3372
3373void 2941void
3374fix_weight (void) 2942fix_weight (void)
3375{ 2943{
3376 player *pl; 2944 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 2945 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
3381 2947
3382 if (old == sum) 2948 pl->ob->update_weight ();
3383 continue; 2949
3384 fix_player (pl->ob); 2950 if (old != pl->ob->carrying)
2951 {
2952 pl->ob->update_stats ();
3385 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 }
3386 } 2955 }
3387} 2956}
3388 2957
3389void 2958void
3390fix_luck (void) 2959fix_luck (void)
3391{ 2960{
3392 player *pl; 2961 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 2962 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 2963 pl->ob->change_luck (0);
3397} 2964}
3398
3399 2965
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 2967 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 2968 * just treat this as any other spell casting object.
3403 */ 2969 */
3404
3405void 2970void
3406cast_dust (object *op, object *throw_ob, int dir) 2971cast_dust (object *op, object *throw_ob, int dir)
3407{ 2972{
3408 object *skop, *spob; 2973 object *skop, *spob;
3409 2974
3436} 3001}
3437 3002
3438void 3003void
3439make_visible (object *op) 3004make_visible (object *op)
3440{ 3005{
3441 op->hide = 0; 3006 op->flag [FLAG_HIDDEN] = 0;
3442 op->invisible = 0; 3007 op->invisible = 0;
3008
3443 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3444 { 3010 {
3445 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3446 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3447 } 3013 }
3014
3448 update_object (op, UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3449} 3016}
3450 3017
3451int 3018int
3452is_true_undead (object *op) 3019is_true_undead (object *op)
3453{ 3020{
3454 object *tmp = NULL;
3455
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3457 return 1; 3022 return 1;
3458 3023
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 3024 return 0;
3465} 3025}
3466 3026
3467/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3469 * indicate greater hideability. 3029 * indicate greater hideability.
3470 */ 3030 */
3471
3472int 3031int
3473hideability (object *ob) 3032hideability (object *ob)
3474{ 3033{
3475 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3476 sint16 x, y; 3035 sint16 x, y;
3486 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3487 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3488 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3489 3048
3490 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3491 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])
3492 { 3053 {
3493 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3494 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3495 {
3496 continue; 3056 continue;
3497 } 3057
3498 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3499 level += 2; 3059 level += 2;
3500 else /* open terrain! */ 3060 else /* open terrain! */
3501 level -= 1; 3061 level -= 1;
3502 } 3062 }
3510/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3511 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3512 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3513 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3514 */ 3074 */
3515
3516void 3075void
3517do_hidden_move (object *op) 3076do_hidden_move (object *op)
3518{ 3077{
3519 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3520 object *skop;
3521 3079
3522 if (!op || !op->map) 3080 if (!op || !op->map)
3523 return; 3081 return;
3524 3082
3525 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);
3526 3085
3527 /* 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! */
3528 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3529 {
3530 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3531 { 3089 {
3532 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!");
3533 make_visible (op); 3091 make_visible (op);
3534 return; 3092 return;
3535 } 3093 }
3536 else 3094 else
3537 num += 20; 3095 num += 20;
3538 } 3096
3539 num += op->map->difficulty; 3097 num += op->map->difficulty;
3540 hide = hideability (op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3541 num -= hide; 3099 num -= hide;
3100
3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 { 3102 {
3544 make_visible (op); 3103 make_visible (op);
3104
3545 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3546 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!");
3547 } 3107 }
3548 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3549 {
3550 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);
3551 }
3552} 3110}
3553 3111
3554/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3555 3113
3556int 3114int
3583 if (mflags & P_OUT_OF_MAP) 3141 if (mflags & P_OUT_OF_MAP)
3584 continue; 3142 continue;
3585 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)))
3586 continue; 3144 continue;
3587 3145
3588 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)
3589 { 3147 {
3590 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))
3591 return 1; 3149 return 1;
3592 else if (tmp->type == PLAYER) 3150 else if (tmp->type == PLAYER)
3593 { 3151 {
3604 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3605 * 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
3606 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3607 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3608 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3609 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3610 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3611 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3612 * 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.
3613 * -b.t. 3171 * -b.t.
3614 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3615 */ 3173 */
3616
3617int 3174int
3618player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3619{ 3176{
3620 rv_vector rv; 3177 rv_vector rv;
3621 int dx, dy; 3178 int dx, dy;
3623 if (pl->type != PLAYER) 3180 if (pl->type != PLAYER)
3624 { 3181 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3183 return -1;
3627 } 3184 }
3185
3628 if (!pl || !op) 3186 if (!pl || !op)
3629 return 0; 3187 return 0;
3630 3188
3631 if (op->head)
3632 {
3633 op = op->head; 3189 op = op->head_ ();
3634 } 3190
3635 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3636 3192
3637 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3194 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3640 * a blocked los square. 3196 * a blocked los square.
3641 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3642 */ 3198 */
3643 while (op) 3199 while (op)
3644 { 3200 {
3645 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3646 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3647 3203
3648 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3649 * 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
3650 * for any meaningful values. 3206 * for any meaningful values.
3651 */ 3207 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3654 !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)])
3655 return 1; 3211 return 1;
3212
3656 op = op->more; 3213 op = op->more;
3657 } 3214 }
3215
3658 return 0; 3216 return 0;
3659} 3217}
3660 3218
3661/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3662 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3665 * return 0. 3223 * return 0.
3666 */ 3224 */
3667int 3225int
3668action_makes_visible (object *op) 3226action_makes_visible (object *op)
3669{ 3227{
3670
3671 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3672 { 3229 {
3673 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3674 return 0; 3231 return 0;
3675 3232
3676 if (op->contr && op->contr->tmp_invis == 0) 3233 if (op->contr && op->contr->tmp_invis == 0)
3677 return 0; 3234 return 0;
3678 3235
3679 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3680 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3237 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3681 { 3238 {
3682 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->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3683 return 1; 3240 return 1;
3684 } 3241 }
3685 } 3242 }
3243
3686 return 0; 3244 return 0;
3687} 3245}
3688 3246
3689/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3690 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3695 * 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
3696 */ 3254 */
3697int 3255int
3698op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3699{ 3257{
3700 object *tmp;
3701
3702 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3703 * 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),
3704 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3705 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3706 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3707 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3708 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3709 { 3265 {
3710 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3711 { 3267 {
3712 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3713 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))
3714 { 3272 {
3715 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3716 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))
3717 { 3275 {
3718 object *invtmp;
3719
3720 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3721 { 3277 {
3722 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3723 { 3279 {
3724 if (x != NULL && y != NULL) 3280 if (x && y)
3725 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3726 return 1; 3283 return 1;
3727 } 3284 }
3728 } 3285 }
3729 } 3286 }
3287
3730 if (x != NULL && y != NULL) 3288 if (x && y)
3731 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3732 return 1; 3291 return 1;
3733 } 3292 }
3734 } 3293 }
3735 } 3294 }
3295
3736 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3737 return 0; 3297 return 0;
3738} 3298}
3739 3299
3740/* 3300/*
3756 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3757 int i = 0, j = 0; 3317 int i = 0, j = 0;
3758 3318
3759 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3760 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3761 trlist = find_treasurelist ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3762 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3763 trlist = find_treasurelist ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3764 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3765 trlist = find_treasurelist ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3766 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3767 trlist = find_treasurelist ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3768 3328
3769 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3770 return; 3330 return;
3771 3331
3772 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++);
3773 3333
3774 if (tr == NULL || tr->item == NULL) 3334 if (!tr || !tr->item)
3775 { 3335 {
3776 /* 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]); */
3777 return; 3337 return;
3778 } 3338 }
3779 3339
3780 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3781 item = &(tr->item->clone); 3341 item = tr->item;
3782 3342
3783 if (item->type == SPELL) 3343 if (item->type == SPELL)
3784 { 3344 {
3785 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3786 return; 3346 return;
3845 { 3405 {
3846 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3407 object *skin;
3848 3408
3849 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3850 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
3851 if (skin == NULL) 3413 if (!skin)
3852 return; 3414 return;
3853 3415
3854 /* adding new spellpath attunements */ 3416 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3417 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3418 {
3888 else 3450 else
3889 { 3451 {
3890 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3891 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3892 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));
3893 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3894 if (who->type == PLAYER)
3895 esrv_send_item (who, tmp);
3896 } 3456 }
3897} 3457}
3898 3458
3899/** 3459/**
3900 * 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
3901 * not readied. 3461 * not readied.
3902 */ 3462 */
3903void 3463void
3904player_unready_range_ob (player *pl, object *ob) 3464player_unready_range_ob (player *pl, object *ob)
3905{ 3465{
3906 rangetype i; 3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3907 3468
3908 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->combat_ob == ob)
3909 { 3470 pl->combat_ob = 0;
3471
3910 if (pl->ranges[i] == ob) 3472 if (pl->ranged_ob == ob)
3911 { 3473 pl->ranged_ob = 0;
3912 pl->ranges[i] = NULL;
3913 if (pl->shoottype == i)
3914 {
3915 pl->shoottype = range_none;
3916 }
3917 }
3918 }
3919} 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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