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Comparing deliantra/server/server/player.C (file contents):
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC vs.
Revision 1.221 by root, Wed Dec 31 17:35:38 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#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 return; 48 return;
88 49
89 motd[0] = '\0'; 50 motd[0] = '\0';
90 size = 0; 51 size = 0;
91 52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
96 57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 77 return;
117 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
120 81
121 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
122 { 83 {
123 if (*buf == '#') 84 if (*buf == '#')
124 continue; 85 continue;
125 86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
153 114
154 news[0] = '\0'; 115 news[0] = '\0';
155 subject[0] = '\0'; 116 subject[0] = '\0';
156 size = 0; 117 size = 0;
157 118
158 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
159 { 120 {
160 if (*buf == '#') 121 if (*buf == '#')
161 continue; 122 continue;
162 123
163 if (*buf == '%') 124 if (*buf == '%')
164 { /* send one news */ 125 { /* send one news */
165 if (size > 0) 126 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 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
167 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
168 strip_endline (subject); 133 strip_endline (subject);
169 size = 0; 134 size = 0;
170 news[0] = '\0'; 135 news[0] = '\0';
171 } 136 }
180 size += strlen (buf); 145 size += strlen (buf);
181 } 146 }
182 } 147 }
183 148
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 152}
296 153
297/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
298static void 155static void
299set_first_map (object *op) 156set_first_map (object *op)
300{ 157{
301 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
302 op->x = -1; 159 op->x = -1;
303 op->y = -1; 160 op->y = -1;
304 enter_exit (op, 0);
305} 161}
306 162
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 ();
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
307/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
308 * 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
309 * mode. 385 * mode.
310 */ 386 */
311 387player *
312int 388player::create ()
313add_player (client *ns)
314{ 389{
315 player *p = new player; 390 player *pl = new player;
316 391
317 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 393
320 p->next = first_player; 394 pl->ob->roll_stats ();
321 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
322 397
323 p = get_player (p);
324
325 set_first_map (p->ob); 398 set_first_map (pl->ob);
326 399
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332
333 get_name (p->ob);
334
335 return 0; 400 return pl;
336} 401}
337 402
338/* 403/*
339 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
342 */ 407 */
343archetype * 408archetype *
344get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
345{ 410{
346 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);
347 418
348 for (;;) 419 for (;;)
349 { 420 {
350 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
351 at = first_archetype; 422 i = archetypes.begin ();
352 else 423 else if (*i == at)
353 at = at->next; 424 cleanup ("not a single player archetype found");
354 425
355 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
356 return at; 427 return *i;
357
358 if (at == start)
359 {
360 LOG (llevError, "No Player archetypes\n");
361 exit (-1);
362 }
363 } 428 }
364} 429}
365 430
366object * 431object *
367get_nearest_player (object *mon) 432get_nearest_player (object *mon)
368{ 433{
369 object *op = NULL; 434 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 435 objectlink *ol;
372 unsigned lastdist; 436 unsigned lastdist;
373 rv_vector rv; 437 rv_vector rv;
374 438
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 440 {
377 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop.
381 */
382 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
383 {
384 object *tmp = ol->ob;
385
386 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared.
388 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
390 ol = ol->next;
391 remove_friendly_object (tmp);
392 if (!ol)
393 return op;
394 }
395
396 /* Remove special check for player from this. First, it looks to cause
397 * some crashes (ol->ob->contr not set properly?), but secondly, a more
398 * complicated method of state checking would be needed in any case -
399 * as it was, a clever player could type quit, and the function would
400 * skip them over while waiting for confirmation. Remove
401 * on_same_map check, as can_detect_enemy also does this
402 */
403 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
404 continue; 442 continue;
405 443
406 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
407 { 445 {
408 op = ol->ob; 446 op = ol->ob;
409 lastdist = rv.distance; 447 lastdist = rv.distance;
410 } 448 }
411 } 449 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 450
413 { 451 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
418 { 454 {
419 op = pl->ob; 455 op = pl->ob;
420 lastdist = rv.distance; 456 lastdist = rv.distance;
421 } 457 }
422 } 458
423 }
424#if 0 459#if 0
425 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)");
426#endif 461#endif
427 return op; 462 return op;
428} 463}
446 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 483 * is probably not a good thing.
449 */ 484 */
450#define MAX_SPACES 50 485#define MAX_SPACES 50
451
452 486
453/* 487/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 521 x = mon->x;
488 y = mon->y; 522 y = mon->y;
489 m = mon->map; 523 m = mon->map;
490 dir = rv.direction; 524 dir = rv.direction;
491 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 */
492 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
493 /* 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. */
494 if (diff > max) 529 if (diff > max)
495 return 0; 530 return 0;
531
496 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
497 { 533 {
498 lastx = x; 534 lastx = x;
499 lasty = y; 535 lasty = y;
500 lastmap = m; 536 lastmap = m;
582 max--; 618 max--;
583 lastdir = dir; 619 lastdir = dir;
584 if (!firstdir) 620 if (!firstdir)
585 firstdir = dir; 621 firstdir = dir;
586 } 622 }
623
587 if (diff <= 1) 624 if (diff <= 1)
588 { 625 {
589 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 627 * headed toward player for entire distance.
591 */ 628 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 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));
594 } 631 }
632
595 if (diff > max) 633 if (diff > max)
596 return 0; 634 return 0;
597 } 635 }
636
598 /* 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 */
599 if (!max) 638 if (!max)
600 return 0; 639 return 0;
601 640
602 return firstdir; 641 return firstdir;
603} 642}
604 643
605void 644void
606give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
607{ 646{
608 object *op, *next = NULL;
609
610 if (pl->randomitems != NULL) 647 if (pl->randomitems)
611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
612 649
613 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
614 { 651 {
615 next = op->below; 652 next = op->below;
616 653
617 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
618 * 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
623 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
624 * by this player due to race restrictions 661 * by this player due to race restrictions
625 */ 662 */
626 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
627 { 664 {
628 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
629 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
630 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
631 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
632 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))
633 { 672 {
634 op->destroy (); 673 op->destroy ();
635 continue; 674 continue;
636 } 675 }
637 } 676 }
660 if (op->nrof > 1) 699 if (op->nrof > 1)
661 op->nrof = 1; 700 op->nrof = 1;
662 } 701 }
663 702
664 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
665 {
666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
667 }
668 705
669 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
670 * 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
671 * merged properly. 708 * merged properly.
672 */ 709 */
673 if (need_identify (op)) 710 if (need_identify (op))
674 { 711 {
675 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
676 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
677 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
678 } 715 }
716
679 if (op->type == SPELL) 717 if (op->type == SPELL)
680 { 718 {
681 op->destroy (); 719 op->destroy ();
682 continue; 720 continue;
683 } 721 }
685 { 723 {
686 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
687 op->stats.exp = 0; 725 op->stats.exp = 0;
688 op->level = 1; 726 op->level = 1;
689 } 727 }
690 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
691 else
692 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
693 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
694 731
695 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
696 link_player_skills (pl); 733 pl->contr->link_skills ();
697}
698
699void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->state = ST_GET_NAME;
704 send_query (op->contr->socket, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->state = ST_GET_PASSWORD;
712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781} 734}
782 735
783void 736void
784get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
785{ 738{
786 if (party == NULL) 739 if (party == NULL)
787 { 740 {
788 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);
789 return; 742 return;
790 } 743 }
744
791 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
794 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:");
795} 749}
796
797 750
798/* 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. */
799int 752static int
800roll_stat (void) 753roll_stat (void)
801{ 754{
802 int a[4], i, j, k; 755 int a[4], i, j, k;
803 756
804 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
806 759
807 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 761 if (a[i] < k)
809 k = a[i], j = i; 762 k = a[i], j = i;
810 763
811 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 765 if (i != j)
814 k += a[i]; 766 k += a[i];
815 } 767
816 return k; 768 return k;
817} 769}
818 770
819void 771void
820roll_stats (object *op) 772object::roll_stats ()
821{ 773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
822 int sum = 0; 778 int sum = 0;
823 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
825 781
826 do 782 if (sum >= 82 && sum <= 116)
783 break;
827 { 784 }
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 }
837 while (sum < 82 || sum > 116);
838 785
839 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 788
848 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
849 do 790 stats.stat (i) = statsort [i];
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864 791
865 op->stats.Str = statsort[0];
866 op->stats.Dex = statsort[1];
867 op->stats.Con = statsort[2];
868 op->stats.Int = statsort[3];
869 op->stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6];
872
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 792 stats.exp = 0;
884 op->stats.ac = 0; 793 stats.ac = 0;
885 794
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 795 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 796 stats.sp = stats.maxsp;
893 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
894 op->contr->orig_stats = op->stats; 805 contr->orig_stats = stats;
806 }
895} 807}
896 808
897void 809void
898Roll_Again (object *op) 810object::swap_stats (int a, int b)
899{ 811{
900 esrv_new_player (op->contr, 0); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904 813
905void 814 for (int i = 0; i < NUM_STATS; ++i)
906Swap_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)
907{ 841{
908 signed char tmp;
909 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
910 843
911 if (op->contr->Swap_First == -1) 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str;
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf);
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 846}
1026 847
1027/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1031 * not the class. 852 * not the class.
1032 */ 853 */
1033 854void
1034int 855player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 856{
1037 int tmp_loop;
1038
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D')
1046 {
1047 char buf[MAX_BUF];
1048
1049 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
1051 859
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 861 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
1055 863
1056 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
1058 866
1059 op->contr->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
1060 868
1061 if (op->msg) 869 if (ob->msg)
1062 op->msg = NULL; 870 ob->msg = 0;
1063 871
1064 /* We create this now because some of the unique maps will need it
1065 * to save here.
1066 */
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1068 make_path_to_file (buf);
1069
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 872 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op);
1077 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
1078 fix_player (op); 876 ob->update_stats ();
1079 877
1080 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
1081 * is one for this race 879 * is one for this race
1082 */ 880 */
1083 if (*first_map_ext_path) 881 if (*first_map_ext_path)
1084 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1085 object *tmp;
1086 char mapname[MAX_BUF];
1087
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1089 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the
1095 * default initial map */
1096 tmp->destroy ();
1097 }
1098 else 883 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
1100 886
1101 return 0; 887void
1102 } 888player::chargen_race_next ()
1103 889{
1104 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1106 */ 892 */
1107 893
1108 tmp_loop = 0; 894 do
1109 while (!tmp_loop)
1110 { 895 {
1111 shstr name = op->name; 896 shstr name = ob->name;
1112 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
1113 898
1114 remove_statbonus (op); 899 ob->remove_statbonus ();
1115 op->remove (); 900 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
1118 op->instantiate (); 903 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
1121 op->x = x; 906 ob->x = x;
1122 op->y = y; 907 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
1126 add_statbonus (op); 911 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 912 }
913 while (!allowed_class (ob));
1129 914
1130 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 917 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 920 ob->stats.grace = 0;
1136
1137 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 921}
1192 922
1193void 923void
1194flee_player (object *op) 924flee_player (object *op)
1195{ 925{
1201 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
1202 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
1203 return; 933 return;
1204 } 934 }
1205 935
1206 if (op->enemy == NULL) 936 if (!op->enemy)
1207 { 937 {
1208 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
1209 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
1210 return; 940 return;
1211 } 941 }
1212 942
1213 /* Seen some crashes here. Since we don't store an
1214 * op->enemy_count, it is possible that something destroys the
1215 * actual enemy, and the object is recycled.
1216 */
1217 if (op->enemy->map == NULL)
1218 {
1219 CLEAR_FLAG (op, FLAG_SCARED);
1220 op->enemy = NULL;
1221 return;
1222 }
1223
1224 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1225 { 944 {
1226 op->enemy = NULL; 945 op->enemy = NULL;
1227 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1228 return; 947 return;
1231 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1232 951
1233 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1234 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1235 { 954 {
1236 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1237 956
1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1239 return; 958 return;
1240 } 959 }
1241 960
1242 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 963 op->enemy = NULL;
1245} 964}
1246 965
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* check_pick sees if there is stuff to be picked up/picks up stuff.
1249 * IT returns 1 if the player should keep on moving, 0 if he should 967 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 968 * stop.
1251 */ 969 */
1252int 970int
1253check_pick (object *op) 971check_pick (object *op)
1254{ 972{
1255 object *tmp, *next; 973 object *tmp, *next;
1256 int stop = 0; 974 int stop = 0;
1257 int j, k, wvratio; 975 int wvratio;
1258 char putstring[128], tmpstr[16];
1259 976
1260 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1262 return 1; 979 return 1;
1263 980
1264 next = op->below; 981 next = op->below;
1265 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1266 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1267 * destroyed */ 987 * destroyed */
1268 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1269 { 989 {
1270 tmp = next; 990 tmp = next;
1271 next = tmp->below; 991 next = tmp->below;
1272 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1273 if (op->destroyed ()) 999 if (op->destroyed ())
1274 return 0; 1000 return 0;
1275 1001
1276 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1277 continue; 1003 continue;
1278 1004
1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1280 { 1006 {
1281 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1282 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1283 continue; 1010 continue;
1284 } 1011 }
1285 1012
1286 /* high not bit set? We're using the old autopickup model */ 1013 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1287 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1288 { 1075 {
1289 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1290 { 1135 {
1291 case 0: 1136 CHK_PICK_PICKUP;
1292 return 1; /* don't pick up */ 1137 continue;
1293 case 1:
1294 pick_up (op, tmp);
1295 return 1;
1296 case 2:
1297 pick_up (op, tmp);
1298 return 0;
1299 case 3:
1300 return 0; /* stop before pickup */
1301 case 4:
1302 pick_up (op, tmp);
1303 break;
1304 case 5:
1305 pick_up (op, tmp);
1306 stop = 1;
1307 break;
1308 case 6:
1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1310 pick_up (op, tmp);
1311 break;
1312
1313 case 7:
1314 if (tmp->type == MONEY || tmp->type == GEM)
1315 pick_up (op, tmp);
1316 break;
1317
1318 default:
1319 /* use value density */
1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1322 pick_up (op, tmp);
1323 } 1138 }
1324 } 1139 }
1325 else 1140
1326 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1327 /* NEW pickup handling */ 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 /* we don't forget dragon food */
1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* bows and arrows. Bows are good for selling! */
1328 if (op->contr->mode & PU_DEBUG) 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_BOOTS)
1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON && tmp->name != NULL)
1329 { 1227 {
1330 /* some debugging code to figure out item information */ 1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1331 if (tmp->name != NULL) 1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 { 1230 {
1342 for (j = 0; j < 32; j++) 1231 CHK_PICK_PICKUP;
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 }
1368 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for
1373 * example.
1374 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#>
1377 */
1378
1379 /* the first two modes are exclusive: if NOTHING we return, if
1380 * STOP then we stop. All the rest are applied sequentially,
1381 * meaning if any test passes, the item gets picked up. */
1382
1383 /* if mode is set to pick nothing up, return */
1384
1385 if (op->contr->mode & PU_NOTHING)
1386 return 1;
1387
1388 /* if mode is set to stop when encountering objects, return */
1389 /* take STOP before INHIBIT since it doesn't actually pick
1390 * anything up */
1391
1392 if (op->contr->mode & PU_STOP)
1393 return 0;
1394
1395 /* useful for going into stores and not losing your settings... */
1396 /* and for battles wher you don't want to get loaded down while
1397 * fighting */
1398 if (op->contr->mode & PU_INHIBIT)
1399 return 1;
1400
1401 /* prevent us from turning into auto-thieves :) */
1402 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1403 continue;
1404
1405 /* ignore known cursed objects */
1406 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1407 continue;
1408
1409 /* all food and drink if desired */
1410 /* question: don't pick up known-poisonous stuff? */
1411 if (op->contr->mode & PU_FOOD)
1412 if (tmp->type == FOOD)
1413 {
1414 pick_up (op, tmp);
1415 continue;
1416 }
1417
1418 if (op->contr->mode & PU_DRINK)
1419 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1420 {
1421 pick_up (op, tmp);
1422 continue;
1423 }
1424
1425 if (op->contr->mode & PU_POTION)
1426 if (tmp->type == POTION)
1427 {
1428 pick_up (op, tmp);
1429 continue;
1430 }
1431
1432 /* spellbooks, skillscrolls and normal books/scrolls */
1433 if (op->contr->mode & PU_SPELLBOOK)
1434 if (tmp->type == SPELLBOOK)
1435 {
1436 pick_up (op, tmp);
1437 continue;
1438 }
1439
1440 if (op->contr->mode & PU_SKILLSCROLL)
1441 if (tmp->type == SKILLSCROLL)
1442 {
1443 pick_up (op, tmp);
1444 continue;
1445 }
1446
1447 if (op->contr->mode & PU_READABLES)
1448 if (tmp->type == BOOK || tmp->type == SCROLL)
1449 {
1450 pick_up (op, tmp);
1451 continue;
1452 }
1453
1454 /* wands/staves/rods/horns */
1455 if (op->contr->mode & PU_MAGIC_DEVICE)
1456 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1457 {
1458 pick_up (op, tmp);
1459 continue;
1460 }
1461
1462 /* pick up all magical items */
1463 if (op->contr->mode & PU_MAGICAL)
1464 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1465 {
1466 pick_up (op, tmp);
1467 continue;
1468 }
1469
1470 if (op->contr->mode & PU_VALUABLES)
1471 {
1472 if (tmp->type == MONEY || tmp->type == GEM)
1473 {
1474 pick_up (op, tmp);
1475 continue; 1232 continue;
1476 } 1233 }
1477 } 1234 }
1478 1235
1479 /* rings & amulets - talismans seems to be typed AMULET */
1480 if (op->contr->mode & PU_JEWELS)
1481 if (tmp->type == RING || tmp->type == AMULET) 1236 if (tmp->type == WEAPON && tmp->name == NULL)
1482 {
1483 pick_up (op, tmp);
1484 continue;
1485 }
1486
1487 /* we don't forget dragon food */
1488 if (op->contr->mode & PU_FLESH)
1489 if (tmp->type == FLESH)
1490 {
1491 pick_up (op, tmp);
1492 continue;
1493 }
1494
1495 /* bows and arrows. Bows are good for selling! */
1496 if (op->contr->mode & PU_BOW)
1497 if (tmp->type == BOW)
1498 {
1499 pick_up (op, tmp);
1500 continue;
1501 }
1502
1503 if (op->contr->mode & PU_ARROW)
1504 if (tmp->type == ARROW)
1505 {
1506 pick_up (op, tmp);
1507 continue;
1508 }
1509
1510 /* all kinds of armor etc. */
1511 if (op->contr->mode & PU_ARMOUR)
1512 if (tmp->type == ARMOUR)
1513 {
1514 pick_up (op, tmp);
1515 continue;
1516 }
1517
1518 if (op->contr->mode & PU_HELMET)
1519 if (tmp->type == HELMET)
1520 {
1521 pick_up (op, tmp);
1522 continue;
1523 }
1524
1525 if (op->contr->mode & PU_SHIELD)
1526 if (tmp->type == SHIELD)
1527 {
1528 pick_up (op, tmp);
1529 continue;
1530 }
1531
1532 if (op->contr->mode & PU_BOOTS)
1533 if (tmp->type == BOOTS)
1534 {
1535 pick_up (op, tmp);
1536 continue;
1537 }
1538
1539 if (op->contr->mode & PU_GLOVES)
1540 if (tmp->type == GLOVES)
1541 {
1542 pick_up (op, tmp);
1543 continue;
1544 }
1545
1546 if (op->contr->mode & PU_CLOAK)
1547 if (tmp->type == CLOAK)
1548 {
1549 pick_up (op, tmp);
1550 continue;
1551 }
1552
1553 /* hoping to catch throwing daggers here */
1554 if (op->contr->mode & PU_MISSILEWEAPON)
1555 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1556 {
1557 pick_up (op, tmp);
1558 continue;
1559 }
1560
1561 /* careful: chairs and tables are weapons! */
1562 if (op->contr->mode & PU_ALLWEAPON)
1563 { 1237 {
1564 if (tmp->type == WEAPON && tmp->name != NULL) 1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1565 { 1239 {
1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1240 CHK_PICK_PICKUP;
1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1568 {
1569 pick_up (op, tmp);
1570 continue; 1241 continue;
1571 }
1572 }
1573
1574 if (tmp->type == WEAPON && tmp->name == NULL)
1575 {
1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1577 {
1578 pick_up (op, tmp);
1579 continue;
1580 }
1581 } 1242 }
1582 } 1243 }
1244 }
1583 1245
1584 /* misc stuff that's useful */ 1246 /* misc stuff that's useful */
1585 if (op->contr->mode & PU_KEY) 1247 if (op->contr->mode & PU_KEY)
1586 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1587 { 1249 {
1588 pick_up (op, tmp); 1250 CHK_PICK_PICKUP;
1589 continue; 1251 continue;
1590 } 1252 }
1591 1253
1592 /* any of the last 4 bits set means we use the ratio for value 1254 /* any of the last 4 bits set means we use the ratio for value
1593 * pickups */ 1255 * pickups */
1594 if (op->contr->mode & PU_RATIO) 1256 if (op->contr->mode & PU_RATIO)
1257 {
1258 /* use value density to decide what else to grab */
1259 /* >=7 was >= op->contr->mode */
1260 /* >=7 is the old standard setting. Now we take the last 4 bits
1261 */
1262 wvratio = op->contr->mode & PU_RATIO;
1263 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1595 { 1264 {
1596 /* use value density to decide what else to grab */ 1265#if 0
1597 /* >=7 was >= op->contr->mode */ 1266 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1598 /* >=7 is the old standard setting. Now we take the last 4 bits 1267 if (tmp->name != NULL)
1599 * and multiply them by 5, giving 0..15*5== 5..75 */
1600 wvratio = (op->contr->mode & PU_RATIO) * 5;
1601 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1602 { 1268 {
1603 pick_up (op, tmp);
1604#if 0
1605 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1606 if (tmp->name != NULL)
1607 {
1608 fprintf (stderr, "%s", tmp->name); 1269 fprintf (stderr, "%s", tmp->name);
1609 } 1270 }
1610 else 1271 else
1611 fprintf (stderr, "%s", tmp->arch->name); 1272 fprintf (stderr, "%s", tmp->arch->archname);
1612 fprintf (stderr, ",%d] = ", tmp->type); 1273 fprintf (stderr, ",%d] = ", tmp->type);
1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1614#endif 1275#endif
1276 CHK_PICK_PICKUP;
1615 continue; 1277 continue;
1616 }
1617 } 1278 }
1618 } /* the new pickup model */ 1279 } /* the new pickup model */
1619 } 1280 }
1620 1281
1621 return !stop; 1282 return !stop;
1627 * found object is returned. 1288 * found object is returned.
1628 */ 1289 */
1629object * 1290object *
1630find_arrow (object *op, const char *type) 1291find_arrow (object *op, const char *type)
1631{ 1292{
1632 object *tmp = NULL;
1633
1634 for (op = op->inv; op; op = op->below) 1293 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 return splay (tmp);
1296
1297 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1298 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1299 if (object *arrow = find_arrow (tmp, type))
1300 {
1301 splay (tmp);
1638 return op; 1302 return arrow;
1303 }
1304
1639 return tmp; 1305 return 0;
1640} 1306}
1641 1307
1642/* 1308/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1309 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1644 * against the target. A full test is not performed, simply a basic test 1310 * against the target. A full test is not performed, simply a basic test
1645 * of resistances. The archer is making a quick guess at what he sees down 1311 * of resistances. The archer is making a quick guess at what he sees down
1646 * the hall. Failing that it does it's best to pick the highest plus arrow. 1312 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1313 */
1648
1649object * 1314object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1315find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1316{
1652 object *tmp = NULL, *arrow, *ntmp; 1317 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1318 int attacknum, attacktype, betterby = 0, i;
1668 } 1333 }
1669 } 1334 }
1670 else if (arrow->type == ARROW && arrow->race == type) 1335 else if (arrow->type == ARROW && arrow->race == type)
1671 { 1336 {
1672 /* allways prefer assasination/slaying */ 1337 /* allways prefer assasination/slaying */
1673 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1338 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1674 { 1339 {
1675 if (arrow->attacktype & AT_DEATH) 1340 if (arrow->attacktype & AT_DEATH)
1676 { 1341 {
1677 *better = 100; 1342 *better = 100;
1678 return arrow; 1343 return arrow;
1686 else 1351 else
1687 { 1352 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1353 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 { 1354 {
1690 attacktype = 1 << attacknum; 1355 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1356 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1357 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1693 { 1358 {
1694 tmp = arrow; 1359 tmp = arrow;
1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1360 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1696 } 1361 }
1697 } 1362 }
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1363 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 { 1364 {
1700 tmp = arrow; 1365 tmp = arrow;
1706 betterby = 1 + arrow->magic + arrow->stats.dam; 1371 betterby = 1 + arrow->magic + arrow->stats.dam;
1707 } 1372 }
1708 } 1373 }
1709 } 1374 }
1710 } 1375 }
1376
1711 if (tmp == NULL && arrow == NULL) 1377 if (tmp == NULL && arrow == NULL)
1712 return find_arrow (op, type); 1378 return find_arrow (op, type);
1713 1379
1714 *better = betterby; 1380 *better = betterby;
1715 return tmp; 1381 return tmp;
1719 * find_better_arrow to find a decent arrow to use. 1385 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1386 * op = the shooter
1721 * type = bow->race 1387 * type = bow->race
1722 * dir = fire direction 1388 * dir = fire direction
1723 */ 1389 */
1724
1725object * 1390object *
1726pick_arrow_target (object *op, const char *type, int dir) 1391pick_arrow_target (object *op, const char *type, int dir)
1727{ 1392{
1728 object *tmp = NULL; 1393 object *tmp = NULL;
1729 maptile *m; 1394 maptile *m;
1746 for (i = 0, found = 0; i < 20; i++) 1411 for (i = 0, found = 0; i < 20; i++)
1747 { 1412 {
1748 x += freearr_x[dir]; 1413 x += freearr_x[dir];
1749 y += freearr_y[dir]; 1414 y += freearr_y[dir];
1750 mflags = get_map_flags (m, &m, x, y, &x, &y); 1415 mflags = get_map_flags (m, &m, x, y, &x, &y);
1416
1751 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1417 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1752 { 1418 {
1753 tmp = NULL; 1419 tmp = 0;
1754 break; 1420 break;
1755 } 1421 }
1756 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1422 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1757 { 1423 {
1758 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1424 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1759 * perhaps a bad assumption. 1425 * perhaps a bad assumption.
1760 */ 1426 */
1761 tmp = NULL; 1427 tmp = 0;
1762 break; 1428 break;
1763 } 1429 }
1430
1764 if (mflags & P_IS_ALIVE) 1431 if (mflags & P_IS_ALIVE)
1765 {
1766 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1432 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1767 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1433 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1768 {
1769 found++;
1770 break;
1771 }
1772 if (found)
1773 break; 1434 break;
1774 }
1775 } 1435 }
1776 if (tmp == NULL) 1436
1437 if (!tmp)
1777 return find_arrow (op, type); 1438 return find_arrow (op, type);
1778 1439
1779 if (tmp->head) 1440 if (tmp->head)
1780 tmp = tmp->head; 1441 tmp = tmp->head;
1781 1442
1794 */ 1455 */
1795int 1456int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1457fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1458{
1798 object *left, *bow; 1459 object *left, *bow;
1799 int bowspeed, mflags; 1460 int mflags;
1800 maptile *m; 1461 maptile *m;
1801 1462
1802 if (!dir) 1463 if (!dir)
1803 { 1464 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1465 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1466 return 0;
1806 } 1467 }
1807 1468
1808 if (op->type == PLAYER) 1469 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1470 bow = op->current_weapon;
1810 else 1471 else
1811 { 1472 {
1812 for (bow = op->inv; bow; bow = bow->below) 1473 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1474 /* Don't check for applied - monsters don't apply bows - in that way, they
1814 * don't need to switch back and forth between bows and weapons. 1475 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1480 if (!bow)
1820 { 1481 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1482 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1483 return 0;
1823 } 1484 }
1485
1486 // optimisation: move object to top so we will find it quickly again
1487 if (bow->below)
1488 {
1489 bow->remove ();
1490 op->insert (bow);
1491 }
1824 } 1492 }
1825 1493
1826 if (!bow->race || !bow->skill) 1494 if (!bow->race || !bow->skill)
1827 { 1495 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1496 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1497 return 0;
1830 } 1498 }
1831
1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1833
1834 /* penalize ROF for bestarrow */
1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1838 if (bowspeed < 1)
1839 bowspeed = 1;
1840 1499
1841 if (arrow == NULL) 1500 if (arrow == NULL)
1842 { 1501 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1502 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1503 {
1845 if (op->type == PLAYER) 1504 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1505 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1506 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1507 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1508 CLEAR_FLAG (op, FLAG_READY_BOW);
1509
1850 return 0; 1510 return 0;
1851 } 1511 }
1852 } 1512 }
1853 1513
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1514 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1862 } 1522 }
1863 1523
1864 /* this should not happen, but sometimes does */ 1524 /* this should not happen, but sometimes does */
1865 if (arrow->nrof == 0) 1525 if (arrow->nrof == 0)
1866 { 1526 {
1527 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1867 arrow->destroy (); 1528 arrow->destroy ();
1868 return 0; 1529 return 0;
1869 } 1530 }
1870 1531
1871 left = arrow; /* these are arrows left to the player */ 1532 left = arrow; /* these are arrows left to the player */
1872 arrow = get_split_ob (arrow, 1); 1533 arrow = arrow->split ();
1873 if (!arrow) 1534 if (!arrow)
1874 { 1535 {
1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1536 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1876 return 0; 1537 return 0;
1877 } 1538 }
1878 1539
1879 arrow->set_owner (op); 1540 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1541 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1542 arrow->direction = dir;
1883 arrow->x = sx; 1543
1884 arrow->y = sy; 1544 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1545 arrow->stats.hp = arrow->stats.dam;
1546 arrow->stats.grace = arrow->attacktype;
1547
1548 if (arrow->slaying)
1549 arrow->spellarg = strdup (arrow->slaying);
1550
1551#if 0
1552 if (player *pl = op->contr)
1553 {
1554 float speed = pl->weapon_sp;
1555
1556 /* penalize ROF for bestarrow */
1557 if (pl->bowtype == bow_bestarrow)
1558 speed *= .9f;
1559 else
1560 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1561
1562 op->speed_left += speed - op->speed;
1563 }
1564#endif
1565
1566 SET_ANIMATION (arrow, arrow->direction);
1567
1568 /* update the speed */
1569 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1570 + bow->stats.dam / 7.f;
1571
1572 arrow->set_speed (max (arrow->speed, 2.f));
1573 arrow->speed_left = 0;
1574
1575 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1576
1886 if (op->type == PLAYER) 1577 if (op->type == PLAYER)
1887 { 1578 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op);
1890 }
1891
1892 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype;
1896 if (arrow->slaying != NULL)
1897 arrow->spellarg = strdup (arrow->slaying);
1898
1899 /* Note that this was different for monsters - they got their level
1900 * added to the damage. I think the strength bonus is more proper.
1901 */
1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1905 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908
1909 if (arrow->speed < 1.0)
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0;
1913
1914 if (op->type == PLAYER)
1915 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1579 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1580 wc -= dex_bonus[op->stats.Dex];
1581
1582 if (!arrow->slaying)
1583 arrow->slaying = op->slaying;
1584
1585 arrow->attacktype |= op->attacktype;
1921 } 1586 }
1922 else 1587 else
1923 { 1588 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1589 arrow->level = op->level;
1926 } 1590 arrow->stats.wc -= bow->magic;
1927 1591
1928 if (arrow->attacktype == AT_PHYSICAL) 1592 if (!arrow->slaying)
1593 arrow->slaying = bow->slaying;
1594
1929 arrow->attacktype |= bow->attacktype; 1595 arrow->attacktype |= bow->attacktype;
1596 }
1930 1597
1931 if (bow->slaying) 1598 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1599 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1600
1934 arrow->map = m; 1601 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1602 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1603 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1604
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1605 op->play_sound (sound_find ("fire_arrow"));
1939 insert_ob_in_map (arrow, m, op, 0); 1606 m->insert (arrow, sx, sy, op);
1940 1607
1941 if (!arrow->destroyed ()) 1608 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1609 move_arrow (arrow);
1943
1944 if (op->type == PLAYER)
1945 {
1946 if (left->destroyed ())
1947 esrv_del_item (op->contr, left->count);
1948 else
1949 esrv_send_item (op, left);
1950 }
1951 1610
1952 return 1; 1611 return 1;
1953} 1612}
1954 1613
1955/* Special fire code for players - this takes into 1614/* Special fire code for players - this takes into
1960 * hence the function name. 1619 * hence the function name.
1961 */ 1620 */
1962int 1621int
1963player_fire_bow (object *op, int dir) 1622player_fire_bow (object *op, int dir)
1964{ 1623{
1965 int ret = 0, wcmod = 0; 1624 int ret;
1966 1625
1967 if (op->contr->bowtype == bow_bestarrow) 1626 if (op->contr->bowtype == bow_bestarrow)
1968 { 1627 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1629 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1630 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1631 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1632 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1974 wcmod = -1;
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1633 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1634 }
1977 else if (op->contr->bowtype == bow_threewide) 1635 else if (op->contr->bowtype == bow_threewide)
1978 { 1636 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1637 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1638 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1981 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1639 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1982 } 1640 }
1983 else if (op->contr->bowtype == bow_spreadshot) 1641 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1642 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1643 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1644 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1645 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1646 }
1990 else 1647 else
1991 { 1648 {
1992 /* Simple case */ 1649 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1650 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1651 }
1652
1995 return ret; 1653 return ret;
1996} 1654}
1997
1998 1655
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1656/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1657 * Broken apart from 'fire' to keep it more readable.
2001 */ 1658 */
2002void 1659void
2003fire_misc_object (object *op, int dir) 1660fire_misc_object (object *op, int dir)
2004{ 1661{
2005 object *item; 1662 object *item = op->contr->ranged_ob;
2006 1663
2007 if (!op->contr->ranges[range_misc]) 1664 if (!item)
2008 { 1665 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1667 return;
2011 } 1668 }
2012 1669
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1670 if (!item->inv)
2015 { 1671 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1672 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1673 return;
2018 } 1674 }
1675
1676 if (!op->change_weapon (item))
1677 return;
1678
2019 if (item->type == WAND) 1679 if (item->type == WAND)
2020 { 1680 {
2021 if (item->stats.food <= 0) 1681 if (item->stats.food <= 0)
2022 { 1682 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1683 op->contr->play_sound (sound_find ("wand_poof"));
2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1684 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1685
2025 return; 1686 return;
2026 } 1687 }
2027 } 1688 }
2028 else if (item->type == ROD || item->type == HORN) 1689 else if (item->type == ROD || item->type == HORN)
2029 { 1690 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1691 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1692
1693 // using the maximum of the rods charge allows at least one spell cast
1694 // for a rod or horn, this fixes some broken rods.
1695 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2031 { 1696 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1697 op->contr->play_sound (sound_find ("wand_poof"));
1698
2033 if (item->type == ROD) 1699 if (item->type == ROD)
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1700 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1701 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1702 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1703
2037 return; 1704 return;
2038 } 1705 }
2039 } 1706 }
2040 1707
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1708 if (cast_spell (op, item, dir, item->inv, NULL))
2042 { 1709 {
2043 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1710 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1711
2044 if (item->type == WAND) 1712 if (item->type == WAND)
2045 { 1713 {
2046 if (!(--item->stats.food)) 1714 if (!(--item->stats.food))
2047 { 1715 {
2048 object *tmp; 1716 object *tmp;
2049 1717
2050 if (item->arch) 1718 if (item->arch)
2051 { 1719 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1720 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1721 item->face = item->arch->face;
2054 item->speed = 0; 1722 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1723 }
2057 if ((tmp = item->in_player ())) 1724
1725 if (object *pl = item->visible_to ())
2058 esrv_update_item (UPD_ANIM, tmp, item); 1726 esrv_update_item (UPD_ANIM, pl, item);
2059 } 1727 }
2060 } 1728 }
2061 else if (item->type == ROD || item->type == HORN) 1729 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1730 drain_rod_charge (item);
2064 }
2065 } 1731 }
2066} 1732}
2067 1733
2068/* Received a fire command for the player - go and do it. 1734/* Received a fire command for the player - go and do it.
2069 */ 1735 */
2070void 1736bool
2071fire (object *op, int dir) 1737fire (object *op, int dir)
2072{ 1738{
2073 int spellcost = 0; 1739 int spellcost = 0;
1740
1741 player *pl = op->contr;
1742
1743 if (pl->golem)
1744 {
1745 control_golem (op->contr->golem, dir);
1746 return false;
1747 }
1748
1749 object *ob = pl->ranged_ob;
1750
1751 if (!ob)
1752 return false;
1753
1754 if (op->speed_left > 0.f)
1755 --op->speed_left;
1756 else
1757 return false;
1758
1759 if (!op->change_weapon (ob))
1760 return false;
2074 1761
2075 /* check for loss of invisiblity/hide */ 1762 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1763 if (action_makes_visible (op))
2077 make_visible (op); 1764 make_visible (op);
2078 1765
2079 switch (op->contr->shoottype) 1766 switch (ob->type)
2080 { 1767 {
2081 case range_none: 1768 case BOW:
2082 return;
2083
2084 case range_bow:
2085 player_fire_bow (op, dir); 1769 player_fire_bow (op, dir);
2086 return; 1770 break;
2087 1771
2088 case range_magic: /* Casting spells */ 1772 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1773 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1774 break;
2091 1775
2092 case range_misc: 1776 case BUILDER:
1777 apply_map_builder (op, dir);
1778 break;
1779
1780 case SKILL:
1781 do_skill (op, op, ob, dir, 0);
1782 break;
1783
1784 default:
2093 fire_misc_object (op, dir); 1785 fire_misc_object (op, dir);
2094 return; 1786 break;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return;
2121 } 1787 }
2122}
2123 1788
2124 1789 return true;
1790}
2125 1791
2126/* find_key 1792/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1793 * We try to find a key for the door as passed. If we find a key
2128 * and successfully use it, we return the key, otherwise NULL 1794 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1795 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1797 * pl is the player,
2132 * inv is the objects inventory to searched 1798 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1799 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1800 * This function can be called recursively to search containers.
2135 */ 1801 */
2136
2137object * 1802object *
2138find_key (object *pl, object *container, object *door) 1803find_key (object *pl, object *container, object *door)
2139{ 1804{
2140 object *tmp, *key; 1805 object *tmp, *key;
2141 1806
2142 /* Should not happen, but sanity checking is never bad */ 1807 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1808 if (!container->inv)
2144 return NULL; 1809 return 0;
2145 1810
2146 /* First, lets try to find a key in the top level inventory */ 1811 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1812 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1813 {
2149 if (door->type == DOOR && tmp->type == KEY) 1814 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1815 break;
2151 /* For sanity, we should really check door type, but other stuff 1816 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1817 * (like containers) can be locked with special keys
2153 */ 1818 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1819 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1820 break;
2156 } 1821 }
1822
2157 /* No key found - lets search inventories now */ 1823 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1824 /* If we find and use a key in an inventory, return at that time.
2159 * otherwise, if we search all the inventories and still don't find 1825 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1826 * a key, return
2161 */ 1827 */
2162 if (!tmp) 1828 if (!tmp)
2163 { 1829 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1830 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1831 {
2166 /* No reason to search empty containers */ 1832 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1833 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1834 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1835 if ((key = find_key (pl, tmp, door)))
2170 return key; 1836 return key;
2171 } 1837 }
2172 } 1838 }
1839
2173 if (!tmp) 1840 if (!tmp)
2174 return NULL; 1841 return NULL;
2175 } 1842 }
1843
2176 /* We get down here if we have found a key. Now if its in a container, 1844 /* We get down here if we have found a key. Now if its in a container,
2177 * see if we actually want to use it 1845 * see if we actually want to use it
2178 */ 1846 */
2179 if (pl != container) 1847 if (pl != container)
2180 { 1848 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1869 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2202 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1870 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1871 return NULL;
2204 } 1872 }
2205 } 1873 }
1874
2206 return tmp; 1875 return tmp;
2207} 1876}
2208 1877
2209/* moved door processing out of move_player_attack. 1878/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1879 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1881 * 0 otherwise
2213 */ 1882 */
2214static int 1883static int
2215player_attack_door (object *op, object *door) 1884player_attack_door (object *op, object *door)
2216{ 1885{
2217 /* If its a door, try to find a use a key. If we do destroy the door, 1886 /* If its a door, try to find a key. If we do destroy the door,
2218 * might as well return immediately as there is nothing more to do - 1887 * might as well return immediately as there is nothing more to do -
2219 * otherwise, we fall through to the rest of the code. 1888 * otherwise, we fall through to the rest of the code.
2220 */ 1889 */
2221 object *key = find_key (op, op, door); 1890 object *key = find_key (op, op, door);
2222 1891
2223 /* IF we found a key, do some extra work */ 1892 /* If we found a key, do some extra work */
2224 if (key) 1893 if (key)
2225 { 1894 {
2226 object *container = key->env; 1895 object *container = key->env;
2227 1896
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1897 if (action_makes_visible (op))
2230 make_visible (op); 1898 make_visible (op);
1899
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1900 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1901 spring_trap (door->inv, op);
1902
2233 if (door->type == DOOR) 1903 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1904 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1905 else if (door->type == LOCKED_DOOR)
2238 { 1906 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1907 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2240 remove_door2 (door); /* remove door without violence ;-) */ 1908 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1909 }
1910
2242 /* Do this after we print the message */ 1911 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1912 key->decrease (); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1913
2245 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container);
2247 return 1; /* Nothing more to do below */ 1914 return 1; /* Nothing more to do below */
2248 } 1915 }
2249 else if (door->type == LOCKED_DOOR) 1916 else if (door->type == LOCKED_DOOR)
2250 { 1917 {
2251 /* Might as well return now - no other way to open this */ 1918 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1919 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2253 return 1; 1920 return 1;
2254 } 1921 }
1922
2255 return 0; 1923 return 0;
2256} 1924}
2257 1925
2258/* This function is just part of a breakup from move_player. 1926/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 1927 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 1928 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 1929 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 1930 * going to try and move (not fire weapons).
2263 */ 1931 */
2264void 1932bool
2265move_player_attack (object *op, int dir) 1933move_player_attack (object *op, int dir)
2266{ 1934{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 1935 int on_battleground;
2270 maptile *m;
2271 1936
2272 nx = freearr_x[dir] + op->x; 1937 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 1938 sint16 ny = freearr_y[dir] + op->y;
2274 1939
2275 on_battleground = op_on_battleground (op, 0, 0); 1940 on_battleground = op_on_battleground (op, 0, 0);
1941
1942 if (out_of_map (op->map, nx, ny))
1943 return false;
1944
1945 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1946 {
1947 --op->speed_left;
1948 return true;
1949 }
2276 1950
2277 /* If braced, or can't move to the square, and it is not out of the 1951 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 1952 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 1953 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 1954 * player. This is a pretty nasty hack, because if we could
2281 * move to some space, it then means that if we are braced, we should 1955 * move to some space, it then means that if we are braced, we should
2282 * do nothing at all. As it is, if we are braced, we go through 1956 * do nothing at all. As it is, if we are braced, we go through
2283 * quite a bit of processing. However, it probably is less than what 1957 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 1958 * move_ob uses.
2285 */ 1959 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1960 maptile *m = op->map->xy_find (nx, ny);
1961
1962 /* Go through all the objects, and find ones of interest. Only stop if
1963 * we find a monster - that is something we know we want to attack.
1964 * if its a door or barrel (can roll) see if there may be monsters
1965 * on the space
1966 */
1967 object *mon;
1968 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1969 {
1970 if ((mon->flag [FLAG_ALIVE]
1971 || mon->type == LOCKED_DOOR
1972 || mon->flag [FLAG_CAN_ROLL])
1973 && mon != op)
1974 break;
2287 { 1975 }
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1976
1977 if (!mon) /* This happens anytime the player tries to move */
1978 return false; /* into a wall */
1979
1980 mon = mon->head_ ();
1981
1982 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1983 if (op->contr->weapon_sp_left > 0.f)
1984 if (player_attack_door (op, mon))
1985 {
1986 --op->contr->weapon_sp_left;
1987 return true;
2289 { 1988 }
2290 m = get_map_from_coord (op->map, &nx, &ny); 1989
2291 if (!m) 1990 /* The following deals with possibly attacking peaceful
2292 return; /* Don't think this should happen */ 1991 * or friendly creatures. Basically, all players are considered
1992 * unaggressive. If the moving player has peaceful set, then the
1993 * object should be pushed instead of attacked. It is assumed that
1994 * if you are braced, you will not attack friends accidently,
1995 * and thus will not push them.
1996 */
1997
1998 /* If the creature is a pet, push it even if the player is not
1999 * peaceful. Our assumption is the creature is a pet if the
2000 * player owns it and it is either friendly or unagressive.
2001 */
2002 if (op->type == PLAYER
2003 && ((mon->owner && mon->owner->contr
2004 && same_party (mon->owner->contr->party, op->contr->party))
2005 || mon->owner == op)
2006 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2007 {
2008 /* If we're braced, we don't want to switch places with it */
2009 if (op->contr->braced)
2010 return false;
2011
2012 if (op->speed_left > 0.f)
2013 {
2014 --op->speed_left;
2015
2016 op->play_sound (sound_find ("push_player"));
2017 push_ob (mon, dir, op);
2018
2019 if (action_makes_visible (op))
2020 make_visible (op);
2021
2022 return true;
2293 } 2023 }
2294 else 2024 else
2295 m = op->map;
2296
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 {
2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2025 return false;
2301 } 2026 }
2302 2027
2303 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space
2308 */
2309 while (tmp)
2310 {
2311 if (tmp == op)
2312 {
2313 tmp = tmp->above;
2314 continue;
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp;
2320 break;
2321 }
2322
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */
2331
2332 if (mon->head)
2333 mon = mon->head;
2334
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon))
2337 return;
2338
2339 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them.
2345 */
2346
2347 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive.
2350 */
2351 if ((op->type == PLAYER)
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2356#else
2357 && mon->owner == op
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 {
2361 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced)
2363 return;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op);
2368 return;
2369 }
2370
2371 /* in certain circumstances, you shouldn't attack friendly 2028 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2029 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2030 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2031 * attack them either.
2375 */ 2032 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2033 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2034 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2035 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2036 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2037 && !on_battleground))
2038 {
2039 if (op->speed_left > 0.f)
2387 { 2040 {
2041 --op->speed_left;
2042
2388 if (!op->contr->braced) 2043 if (!op->contr->braced)
2389 { 2044 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2045 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 2046 push_ob (mon, dir, op);
2392 } 2047 }
2393 else 2048 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2049 op->statusmsg ("You withhold your attack");
2395 2050
2396 if (op->contr->tmp_invis || op->hide) 2051 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2397 make_visible (op); 2052 make_visible (op);
2398 }
2399 2053
2054 return true;
2055 }
2056 }
2400 /* If the object is a boulder or other rollable object, then 2057 /* If the object is a boulder or other rollable object, then
2401 * roll it if not braced. You can't roll it if you are braced. 2058 * roll it if not braced. You can't roll it if you are braced.
2402 */ 2059 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2060 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2061 {
2062 if (op->speed_left > 0.f)
2404 { 2063 {
2064 --op->speed_left;
2065
2405 recursive_roll (mon, dir, op); 2066 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2067 if (action_makes_visible (op))
2407 make_visible (op); 2068 make_visible (op);
2408 }
2409 2069
2070 return true;
2071 }
2072 }
2410 /* Any generic living creature. Including things like doors. 2073 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 2074 * Way it works is like this: First, it must have some hit points
2412 * and be living. Then, it must be one of the following: 2075 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 2076 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 2077 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2078 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2079 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2080 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2081 {
2420 2082 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit)
2427 { 2083 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2084 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2085
2433 skill_attack (mon, op, 0, 0, 0); 2086 skill_attack (mon, op, 0, 0, 0);
2434
2435 /* If attacking another player, that player gets automatic
2436 * hitback, and doesn't loose luck either.
2437 * Disable hitback on the battleground or if the target is
2438 * the wiz.
2439 */
2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2441 {
2442 short luck = mon->stats.luck;
2443
2444 mon->contr->has_hit = 1;
2445 skill_attack (op, mon, 0, 0, 0);
2446 mon->stats.luck = luck;
2447 }
2448 2087
2449 if (action_makes_visible (op)) 2088 if (action_makes_visible (op))
2450 make_visible (op); 2089 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2090
2455int 2091 return true;
2092 }
2093 }
2094
2095 return false;
2096}
2097
2098bool
2456move_player (object *op, int dir) 2099move_player (object *op, int dir)
2457{ 2100{
2458 int pick; 2101 int pick;
2459 2102
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2103 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2461 return 0; 2104 return 0;
2462 2105
2463 /* Sanity check: make sure dir is valid */ 2106 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2107 if ((dir < 0) || (dir >= 9))
2465 { 2108 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2109 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2110 return 0;
2468 } 2111 }
2469 2112
2470 /* peterm: added following line */ 2113 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2114 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2115 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2116
2474 op->facing = dir; 2117 op->facing = dir;
2475 2118
2476 if (op->hide) 2119 if (op->flag [FLAG_HIDDEN])
2477 do_hidden_move (op); 2120 do_hidden_move (op);
2478 2121
2122 bool retval;
2123
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2124 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2125 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2126 else if (op->contr->fire_on)
2482 fire (op, dir); 2127 retval = fire (op, dir);
2483 else 2128 else
2484 { 2129 {
2485 move_player_attack (op, dir); 2130 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2131 pick = check_pick (op);
2487 } 2132 }
2488 2133
2489 /* Add special check for newcs players and fire on - this way, the 2134 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2135 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2142 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2143 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2144 * for players.
2500 */ 2145 */
2501 animate_object (op, op->facing); 2146 animate_object (op, op->facing);
2502 return 0; 2147
2148 return retval;
2503} 2149}
2504 2150
2505/* This is similar to handle_player, below, but is only used by the 2151/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2152 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2153 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2154 * the new speed values for commands.
2509 * 2155 *
2510 * Returns true if there are more actions we can do. 2156 * Returns true if there are more actions we can do. Should not do
2157 * many actions in a row, as that would be too unfair to other
2158 * players.
2511 */ 2159 */
2512int 2160bool
2513handle_newcs_player (object *op) 2161handle_newcs_player (object *op)
2514{ 2162{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2163 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2164 {
2537 flee_player (op); 2165 if (op->speed_left > 0.f)
2538 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2166 {
2541 op->speed_left--; 2167 --op->speed_left;
2168 flee_player (op);
2169
2542 return 0; 2170 return true;
2543 } 2171 }
2172 else
2173 return false;
2544 } 2174 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2175
2554 /* call this here - we also will call this in do_ericserver, but 2176 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2177 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2178 * called, so we recheck it here.
2557 */ 2179 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2180 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0; 2181 return true;
2564 2182
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2183 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2569
2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction); 2184 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2185
2581 return 0; 2186 return false;
2582} 2187}
2583 2188
2584int 2189int
2585save_life (object *op) 2190save_life (object *op)
2586{ 2191{
2588 return 0; 2193 return 0;
2589 2194
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2195 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2196 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 { 2197 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2198 op->play_sound (sound_find ("ob_evaporate"));
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2199 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595
2596 if (op->contr)
2597 esrv_del_item (op->contr, tmp->count);
2598 2200
2599 tmp->destroy (); 2201 tmp->destroy ();
2600 CLEAR_FLAG (op, FLAG_LIFESAVE); 2202 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601 2203
2602 if (op->stats.hp < 0) 2204 if (op->stats.hp < 0)
2603 op->stats.hp = op->stats.maxhp; 2205 op->stats.hp = op->stats.maxhp;
2604 2206
2605 if (op->stats.food < 0) 2207 if (op->stats.food < 0)
2606 op->stats.food = 999; 2208 op->stats.food = 999;
2607 2209
2608 fix_player (op); 2210 op->update_stats ();
2609 return 1; 2211 return 1;
2610 } 2212 }
2611 2213
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2214 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2215 CLEAR_FLAG (op, FLAG_LIFESAVE);
2615 return 0; 2217 return 0;
2616} 2218}
2617 2219
2618/* This goes throws the inventory and removes unpaid objects, and puts them 2220/* This goes throws the inventory and removes unpaid objects, and puts them
2619 * back in the map (location and map determined by values of env). This 2221 * back in the map (location and map determined by values of env). This
2620 * function will descend into containers. op is the object to start the search 2222 * function will descend into containers. op is the object to start the search
2621 * from. 2223 * from.
2622 */ 2224 */
2225static void
2226drop_unpaid_items (object *op, object *env)
2227{
2228 while (op)
2229 {
2230 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2231
2232 if (QUERY_FLAG (op, FLAG_UNPAID))
2233 op->insert_at (env);
2234 else if (op->inv)
2235 drop_unpaid_items (op->inv, env);
2236
2237 op = next;
2238 }
2239}
2240
2623void 2241void
2624remove_unpaid_objects (object *op, object *env) 2242object::drop_unpaid_items ()
2625{ 2243{
2626 object *next; 2244 if (!flag [FLAG_REMOVED])
2627 2245 ::drop_unpaid_items (inv, this);
2628 while (op)
2629 {
2630 next = op->below; /* Make sure we have a good value, in case
2631 * we remove object 'op'
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0);
2641 }
2642 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env);
2644
2645 op = next;
2646 }
2647} 2246}
2648
2649 2247
2650/* 2248/*
2651 * Returns pointer a static string containing gravestone text 2249 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2250 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2251 * actually uses this function. player.c may not be quite the
2654 * best, a misc file for object actions is probably better, 2252 * best, a misc file for object actions is probably better,
2655 * but there isn't one in the server directory. 2253 * but there isn't one in the server directory.
2656 */ 2254 */
2657char * 2255const char *
2658gravestone_text (object *op) 2256gravestone_text (object *op)
2659{ 2257{
2660 static char buf2[MAX_BUF]; 2258 static dynbuf_text buf;
2661 char buf[MAX_BUF];
2662 time_t now = time (NULL);
2663 2259
2664 strcpy (buf2, " R.I.P.\n\n"); 2260 buf << "---- R.I.P. ----\n\n"
2261 << op->name;
2262
2665 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2264 buf << " the " << op->contr->title;
2667 else
2668 sprintf (buf, "%s\n", &op->name);
2669 2265
2670 strncat (buf2, " ", 20 - strlen (buf) / 2); 2266 buf << "\n\n";
2671 strcat (buf2, buf); 2267
2268 buf << "who was level ";
2269 buf << (sint32)op->level << "\n\n" // OO breakdown
2270 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2271
2672 if (op->type == PLAYER) 2272 if (op->type == PLAYER)
2673 sprintf (buf, "who was in level %d when killed\n", op->level); 2273 buf << "by " << op->contr->killer_name () << ".\n\n";
2674 else
2675 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2676 2274
2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf);
2679 if (op->type == PLAYER)
2680 { 2275 {
2681 sprintf (buf, "by %s.\n\n", op->contr->killer); 2276 static char buf2[128];
2682 strncat (buf2, " ", 21 - strlen (buf) / 2); 2277 time_t now = time (NULL);
2683 strcat (buf2, buf);
2684 }
2685
2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2278 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2279 buf << buf2;
2688 strcat (buf2, buf); 2280 }
2689 2281
2690 return buf2; 2282 return buf;
2691} 2283}
2692
2693
2694 2284
2695void 2285void
2696do_some_living (object *op) 2286do_some_living (object *op)
2697{ 2287{
2698 int last_food = op->stats.food; 2288 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2294 int rate_grace = 2000;
2705 const int max_hp = 1; 2295 const int max_hp = 1;
2706 const int max_sp = 1; 2296 const int max_sp = 1;
2707 const int max_grace = 1; 2297 const int max_grace = 1;
2708 2298
2709 if (op->contr->outputs_sync) 2299 if (op->contr->hidden)
2710 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2300 {
2301 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2308 }
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310 {
2311 if (!op->invisible--)
2312 {
2313 make_visible (op);
2314 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2315 }
2316 }
2715 2317
2716 if (op->contr->state == ST_PLAYING) 2318 if (op->contr->ns->state == ST_PLAYING)
2717 { 2319 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2320 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2321 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2322 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2323 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2324 else
2724 { 2325 {
2725 gen_hp = op->stats.maxhp; 2326 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2327 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2328 }
2329
2728 if (op->contr->gen_sp >= 0) 2330 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2331 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2332 else
2731 { 2333 {
2732 gen_sp = op->stats.maxsp; 2334 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2335 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2336 }
2337
2735 if (op->contr->gen_grace >= 0) 2338 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2339 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2340 else
2738 { 2341 {
2739 gen_grace = op->stats.maxgrace; 2342 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2343 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2344 }
2742 2345
2743 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2747 if (op->stats.sp < op->stats.maxsp)
2748 {
2749 op->stats.sp++;
2750 /* dms do not consume food */
2751 if (!QUERY_FLAG (op, FLAG_WIZ))
2752 {
2753 op->stats.food--;
2754 if (op->contr->digestion < 0)
2755 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food;
2758 }
2759 }
2760 if (max_sp > 1)
2761 {
2762 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0)
2764 {
2765 if (op->stats.sp < op->stats.maxsp)
2766 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--;
2770 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp;
2772 }
2773 op->last_sp = 0;
2774 }
2775 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785
2786 /* Regenerate Grace */ 2346 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2347 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2348 if (--op->last_grace < 0)
2789 { 2349 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2350 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2351 op->stats.grace++; /* no penalty in food for regaining grace */
2352
2792 if (max_grace > 1) 2353 if (max_grace > 1)
2793 { 2354 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2355 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2356 if (over_grace > 0)
2796 { 2357 {
2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2369 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2809 } 2370 }
2810 /* wearing stuff doesn't detract from grace generation. */ 2371 /* wearing stuff doesn't detract from grace generation. */
2811 } 2372 }
2812 2373
2374 if (op->stats.food > 0)
2375 {
2813 /* Regenerate Hit Points */ 2376 /* Regenerate Spell Points */
2814 if (--op->last_heal < 0) 2377 if (!op->contr->golem && --op->last_sp < 0)
2815 {
2816 if (op->stats.hp < op->stats.maxhp)
2817 { 2378 {
2818 op->stats.hp++; 2379 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2819 /* dms do not consume food */ 2380
2820 if (!QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.sp < op->stats.maxsp)
2821 { 2382 {
2383 op->stats.sp++;
2384
2385 /* dms do not consume food */
2386 if (!QUERY_FLAG (op, FLAG_WIZ))
2387 {
2822 op->stats.food--; 2388 op->stats.food--;
2389
2823 if (op->contr->digestion < 0) 2390 if (op->contr->digestion < 0)
2824 op->stats.food += op->contr->digestion; 2391 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2392 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2393 op->stats.food = last_food;
2394 }
2827 } 2395 }
2828 } 2396
2829 if (max_hp > 1) 2397 if (max_sp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 { 2398 {
2834 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2399 over_sp = (gen_sp + 10) / rate_sp;
2400 if (over_sp > 0)
2401 {
2402 if (op->stats.sp < op->stats.maxsp)
2403 {
2404 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2405
2406 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2407 op->stats.sp--;
2408
2409 if (op->stats.sp > op->stats.maxsp)
2410 op->stats.sp = op->stats.maxsp;
2411 }
2412
2835 op->last_heal = 0; 2413 op->last_sp = 0;
2414 }
2415 else
2416 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2836 } 2417 }
2837 else 2418 else
2419 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2420 }
2421
2422 /* Regenerate Hit Points */
2423 if (--op->last_heal < 0)
2424 {
2425 if (op->stats.hp < op->stats.maxhp)
2838 { 2426 {
2839 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2427 op->stats.hp++;
2428
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG (op, FLAG_WIZ))
2431 {
2432 op->stats.food--;
2433
2434 if (op->contr->digestion < 0)
2435 op->stats.food += op->contr->digestion;
2436 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2437 op->stats.food = last_food;
2438 }
2840 } 2439 }
2440
2441 if (max_hp > 1)
2442 {
2443 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2444
2445 if (over_hp > 0)
2446 {
2447 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2448 op->last_heal = 0;
2449 }
2450 else
2451 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2841 } 2452 }
2842 else 2453 else
2843 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 } 2455 }
2846 } 2456 }
2847 2457
2848 /* Digestion */ 2458 /* Digestion */
2849 if (--op->last_eat < 0) 2459 if (--op->last_eat < 0)
2850 { 2460 {
2851#ifdef COZY_SERVER 2461 int bonus = max (0, op->contr->digestion),
2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2462 penalty = max (0, -op->contr->digestion);
2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2854#else
2855 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2463
2858 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2464 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2860 else 2465
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2862 /* dms do not consume food */ 2466 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2468 op->stats.food--;
2865 } 2469 }
2866 }
2867 2470
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2471 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2472 {
2870 object *tmp, *flesh = NULL; 2473 object *flesh = 0;
2871 2474
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2475 for_inv_removable (op, tmp)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2476 {
2477 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2478 continue;
2479
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2480 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2481 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2482 op->statusmsg ("You blindly grab for a bite of food. "
2483 "H<To prevent you from starving, you ate some random item from your backpack.>");
2879 manual_apply (op, tmp, 0); 2484 manual_apply (op, tmp, 0);
2485
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2486 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2487 break;
2882 } 2488 }
2883 else if (tmp->type == FLESH) 2489 else if (tmp->type == FLESH)
2884 flesh = tmp; 2490 flesh = tmp;
2885 } /* End if paid for object */ 2491 }
2886 } /* end of for loop */ 2492
2887 /* If player is still starving, it means they don't have any food, so 2493 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2494 * eat flesh instead.
2889 */ 2495 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2496 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2497 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2498 op->statusmsg ("You blindly grab for a bite of food. "
2499 "H<To prevent you from starving, you ate some random item from your backpack.>");
2893 manual_apply (op, flesh, 0); 2500 manual_apply (op, flesh, 0);
2501 }
2502
2503 // If player is still starving, alert him!
2504 if (op->stats.food < 0)
2505 op->failmsg ("You are starving! "
2506 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2507 }
2508
2509 if (op->stats.food < 0)
2894 } 2510 {
2895 } /* end if player is starving */ 2511 op->stats.hp += op->stats.food;
2512 op->stats.food = 0;
2896 2513
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2514 if (op->stats.hp < 0)
2898 op->stats.food++, op->stats.hp--; 2515 {
2516 op->contr->killer = archetype::get ("killer_starvation");
2517 op->contr->killer->destroy ();
2518 }
2519 }
2899 2520
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2521 /* killer should be set here already */
2522 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2523 kill_player (op);
2524 }
2902} 2525}
2903
2904
2905 2526
2906/* If the player should die (lack of hp, food, etc), we call this. 2527/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2528 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2529 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2530 * file.
2910 */ 2531 */
2911void 2532void
2912kill_player (object *op) 2533kill_player (object *op)
2913{ 2534{
2535 int x, y;
2914 char buf[MAX_BUF]; 2536 char buf[MAX_BUF];
2915 int x, y;
2916
2917 //int i;
2918 maptile *map; /* this is for resurrection */ 2537 maptile *map; /* this is for resurrection */
2919
2920 /* int z;
2921 int num_stats_lose;
2922 int lost_a_stat;
2923 int lose_this_stat;
2924 int this_stat; */
2925 int will_kill_again; 2538 int will_kill_again;
2926 archetype *at; 2539 archetype *at;
2927 object *tmp; 2540 object *tmp;
2928 2541
2929 if (save_life (op)) 2542 if (save_life (op))
2930 return; 2543 return;
2931 2544
2545 /* restore player */
2546 at = archetype::find ("poisoning");
2547 if (object *tmp = present_arch_in_ob (at, op))
2548 {
2549 tmp->destroy ();
2550 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2551 }
2552
2553 at = archetype::find ("confusion");
2554 if (object *tmp = present_arch_in_ob (at, op))
2555 {
2556 tmp->destroy ();
2557 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2558 }
2559
2560 cure_disease (op, 0, 0); /* remove any disease */
2561
2562 max_it (op->stats.hp , op->stats.maxhp);
2563 max_it (op->stats.sp , op->stats.maxsp);
2564 max_it (op->stats.grace, op->stats.maxgrace);
2565
2566 if (op->stats.food <= 0)
2567 op->stats.food = 999;
2568
2569 // remove all spell effects that are active
2570 // to avoid long-term effects such as word-of-recall
2571 for (object *item = op->inv; item; )
2572 {
2573 object *next = item->below;
2574
2575 if (item->type == SPELL_EFFECT && item->active)
2576 item->destroy ();
2577
2578 item = next;
2579 }
2932 2580
2933 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2934 * in cities ONLY!!! It is very important that this doesn't get abused. 2582 * in cities ONLY!!! It is very important that this doesn't get abused.
2935 * Look at op_on_battleground() for more info --AndreasV 2583 * Look at op_on_battleground() for more info --AndreasV
2936 */ 2584 */
2937 if (op_on_battleground (op, &x, &y)) 2585 if (op_on_battleground (op, &x, &y))
2938 { 2586 {
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2587 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2588 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2589
2942 /* restore player */
2943 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op);
2945 if (tmp)
2946 {
2947 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 }
2950
2951 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op);
2953 if (tmp)
2954 {
2955 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 }
2958
2959 cure_disease (op, 0); /* remove any disease */
2960 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0)
2962 op->stats.food = 999;
2963
2964 /* create a bodypart-trophy to make the winner happy */ 2590 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2591 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2592 {
2968 sprintf (buf, "%s's finger", &op->name); 2593 tmp->name = format ("%s's finger" , &op->name);
2969 tmp->name = buf; 2594 tmp->name_pl = format ("%s's fingers", &op->name);
2970 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2595 tmp->msg = format (
2596 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2597 &op->name, op->contr->title,
2598 (int)op->level,
2599 op->contr->killer_name ()
2600 );
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2601 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2602 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2603 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2604 }
2979 2605
2980 /* teleport defeated player to new destination */ 2606 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2607 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2608 op->contr->braced = 0;
2985 2611
2986 INVOKE_PLAYER (DEATH, op->contr); 2612 INVOKE_PLAYER (DEATH, op->contr);
2987 2613
2988 command_kill_pets (op, 0); 2614 command_kill_pets (op, 0);
2989 2615
2990 if (op->stats.food < 0) 2616 op->contr->play_sound (sound_find ("player_dies"));
2617
2618 /* save the map location for corpse, gravestone */
2619 x = op->x;
2620 y = op->y;
2621 map = op->map;
2622
2623 /* NOT_PERMADEATH code. This basically brings the character back to
2624 * life if they are dead - it takes some exp and a random stat.
2625 * See the config.h file for a little more in depth detail about this.
2626 */
2627
2628 /* Basically two ways to go - remove a stat permanently, or just
2629 * make it depletion. This bunch of code deals with that aspect
2630 * of death.
2631 */
2632#ifndef COZY_SERVER
2633 if (settings.balanced_stat_loss)
2991 { 2634 {
2992 if (op->contr->explore) 2635 /* If stat loss is permanent, lose one stat only. */
2993 { 2636 /* Lower level chars don't lose as many stats because they suffer
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2637 more if they do. */
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2638 /* Higher level characters can afford things such as potions of
2996 op->stats.food = 999; 2639 restoration, or better, stat potions. So we slug them that
2997 return; 2640 little bit harder. */
2998 } 2641 /* GD */
2999 sprintf (buf, "%s starved to death.", &op->name); 2642 if (settings.stat_loss_on_death)
3000 strcpy (op->contr->killer, "starvation"); 2643 num_stats_lose = 1;
2644 else
2645 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3001 } 2646 }
3002 else 2647 else
3003 { 2648 num_stats_lose = 1;
3004 if (op->contr->explore) 2649
3005 { 2650 lost_a_stat = 0;
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2651
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2652 for (z = 0; z < num_stats_lose; z++)
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name);
3012 } 2653 {
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2654 i = rndm (NUM_STATS);
3014 2655
3015 /* save the map location for corpse, gravestone */
3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
3019
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this.
3026 */
3027
3028 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect
3030 * of death.
3031 */
3032#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss)
3034 {
3035 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */
3038 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */
3041 /* GD */
3042 if (settings.stat_loss_on_death) 2656 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2657 {
3044 else 2658 /* Pick a random stat and take a point off it. Tell the player
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2659 * what he lost.
2660 */
2661 change_attr_value (&(op->stats), i, -1);
2662 check_stat_bounds (&(op->stats));
2663 change_attr_value (&(op->contr->orig_stats), i, -1);
2664 check_stat_bounds (&(op->contr->orig_stats));
2665 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2666 lost_a_stat = 1;
3046 } 2667 }
3047 else 2668 else
3048 { 2669 {
3049 num_stats_lose = 1; 2670 /* deplete a stat */
3050 } 2671 archetype *deparch = archetype::find ("depletion");
3051 lost_a_stat = 0; 2672 object *dep;
3052 2673
3053 for (z = 0; z < num_stats_lose; z++) 2674 dep = present_arch_in_ob (deparch, op);
3054 { 2675 if (!dep)
3055 i = RANDOM () % NUM_STATS;
3056
3057 if (settings.stat_loss_on_death)
3058 { 2676 {
3059 /* Pick a random stat and take a point off it. Tell the player 2677 dep = arch_to_object (deparch);
3060 * what he lost. 2678 insert_ob_in_ob (dep, op);
3061 */
3062 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1;
3068 } 2679 }
3069 else 2680 lose_this_stat = 1;
2681 if (settings.balanced_stat_loss)
3070 { 2682 {
3071 /* deplete a stat */ 2683 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2684 /* Get the stat that we're about to deplete. */
3073 object *dep; 2685 this_stat = get_attr_value (&(dep->stats), i);
3074 2686 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2687 {
3078 dep = arch_to_object (deparch); 2688 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2689 int keep_chance = this_stat * this_stat;
3080 } 2690
3081 lose_this_stat = 1; 2691 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2692 if (keep_chance < 1)
2693 keep_chance = 1;
2694
2695 /* There is a maximum depletion total per level. */
2696 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2697 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2698 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2699 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2700 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2701 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2702 else
3123 if (this_stat >= -50)
3124 { 2703 {
3125 change_attr_value (&(dep->stats), i, -1); 2704 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2705 lose_this_stat = 0;
2706 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2707 this_stat, keep_chance, loss_chance,
2708 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2709 }
3131 } 2710 }
3132 } 2711 }
2712
2713 if (lose_this_stat)
2714 {
2715 this_stat = get_attr_value (&dep->stats, i);
2716 /* We could try to do something clever like find another
2717 * stat to reduce if this fails. But chances are, if
2718 * stats have been depleted to -50, all are pretty low
2719 * and should be roughly the same, so it shouldn't make a
2720 * difference.
2721 */
2722 if (this_stat >= -50)
2723 {
2724 change_attr_value (&(dep->stats), i, -1);
2725 SET_FLAG (dep, FLAG_APPLIED);
2726 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2727 op->update_stats ();
2728 lost_a_stat = 1;
2729 }
3133 } 2730 }
2731 }
2732 }
2733
3134 /* If no stat lost, tell the player. */ 2734 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2735 if (!lost_a_stat)
3136 { 2736 {
3137 /* determine_god() seems to not work sometimes... why is this? 2737 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2738 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2739 shstr_tmp god = determine_god (op);
3140 2740
3141 if (god && (strcmp (god, "none"))) 2741 if (god != shstr_none)
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2742 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
3143 else 2743 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2744 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2745 }
3146#else 2746#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2747 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
3148#endif 2748#endif
3149 2749
3150 /* Put a gravestone up where the character 'almost' died. List the 2750 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2751 * exp loss on the stone.
3152 */ 2752 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2753 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2754 tmp->name = format ("%s's gravestone", &op->name);
3155 tmp->name = buf; 2755 tmp->name_pl = format ("%s's gravestones", &op->name);
3156 sprintf (buf, "%s's gravestones", &op->name); 2756 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3157 tmp->name_pl = buf; 2757 &op->name, op->contr->title, op->contr->killer_name ());
3158 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3159 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2758 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2759 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2760
3163 /**************************************/ 2761 /**************************************/
3164 /* */ 2762 /* */
3165 /* Subtract the experience points, */ 2763 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */
3168 /* */ 2764 /* */
3169 /**************************************/ 2765 /**************************************/
3170 2766
3171 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */
3173 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op);
3175
3176 if (tmp)
3177 {
3178 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 }
3181
3182 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op);
3184 if (tmp)
3185 {
3186 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 }
3189
3190 cure_disease (op, 0); /* remove any disease */
3191
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2767 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2768 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100)
3195 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2769
3200 /* 2770 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2771 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2772 * and put them back in the map.
3203 * in the map. 2773 */
3204 */ 2774 op->drop_unpaid_items ();
3205 2775
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op);
3208
3209 /****************************************/ 2776 /****************************************/
3210 /* */ 2777 /* */
3211 /* Move player to his current respawn- */ 2778 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2779 /* position (usually last savebed) */
3213 /* */ 2780 /* */
3214 /****************************************/ 2781 /****************************************/
3215 2782
3216 enter_player_savebed (op); 2783 enter_player_savebed (op);
3217 2784
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2785 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2786
3224 /* it is possible that the player has blown something up 2787 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2788 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2789 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2790 * on the space that might harm the player.
3228 */ 2791 */
3229 will_kill_again = 0; 2792 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2793 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2794 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2795 will_kill_again |= tmp->attacktype;
3233 2796
3234 if (will_kill_again) 2797 if (will_kill_again)
3235 { 2798 {
3236 object *force; 2799 object *force;
3237 int at; 2800 int at;
3238 2801
3239 force = get_archetype (FORCE_NAME); 2802 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2803 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2804 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2805 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2806 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2807 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2808 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2809 force->resist[at] = 100;
3247 2810
3248 insert_ob_in_ob (force, op); 2811 insert_ob_in_ob (force, op);
3249 fix_player (op); 2812 op->update_stats ();
2813 }
3250 2814
3251 }
3252
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2815 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2816}
3322
3323 2817
3324void 2818void
3325loot_object (object *op) 2819loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2820{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2821 object *tmp, *tmp2, *next;
3328 2822
3329 if (op->container) 2823 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2824
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2825 for (tmp = op->inv; tmp; tmp = next)
3335 { 2826 {
3336 next = tmp->below; 2827 next = tmp->below;
2828
3337 if (tmp->invisible) 2829 if (tmp->invisible)
3338 continue; 2830 continue;
2831
3339 tmp->remove (); 2832 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
2834
3341 if (tmp->type == CONTAINER) 2835 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2836 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2837
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2838 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2839 {
3347 if (tmp->nrof > 1) 2840 if (tmp->nrof > 1)
3348 { 2841 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2842 tmp->decrease (rndm (1, tmp->nrof - 1));
3350 tmp2->destroy ();
3351 insert_ob_in_map (tmp, op->map, NULL, 0); 2843 insert_ob_in_map (tmp, op->map, NULL, 0);
3352 } 2844 }
3353 else 2845 else
3354 tmp->destroy (); 2846 tmp->destroy ();
3355 } 2847 }
3361/* 2853/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2854 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2855 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2856 * was changed.
3365 */ 2857 */
3366
3367void 2858void
3368fix_weight (void) 2859fix_weight (void)
3369{ 2860{
3370 player *pl; 2861 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2862 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2863 sint32 old = pl->ob->carrying;
3375 2864
3376 if (old == sum) 2865 pl->ob->update_weight ();
3377 continue; 2866
3378 fix_player (pl->ob); 2867 if (old != pl->ob->carrying)
2868 {
2869 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2870 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2871 }
3380 } 2872 }
3381} 2873}
3382 2874
3383void 2875void
3384fix_luck (void) 2876fix_luck (void)
3385{ 2877{
3386 player *pl; 2878 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 2879 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2880 pl->ob->change_luck (0);
3391} 2881}
3392
3393 2882
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2883/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2884 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2885 * just treat this as any other spell casting object.
3397 */ 2886 */
3398
3399void 2887void
3400cast_dust (object *op, object *throw_ob, int dir) 2888cast_dust (object *op, object *throw_ob, int dir)
3401{ 2889{
3402 object *skop, *spob; 2890 object *skop, *spob;
3403 2891
3430} 2918}
3431 2919
3432void 2920void
3433make_visible (object *op) 2921make_visible (object *op)
3434{ 2922{
3435 op->hide = 0; 2923 op->flag [FLAG_HIDDEN] = 0;
3436 op->invisible = 0; 2924 op->invisible = 0;
2925
3437 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3438 { 2927 {
3439 op->contr->tmp_invis = 0; 2928 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 2929 op->contr->invis_race = 0;
3441 } 2930 }
2931
3442 update_object (op, UP_OBJ_FACE); 2932 update_object (op, UP_OBJ_CHANGE);
3443} 2933}
3444 2934
3445int 2935int
3446is_true_undead (object *op) 2936is_true_undead (object *op)
3447{ 2937{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2938 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3451 return 1; 2939 return 1;
3452 2940
3453 return 0; 2941 return 0;
3454} 2942}
3455 2943
3456/* look at the surrounding terrain to determine 2944/* look at the surrounding terrain to determine
3457 * the hideability of this object. Positive levels 2945 * the hideability of this object. Positive levels
3458 * indicate greater hideability. 2946 * indicate greater hideability.
3459 */ 2947 */
3460
3461int 2948int
3462hideability (object *ob) 2949hideability (object *ob)
3463{ 2950{
3464 int i, level = 0, mflag; 2951 int i, level = 0, mflag;
3465 sint16 x, y; 2952 sint16 x, y;
3466 2953
3467 if (!ob || !ob->map) 2954 if (!ob || !ob->map)
3468 return 0; 2955 return 0;
3469 2956
3470 /* so, on normal lighted maps, its hard to hide */ 2957 /* so, on normal lighted maps, its hard to hide */
3471 level = ob->map->darkness - 2; 2958 level = ob->map->darklevel () - 2;
3472 2959
3473 /* this also picks up whether the object is glowing. 2960 /* this also picks up whether the object is glowing.
3474 * If you carry a light on a non-dark map, its not 2961 * If you carry a light on a non-dark map, its not
3475 * as bad as carrying a light on a pitch dark map */ 2962 * as bad as carrying a light on a pitch dark map */
3476 if (has_carried_lights (ob)) 2963 if (has_carried_lights (ob))
3477 level = -(10 + (2 * ob->map->darkness)); 2964 level = -(10 + (2 * ob->map->darklevel ()));
3478 2965
3479 /* scan through all nearby squares for terrain to hide in */ 2966 /* scan through all nearby squares for terrain to hide in */
3480 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2967 for (i = 0, x = ob->x, y = ob->y;
2968 i <= SIZEOFFREE1;
2969 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3481 { 2970 {
3482 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2971 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3483 if (mflag & P_OUT_OF_MAP) 2972 if (mflag & P_OUT_OF_MAP)
3484 {
3485 continue; 2973 continue;
3486 } 2974
3487 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2975 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3488 level += 2; 2976 level += 2;
3489 else /* open terrain! */ 2977 else /* open terrain! */
3490 level -= 1; 2978 level -= 1;
3491 } 2979 }
3499/* For Hidden creatures - a chance of becoming 'unhidden' 2987/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 2988 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 2989 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 2990 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 2991 */
3504
3505void 2992void
3506do_hidden_move (object *op) 2993do_hidden_move (object *op)
3507{ 2994{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2995 int hide = 0;
3509 object *skop;
3510 2996
3511 if (!op || !op->map) 2997 if (!op || !op->map)
3512 return; 2998 return;
3513 2999
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3000 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3001 int num = random_roll (0, 19, op, PREFER_LOW);
3515 3002
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3003 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3004 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3005 if (!skop || num >= skop->level)
3520 { 3006 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3007 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3008 make_visible (op);
3523 return; 3009 return;
3524 } 3010 }
3525 else 3011 else
3526 num += 20; 3012 num += 20;
3527 } 3013
3528 num += op->map->difficulty; 3014 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3015 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3016 num -= hide;
3017
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3018 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3019 {
3533 make_visible (op); 3020 make_visible (op);
3021
3534 if (op->type == PLAYER) 3022 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3023 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3024 }
3537 else if (op->type == PLAYER && skop) 3025 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3026 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3027}
3542 3028
3543/* determine if who is standing near a hostile creature. */ 3029/* determine if who is standing near a hostile creature. */
3544 3030
3545int 3031int
3593 * object op. This function works fine for monsters, 3079 * object op. This function works fine for monsters,
3594 * but we dont worry if the object isnt the top one in 3080 * but we dont worry if the object isnt the top one in
3595 * a pile (say a coin under a table would return "viewable" 3081 * a pile (say a coin under a table would return "viewable"
3596 * by this routine). Another question, should we be 3082 * by this routine). Another question, should we be
3597 * concerned with the direction the player is looking 3083 * concerned with the direction the player is looking
3598 * in? Realistically, most of use cant see stuff behind 3084 * in? Realistically, most of us can't see stuff behind
3599 * our backs...on the other hand, does the "facing" direction 3085 * our backs...on the other hand, does the "facing" direction
3600 * imply the way your head, or body is facing? Its possible 3086 * imply the way your head, or body is facing? It's possible
3601 * for them to differ. Sigh, this fctn could get a bit more complex. 3087 * for them to differ. Sigh, this fctn could get a bit more complex.
3602 * -b.t. 3088 * -b.t.
3603 * This function is now map tiling safe. 3089 * This function is now map tiling safe.
3604 */ 3090 */
3605
3606int 3091int
3607player_can_view (object *pl, object *op) 3092player_can_view (object *pl, object *op)
3608{ 3093{
3609 rv_vector rv; 3094 rv_vector rv;
3610 int dx, dy; 3095 int dx, dy;
3612 if (pl->type != PLAYER) 3097 if (pl->type != PLAYER)
3613 { 3098 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3099 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3100 return -1;
3616 } 3101 }
3102
3617 if (!pl || !op) 3103 if (!pl || !op)
3618 return 0; 3104 return 0;
3619 3105
3620 if (op->head)
3621 {
3622 op = op->head; 3106 op = op->head_ ();
3623 } 3107
3624 get_rangevector (pl, op, &rv, 0x1); 3108 get_rangevector (pl, op, &rv, 0x1);
3625 3109
3626 /* starting with the 'head' part, lets loop 3110 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3111 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3112 * part that is in the los array but isn't on
3629 * a blocked los square. 3113 * a blocked los square.
3630 * we use the archetype to figure out offsets. 3114 * we use the archetype to figure out offsets.
3631 */ 3115 */
3632 while (op) 3116 while (op)
3633 { 3117 {
3634 dx = rv.distance_x + op->arch->clone.x; 3118 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3119 dy = rv.distance_y + op->arch->y;
3636 3120
3637 /* only the viewable area the player sees is updated by LOS 3121 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3638 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values.
3640 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3644 return 1; 3122 return 1;
3123
3645 op = op->more; 3124 op = op->more;
3646 } 3125 }
3126
3647 return 0; 3127 return 0;
3648} 3128}
3649 3129
3650/* routine for both players and monsters. We call this when 3130/* routine for both players and monsters. We call this when
3651 * there is a possibility for our action distrubing our hiding 3131 * there is a possibility for our action distrubing our hiding
3652 * place or invisiblity spell. Artefact invisiblity is not 3132 * place or invisiblity spell. Artefact invisiblity causes
3653 * effected by this. If we arent invisible to begin with, we 3133 * "noise" instead. If we arent invisible to begin with, we
3654 * return 0. 3134 * return 0.
3655 */ 3135 */
3656int 3136int
3657action_makes_visible (object *op) 3137action_makes_visible (object *op)
3658{ 3138{
3659
3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3139 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 { 3140 {
3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3141 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3142 {
3143 // artefact invisibility is permanent, but we still make noise
3144 // this is important for game-balance.
3145 if (op->contr)
3146 op->make_noise ();
3147
3663 return 0; 3148 return 0;
3149 }
3664 3150
3665 if (op->contr && op->contr->tmp_invis == 0) 3151 if (op->contr && op->contr->tmp_invis == 0)
3666 return 0; 3152 return 0;
3667 3153
3668 /* If monsters, they should become visible */ 3154 /* If monsters, they should become visible */
3669 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3155 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3670 { 3156 {
3671 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3157 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3672 return 1; 3158 return 1;
3673 } 3159 }
3674 } 3160 }
3161
3675 return 0; 3162 return 0;
3676} 3163}
3677 3164
3678/* op_on_battleground - checks if the given object op (usually 3165/* op_on_battleground - checks if the given object op (usually
3679 * a player) is standing on a valid battleground-tile, 3166 * a player) is standing on a valid battleground-tile,
3684 * Default is to do the same as before, so only people wanting to have different points need worry about this 3171 * Default is to do the same as before, so only people wanting to have different points need worry about this
3685 */ 3172 */
3686int 3173int
3687op_on_battleground (object *op, int *x, int *y) 3174op_on_battleground (object *op, int *x, int *y)
3688{ 3175{
3689 object *tmp;
3690
3691 /* A battleground-tile needs the following attributes to be valid: 3176 /* A battleground-tile needs the following attributes to be valid:
3692 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3177 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3178 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3694 * and the exit-coordinates sp/hp must both be > 0. 3179 * and the exit-coordinates sp/hp must both be > 0.
3695 * => The intention here is to prevent abuse of the battleground- 3180 * => The intention here is to prevent abuse of the battleground-
3696 * feature (like pickable or hidden battleground tiles). */ 3181 * feature (like pickable or hidden battleground tiles). */
3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3182 for (object *tmp = op->below; tmp; tmp = tmp->below)
3698 { 3183 {
3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3184 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 { 3185 {
3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3186 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3187 && tmp->type == BATTLEGROUND
3188 && tmp->name == shstr_battleground
3189 && EXIT_X (tmp) && EXIT_Y (tmp))
3703 { 3190 {
3704 /*before we assign the exit, check if this is a teambattle */ 3191 /* before we assign the exit, check if this is a teambattle */
3705 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3192 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706 { 3193 {
3707 object *invtmp;
3708
3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3194 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3710 { 3195 {
3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3196 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3712 { 3197 {
3713 if (x != NULL && y != NULL) 3198 if (x && y)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3199 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3200
3715 return 1; 3201 return 1;
3716 } 3202 }
3717 } 3203 }
3718 } 3204 }
3205
3719 if (x != NULL && y != NULL) 3206 if (x && y)
3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3207 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3208
3721 return 1; 3209 return 1;
3722 } 3210 }
3723 } 3211 }
3724 } 3212 }
3213
3725 /* If we got here, did not find a battleground */ 3214 /* If we got here, did not find a battleground */
3726 return 0; 3215 return 0;
3727} 3216}
3728 3217
3729/* 3218/*
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3234 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3235 int i = 0, j = 0;
3747 3236
3748 /* get the appropriate treasurelist */ 3237 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3238 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3239 trlist = treasurelist::find (shstr_dragon_ability_fire);
3751 else if (atnr == ATNR_COLD) 3240 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3241 trlist = treasurelist::find (shstr_dragon_ability_cold);
3753 else if (atnr == ATNR_ELECTRICITY) 3242 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3243 trlist = treasurelist::find (shstr_dragon_ability_elec);
3755 else if (atnr == ATNR_POISON) 3244 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3245 trlist = treasurelist::find (shstr_dragon_ability_poison);
3757 3246
3758 if (trlist == NULL || who->type != PLAYER) 3247 if (trlist == NULL || who->type != PLAYER)
3759 return; 3248 return;
3760 3249
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3250 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3251
3763 if (tr == NULL || tr->item == NULL) 3252 if (!tr || !tr->item)
3764 { 3253 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3254 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3255 return;
3767 } 3256 }
3768 3257
3769 /* everything seems okay - now bring on the gift: */ 3258 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3259 item = tr->item;
3771 3260
3772 if (item->type == SPELL) 3261 if (item->type == SPELL)
3773 { 3262 {
3774 if (check_spell_known (who, item->name)) 3263 if (check_spell_known (who, item->name))
3775 return; 3264 return;
3834 { 3323 {
3835 /* forces in the treasurelist can alter the player's stats */ 3324 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3325 object *skin;
3837 3326
3838 /* first get the dragon skin force */ 3327 /* first get the dragon skin force */
3839 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3328 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3329 ;
3330
3840 if (skin == NULL) 3331 if (!skin)
3841 return; 3332 return;
3842 3333
3843 /* adding new spellpath attunements */ 3334 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3335 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3336 {
3877 else 3368 else
3878 { 3369 {
3879 /* generate misc. treasure */ 3370 /* generate misc. treasure */
3880 tmp = arch_to_object (tr->item); 3371 tmp = arch_to_object (tr->item);
3881 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3372 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3882 tmp = insert_ob_in_ob (tmp, who); 3373 who->insert (tmp);
3883 if (who->type == PLAYER)
3884 esrv_send_item (who, tmp);
3885 } 3374 }
3886} 3375}
3887 3376
3888/** 3377/**
3889 * Unready an object for a player. This function does nothing if the object was 3378 * Unready an object for a player. This function does nothing if the object was
3890 * not readied. 3379 * not readied.
3891 */ 3380 */
3892void 3381void
3893player_unready_range_ob (player *pl, object *ob) 3382player_unready_range_ob (player *pl, object *ob)
3894{ 3383{
3895 rangetype i; 3384 if (pl->ob->current_weapon == ob)
3385 pl->ob->current_weapon = 0;
3896 3386
3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3387 if (pl->combat_ob == ob)
3898 { 3388 pl->combat_ob = 0;
3389
3899 if (pl->ranges[i] == ob) 3390 if (pl->ranged_ob == ob)
3900 { 3391 pl->ranged_ob = 0;
3901 pl->ranges[i] = NULL;
3902 if (pl->shoottype == i)
3903 {
3904 pl->shoottype = range_none;
3905 }
3906 }
3907 }
3908} 3392}
3393
3394sint8
3395player::darkness_at (maptile *map, int x, int y) const
3396{
3397 if (!ns)
3398 return LOS_BLOCKED;
3399
3400 int dx, dy;
3401 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3402 return LOS_BLOCKED;
3403
3404 x += dx - ns->current_x;
3405 y += dy - ns->current_y;
3406
3407 return blocked_los (x, y);
3408}
3409
3410void
3411player::infobox (const char *title, const char *msg, int color)
3412{
3413 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3414}
3415
3416void
3417player::statusmsg (const char *msg, int color)
3418{
3419 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3420}
3421
3422void
3423player::failmsg (const char *msg, int color)
3424{
3425 play_sound (sound_find ("generic_failure"));
3426 statusmsg (msg, color);
3427}
3428

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