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Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.201 by root, Sun Aug 17 01:26:35 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->ns->monitor_spells; // what a hack
250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
254 p->ns->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295} 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 (this);
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_player_skills (ob);
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers;
355 peaceful = 1; /* default peaceful */
356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
360}
361
362void
363player::do_destroy ()
364{
365 disconnect ();
366
367 attachable::do_destroy ();
368
369 if (ob)
370 {
371 ob->destroy_inv (false);
372 ob->destroy ();
373 }
374
375 ob = observe = 0;
376}
377
378player::~player ()
379{
380 /* Clear item stack */
381 free (stack_items);
382}
383
307/* Tries to add player on the connection passwd in ns. 384/* 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 385 * All we can really get in this is some settings like host and display
309 * mode. 386 * mode.
310 */ 387 */
311 388player *
312int 389player::create ()
313add_player (client *ns)
314{ 390{
315 player *p = new player; 391 player *pl = new player;
316 392
317 p->ns = ns; 393 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 394
320 p->next = first_player; 395 pl->ob->roll_stats ();
321 first_player = p; 396 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */
322 398
323 p = get_player (p);
324
325 set_first_map (p->ob); 399 set_first_map (pl->ob);
326 400
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; 401 return pl;
336} 402}
337 403
338/* 404/*
339 * get_player_archetype() return next player archetype from archetype 405 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 406 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
342 */ 408 */
343archetype * 409archetype *
344get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
345{ 411{
346 archetype *start = at; 412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
347 419
348 for (;;) 420 for (;;)
349 { 421 {
350 if (at == NULL || at->next == NULL) 422 if (++i == archetypes.end ())
351 at = first_archetype; 423 i = archetypes.begin ();
352 else 424 else if (*i == at)
353 at = at->next; 425 cleanup ("not a single player archetype found");
354 426
355 if (at->clone.type == PLAYER) 427 if ((*i)->type == PLAYER)
356 return at; 428 return *i;
357
358 if (at == start)
359 {
360 LOG (llevError, "No Player archetypes\n");
361 exit (-1);
362 }
363 } 429 }
364} 430}
365 431
366object * 432object *
367get_nearest_player (object *mon) 433get_nearest_player (object *mon)
368{ 434{
369 object *op = NULL; 435 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 436 objectlink *ol;
372 unsigned lastdist; 437 unsigned lastdist;
373 rv_vector rv; 438 rv_vector rv;
374 439
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 441 {
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)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
404 continue; 443 continue;
405 444
406 if (lastdist > rv.distance) 445 if (lastdist > rv.distance)
407 { 446 {
408 op = ol->ob; 447 op = ol->ob;
409 lastdist = rv.distance; 448 lastdist = rv.distance;
410 } 449 }
411 } 450 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 451
413 { 452 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 453 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 454 if (lastdist > rv.distance)
418 { 455 {
419 op = pl->ob; 456 op = pl->ob;
420 lastdist = rv.distance; 457 lastdist = rv.distance;
421 } 458 }
422 } 459
423 }
424#if 0 460#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 461 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 462#endif
427 return op; 463 return op;
428} 464}
446 * circling behaviour. Unfortunately, this function is also used to determined 482 * 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 483 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 484 * is probably not a good thing.
449 */ 485 */
450#define MAX_SPACES 50 486#define MAX_SPACES 50
451
452 487
453/* 488/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 489 * 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 490 * 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 491 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 522 x = mon->x;
488 y = mon->y; 523 y = mon->y;
489 m = mon->map; 524 m = mon->map;
490 dir = rv.direction; 525 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 526 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); 527 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
528
493 /* If we can't solve it within the search distance, return now. */ 529 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 530 if (diff > max)
495 return 0; 531 return 0;
532
496 while (diff > 1 && max > 0) 533 while (diff > 1 && max > 0)
497 { 534 {
498 lastx = x; 535 lastx = x;
499 lasty = y; 536 lasty = y;
500 lastmap = m; 537 lastmap = m;
582 max--; 619 max--;
583 lastdir = dir; 620 lastdir = dir;
584 if (!firstdir) 621 if (!firstdir)
585 firstdir = dir; 622 firstdir = dir;
586 } 623 }
624
587 if (diff <= 1) 625 if (diff <= 1)
588 { 626 {
589 /* Recalculate diff (distance) because we may not have actually 627 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 628 * headed toward player for entire distance.
591 */ 629 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 630 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); 631 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 632 }
633
595 if (diff > max) 634 if (diff > max)
596 return 0; 635 return 0;
597 } 636 }
637
598 /* If we reached the max, didn't find a direction in time */ 638 /* If we reached the max, didn't find a direction in time */
599 if (!max) 639 if (!max)
600 return 0; 640 return 0;
601 641
602 return firstdir; 642 return firstdir;
603} 643}
604 644
605void 645void
606give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
607{ 647{
608 object *op, *next = NULL;
609
610 if (pl->randomitems != NULL) 648 if (pl->randomitems)
611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
612 650
613 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
614 { 652 {
615 next = op->below; 653 next = op->below;
616 654
617 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
618 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
623 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
624 * by this player due to race restrictions 662 * by this player due to race restrictions
625 */ 663 */
626 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
627 { 665 {
628 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
629 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
630 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
631 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
632 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
633 { 673 {
634 op->destroy (); 674 op->destroy ();
635 continue; 675 continue;
636 } 676 }
637 } 677 }
660 if (op->nrof > 1) 700 if (op->nrof > 1)
661 op->nrof = 1; 701 op->nrof = 1;
662 } 702 }
663 703
664 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
665 {
666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
667 }
668 706
669 /* Give starting characters identified, uncursed, and undamned 707 /* Give starting characters identified, uncursed, and undamned
670 * items. Just don't identify gold or silver, or it won't be 708 * items. Just don't identify gold or silver, or it won't be
671 * merged properly. 709 * merged properly.
672 */ 710 */
673 if (need_identify (op)) 711 if (need_identify (op))
674 { 712 {
675 SET_FLAG (op, FLAG_IDENTIFIED); 713 SET_FLAG (op, FLAG_IDENTIFIED);
676 CLEAR_FLAG (op, FLAG_CURSED); 714 CLEAR_FLAG (op, FLAG_CURSED);
677 CLEAR_FLAG (op, FLAG_DAMNED); 715 CLEAR_FLAG (op, FLAG_DAMNED);
678 } 716 }
717
679 if (op->type == SPELL) 718 if (op->type == SPELL)
680 { 719 {
681 op->destroy (); 720 op->destroy ();
682 continue; 721 continue;
683 } 722 }
685 { 724 {
686 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
687 op->stats.exp = 0; 726 op->stats.exp = 0;
688 op->level = 1; 727 op->level = 1;
689 } 728 }
690 /* lock all 'normal items by default */ 729 else /* lock all 'normal items by default */
691 else
692 SET_FLAG (op, FLAG_INV_LOCKED); 730 SET_FLAG (op, FLAG_INV_LOCKED);
693 } /* for loop of objects in player inv */ 731 } /* for loop of objects in player inv */
694 732
695 /* Need to set up the skill pointers */ 733 /* Need to set up the skill pointers */
696 link_player_skills (pl); 734 link_player_skills (pl);
697} 735}
698 736
699void 737void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 738get_party_password (object *op, partylist *party)
785{ 739{
786 if (party == NULL) 740 if (party == NULL)
787 { 741 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 742 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 743 return;
790 } 744 }
745
791 op->contr->write_buf[0] = '\0'; 746 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 747 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 748 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 749 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 750}
796 751
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 752/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 753static int
800roll_stat (void) 754roll_stat (void)
801{ 755{
802 int a[4], i, j, k; 756 int a[4], i, j, k;
803 757
804 for (i = 0; i < 4; i++) 758 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 759 a[i] = (int) rndm (6) + 1;
806 760
807 for (i = 0, j = 0, k = 7; i < 4; i++) 761 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 762 if (a[i] < k)
809 k = a[i], j = i; 763 k = a[i], j = i;
810 764
811 for (i = 0, k = 0; i < 4; i++) 765 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 766 if (i != j)
814 k += a[i]; 767 k += a[i];
815 } 768
816 return k; 769 return k;
817} 770}
818 771
819void 772void
820roll_stats (object *op) 773object::roll_stats ()
821{ 774{
775 int statsort [NUM_STATS];
776
777 for (;;)
778 {
822 int sum = 0; 779 int sum = 0;
823 int i = 0, j = 0; 780 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 781 sum += statsort [i] = roll_stat ();
825 782
826 do 783 if (sum >= 82 && sum <= 116)
784 break;
827 { 785 }
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);
838 786
839 /* Sort the stats so that rerolling is easier... */ 787 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 788 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;
847 789
848 /* a quick and dirty bubblesort? */ 790 for (int i = 0; i < NUM_STATS; ++i)
849 do 791 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);
864 792
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; 793 stats.exp = 0;
884 op->stats.ac = 0; 794 stats.ac = 0;
885 795
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; 796 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 797 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 798 stats.grace = stats.maxgrace;
799
800 if (contr)
801 {
802 contr->levhp[1] = 9;
803 contr->levsp[1] = 6;
804 contr->levgrace[1] = 3;
805
894 op->contr->orig_stats = op->stats; 806 contr->orig_stats = stats;
807 }
895} 808}
896 809
897void 810void
898Roll_Again (object *op) 811object::swap_stats (int a, int b)
899{ 812{
900 esrv_new_player (op->contr, 0); 813 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904 814
905void 815 for (int i = 0; i < NUM_STATS; ++i)
906Swap_Stat (object *op, int Swap_Second) 816 stats.stat (i) = contr->orig_stats.stat (i);
817
818 //TODO: the following code looks so borked and should, at the very least,
819 // be merged with the similar code in roll_stats
820 stats.ac = 0;
821
822 level = 1;
823 stats.exp = 0;
824 stats.ac = 0;
825
826 stats.hp = stats.maxhp;
827 stats.sp = stats.maxsp;
828 stats.grace = stats.maxgrace;
829
830 if (contr)
831 {
832 contr->levhp[1] = 9;
833 contr->levsp[1] = 6;
834 contr->levgrace[1] = 3;
835
836 contr->orig_stats = stats;
837 }
838}
839
840static void
841start_info (object *op)
907{ 842{
908 signed char tmp;
909 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
910 844
911 if (op->contr->Swap_First == -1) 845 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); 846 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str;
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf);
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 847}
1026 848
1027/* This function takes the key that is passed, and does the 849/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 850 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 851 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 852 * separate race and class; this actually changes the RACE,
1031 * not the class. 853 * not the class.
1032 */ 854 */
1033 855void
1034int 856player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 857{
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 */ 858 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 859 esrv_new_player (ob->contr);
1051 860
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 861 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 862 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 863 create_treasure (tl, ob, 0, 0, 0);
1055 864
1056 INVOKE_PLAYER (BIRTH, op->contr); 865 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 866 INVOKE_PLAYER (LOGIN, ob->contr);
1058 867
1059 op->contr->ns->state = ST_PLAYING; 868 ob->contr->ns->state = ST_PLAYING;
1060 869
1061 if (op->msg) 870 if (ob->msg)
1062 op->msg = NULL; 871 ob->msg = 0;
1063 872
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); 873 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 875 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 876 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 877 esrv_send_inventory (ob, ob);
1078 fix_player (op); 878 ob->update_stats ();
1079 879
1080 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
1081 * is one for this race 881 * is one for this race
1082 */ 882 */
1083 if (*first_map_ext_path) 883 if (*first_map_ext_path)
1084 { 884 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 885 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 886 LOG (llevDebug, "first_map_ext_path not set\n");
887}
1100 888
1101 return 0; 889void
1102 } 890player::chargen_race_next ()
1103 891{
1104 /* Following actually changes the race - this is the default command 892 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 893 * if we don't match with one of the options above.
1106 */ 894 */
1107 895
1108 tmp_loop = 0; 896 do
1109 while (!tmp_loop)
1110 { 897 {
1111 shstr name = op->name; 898 shstr name = ob->name;
1112 int x = op->x, y = op->y; 899 int x = ob->x, y = ob->y;
1113 900
1114 remove_statbonus (op); 901 ob->remove_statbonus ();
1115 op->remove (); 902 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 903 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 904 ob->arch->copy_to (ob);
1118 op->instantiate (); 905 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 906 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 907 ob->name = ob->name_pl = name;
1121 op->x = x; 908 ob->x = x;
1122 op->y = y; 909 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 910 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 911 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 912 assign (ob->contr->title, ob->arch->object::name);
1126 add_statbonus (op); 913 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 914 }
915 while (!allowed_class (ob));
1129 916
1130 update_object (op, UP_OBJ_FACE); 917 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 918 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 919 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 920 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 921 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 922 ob->stats.grace = 0;
1136
1137 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0;
1142}
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->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 923}
1192 924
1193void 925void
1194flee_player (object *op) 926flee_player (object *op)
1195{ 927{
1242 /* Cornered, get rid of scared */ 974 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 976 op->enemy = NULL;
1245} 977}
1246 978
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 979/* 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 980 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 981 * stop.
1251 */ 982 */
1252int 983int
1253check_pick (object *op) 984check_pick (object *op)
1254{ 985{
1255 object *tmp, *next; 986 object *tmp, *next;
1256 int stop = 0; 987 int stop = 0;
1257 int j, k, wvratio; 988 int wvratio;
1258 char putstring[128], tmpstr[16]; 989 char putstring[128];
1259 990
1260 /* if you're flying, you cna't pick up anything */ 991 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 992 if (op->move_type & MOVE_FLYING)
1262 return 1; 993 return 1;
1263 994
1264 next = op->below; 995 next = op->below;
1265 996
997 int cnt = MAX_ITEM_PER_DROP;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999
1266 /* loop while there are items on the floor that are not marked as 1000 /* loop while there are items on the floor that are not marked as
1267 * destroyed */ 1001 * destroyed */
1268 while (next && !next->destroyed ()) 1002 while (next && !next->destroyed ())
1269 { 1003 {
1270 tmp = next; 1004 tmp = next;
1271 next = tmp->below; 1005 next = tmp->below;
1272 1006
1007 if (cnt <= 0)
1008 {
1009 op->failmsg ("Couldn't pickup all items at once.");
1010 return 0;
1011 }
1012
1273 if (op->destroyed ()) 1013 if (op->destroyed ())
1274 return 0; 1014 return 0;
1275 1015
1276 if (!can_pick (op, tmp)) 1016 if (!can_pick (op, tmp))
1277 continue; 1017 continue;
1278 1018
1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1280 { 1020 {
1281 if (item_matched_string (op, tmp, op->contr->search_str)) 1021 if (item_matched_string (op, tmp, op->contr->search_str))
1282 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1283 continue; 1023 continue;
1284 } 1024 }
1285 1025
1286 /* high not bit set? We're using the old autopickup model */ 1026 /* high not bit set? We're using the old autopickup model */
1287 if (!(op->contr->mode & PU_NEWMODE)) 1027 if (!(op->contr->mode & PU_NEWMODE))
1289 switch (op->contr->mode) 1029 switch (op->contr->mode)
1290 { 1030 {
1291 case 0: 1031 case 0:
1292 return 1; /* don't pick up */ 1032 return 1; /* don't pick up */
1293 case 1: 1033 case 1:
1294 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1295 return 1; 1035 return 1;
1296 case 2: 1036 case 2:
1297 pick_up (op, tmp); 1037 CHK_PICK_PICKUP;
1298 return 0; 1038 return 0;
1299 case 3: 1039 case 3:
1300 return 0; /* stop before pickup */ 1040 return 0; /* stop before pickup */
1301 case 4: 1041 case 4:
1302 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1303 break; 1043 break;
1304 case 5: 1044 case 5:
1305 pick_up (op, tmp); 1045 CHK_PICK_PICKUP;
1306 stop = 1; 1046 stop = 1;
1307 break; 1047 break;
1308 case 6: 1048 case 6:
1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1310 pick_up (op, tmp); 1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1311 break; 1052 break;
1312 1053
1313 case 7: 1054 case 7:
1314 if (tmp->type == MONEY || tmp->type == GEM) 1055 if (tmp->type == MONEY || tmp->type == GEM)
1315 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1316 break; 1057 break;
1317 1058
1318 default: 1059 default:
1319 /* use value density */ 1060 /* use value density */
1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1322 pick_up (op, tmp); 1063 CHK_PICK_PICKUP;
1323 } 1064 }
1324 } 1065 }
1325 else 1066 else
1326 { /* old model */ 1067 { /* old model */
1327 /* NEW pickup handling */ 1068 /* NEW pickup handling */
1331 if (tmp->name != NULL) 1072 if (tmp->name != NULL)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 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)))); 1074 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1075 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1076 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)))); 1077 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1078
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1079 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1080 }
1081
1368 /* philosophy: 1082 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1083 * 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 1084 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1085 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1086 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1087 * example.
1374 * The drawback: right now it has no frontend, so you need to 1088 * 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 1089 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1090 * convert to decimal and then 'pickup <#>
1409 /* all food and drink if desired */ 1123 /* all food and drink if desired */
1410 /* question: don't pick up known-poisonous stuff? */ 1124 /* question: don't pick up known-poisonous stuff? */
1411 if (op->contr->mode & PU_FOOD) 1125 if (op->contr->mode & PU_FOOD)
1412 if (tmp->type == FOOD) 1126 if (tmp->type == FOOD)
1413 { 1127 {
1414 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1415 continue; 1129 continue;
1416 } 1130 }
1417 1131
1418 if (op->contr->mode & PU_DRINK) 1132 if (op->contr->mode & PU_DRINK)
1419 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1420 { 1134 {
1421 pick_up (op, tmp); 1135 CHK_PICK_PICKUP;
1422 continue; 1136 continue;
1423 } 1137 }
1424 1138
1425 if (op->contr->mode & PU_POTION) 1139 if (op->contr->mode & PU_POTION)
1426 if (tmp->type == POTION) 1140 if (tmp->type == POTION)
1427 { 1141 {
1428 pick_up (op, tmp); 1142 CHK_PICK_PICKUP;
1429 continue; 1143 continue;
1430 } 1144 }
1431 1145
1432 /* spellbooks, skillscrolls and normal books/scrolls */ 1146 /* spellbooks, skillscrolls and normal books/scrolls */
1433 if (op->contr->mode & PU_SPELLBOOK) 1147 if (op->contr->mode & PU_SPELLBOOK)
1434 if (tmp->type == SPELLBOOK) 1148 if (tmp->type == SPELLBOOK)
1435 { 1149 {
1436 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1437 continue; 1151 continue;
1438 } 1152 }
1439 1153
1440 if (op->contr->mode & PU_SKILLSCROLL) 1154 if (op->contr->mode & PU_SKILLSCROLL)
1441 if (tmp->type == SKILLSCROLL) 1155 if (tmp->type == SKILLSCROLL)
1442 { 1156 {
1443 pick_up (op, tmp); 1157 CHK_PICK_PICKUP;
1444 continue; 1158 continue;
1445 } 1159 }
1446 1160
1447 if (op->contr->mode & PU_READABLES) 1161 if (op->contr->mode & PU_READABLES)
1448 if (tmp->type == BOOK || tmp->type == SCROLL) 1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1449 { 1163 {
1450 pick_up (op, tmp); 1164 CHK_PICK_PICKUP;
1451 continue; 1165 continue;
1452 } 1166 }
1453 1167
1454 /* wands/staves/rods/horns */ 1168 /* wands/staves/rods/horns */
1455 if (op->contr->mode & PU_MAGIC_DEVICE) 1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1456 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1457 { 1171 {
1458 pick_up (op, tmp); 1172 CHK_PICK_PICKUP;
1459 continue; 1173 continue;
1460 } 1174 }
1461 1175
1462 /* pick up all magical items */ 1176 /* pick up all magical items */
1463 if (op->contr->mode & PU_MAGICAL) 1177 if (op->contr->mode & PU_MAGICAL)
1464 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1465 { 1179 {
1466 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1467 continue; 1181 continue;
1468 } 1182 }
1469 1183
1470 if (op->contr->mode & PU_VALUABLES) 1184 if (op->contr->mode & PU_VALUABLES)
1471 { 1185 {
1472 if (tmp->type == MONEY || tmp->type == GEM) 1186 if (tmp->type == MONEY || tmp->type == GEM)
1473 { 1187 {
1474 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1475 continue; 1189 continue;
1476 } 1190 }
1477 } 1191 }
1478 1192
1479 /* rings & amulets - talismans seems to be typed AMULET */ 1193 /* rings & amulets - talismans seems to be typed AMULET */
1480 if (op->contr->mode & PU_JEWELS) 1194 if (op->contr->mode & PU_JEWELS)
1481 if (tmp->type == RING || tmp->type == AMULET) 1195 if (tmp->type == RING || tmp->type == AMULET)
1482 { 1196 {
1483 pick_up (op, tmp); 1197 CHK_PICK_PICKUP;
1484 continue; 1198 continue;
1485 } 1199 }
1486 1200
1487 /* we don't forget dragon food */ 1201 /* we don't forget dragon food */
1488 if (op->contr->mode & PU_FLESH) 1202 if (op->contr->mode & PU_FLESH)
1489 if (tmp->type == FLESH) 1203 if (tmp->type == FLESH)
1490 { 1204 {
1491 pick_up (op, tmp); 1205 CHK_PICK_PICKUP;
1492 continue; 1206 continue;
1493 } 1207 }
1494 1208
1495 /* bows and arrows. Bows are good for selling! */ 1209 /* bows and arrows. Bows are good for selling! */
1496 if (op->contr->mode & PU_BOW) 1210 if (op->contr->mode & PU_BOW)
1497 if (tmp->type == BOW) 1211 if (tmp->type == BOW)
1498 { 1212 {
1499 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1500 continue; 1214 continue;
1501 } 1215 }
1502 1216
1503 if (op->contr->mode & PU_ARROW) 1217 if (op->contr->mode & PU_ARROW)
1504 if (tmp->type == ARROW) 1218 if (tmp->type == ARROW)
1505 { 1219 {
1506 pick_up (op, tmp); 1220 CHK_PICK_PICKUP;
1507 continue; 1221 continue;
1508 } 1222 }
1509 1223
1510 /* all kinds of armor etc. */ 1224 /* all kinds of armor etc. */
1511 if (op->contr->mode & PU_ARMOUR) 1225 if (op->contr->mode & PU_ARMOUR)
1512 if (tmp->type == ARMOUR) 1226 if (tmp->type == ARMOUR)
1513 { 1227 {
1514 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1515 continue; 1229 continue;
1516 } 1230 }
1517 1231
1518 if (op->contr->mode & PU_HELMET) 1232 if (op->contr->mode & PU_HELMET)
1519 if (tmp->type == HELMET) 1233 if (tmp->type == HELMET)
1520 { 1234 {
1521 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1522 continue; 1236 continue;
1523 } 1237 }
1524 1238
1525 if (op->contr->mode & PU_SHIELD) 1239 if (op->contr->mode & PU_SHIELD)
1526 if (tmp->type == SHIELD) 1240 if (tmp->type == SHIELD)
1527 { 1241 {
1528 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1529 continue; 1243 continue;
1530 } 1244 }
1531 1245
1532 if (op->contr->mode & PU_BOOTS) 1246 if (op->contr->mode & PU_BOOTS)
1533 if (tmp->type == BOOTS) 1247 if (tmp->type == BOOTS)
1534 { 1248 {
1535 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1536 continue; 1250 continue;
1537 } 1251 }
1538 1252
1539 if (op->contr->mode & PU_GLOVES) 1253 if (op->contr->mode & PU_GLOVES)
1540 if (tmp->type == GLOVES) 1254 if (tmp->type == GLOVES)
1541 { 1255 {
1542 pick_up (op, tmp); 1256 CHK_PICK_PICKUP;
1543 continue; 1257 continue;
1544 } 1258 }
1545 1259
1546 if (op->contr->mode & PU_CLOAK) 1260 if (op->contr->mode & PU_CLOAK)
1547 if (tmp->type == CLOAK) 1261 if (tmp->type == CLOAK)
1548 { 1262 {
1549 pick_up (op, tmp); 1263 CHK_PICK_PICKUP;
1550 continue; 1264 continue;
1551 } 1265 }
1552 1266
1553 /* hoping to catch throwing daggers here */ 1267 /* hoping to catch throwing daggers here */
1554 if (op->contr->mode & PU_MISSILEWEAPON) 1268 if (op->contr->mode & PU_MISSILEWEAPON)
1555 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1556 { 1270 {
1557 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1558 continue; 1272 continue;
1559 } 1273 }
1560 1274
1561 /* careful: chairs and tables are weapons! */ 1275 /* careful: chairs and tables are weapons! */
1562 if (op->contr->mode & PU_ALLWEAPON) 1276 if (op->contr->mode & PU_ALLWEAPON)
1563 { 1277 {
1564 if (tmp->type == WEAPON && tmp->name != NULL) 1278 if (tmp->type == WEAPON && tmp->name != NULL)
1565 { 1279 {
1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1568 { 1282 {
1569 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1570 continue; 1284 continue;
1571 } 1285 }
1572 } 1286 }
1573 1287
1574 if (tmp->type == WEAPON && tmp->name == NULL) 1288 if (tmp->type == WEAPON && tmp->name == NULL)
1575 { 1289 {
1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1577 { 1291 {
1578 pick_up (op, tmp); 1292 CHK_PICK_PICKUP;
1579 continue; 1293 continue;
1580 } 1294 }
1581 } 1295 }
1582 } 1296 }
1583 1297
1584 /* misc stuff that's useful */ 1298 /* misc stuff that's useful */
1585 if (op->contr->mode & PU_KEY) 1299 if (op->contr->mode & PU_KEY)
1586 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1587 { 1301 {
1588 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1589 continue; 1303 continue;
1590 } 1304 }
1591 1305
1592 /* any of the last 4 bits set means we use the ratio for value 1306 /* any of the last 4 bits set means we use the ratio for value
1593 * pickups */ 1307 * pickups */
1594 if (op->contr->mode & PU_RATIO) 1308 if (op->contr->mode & PU_RATIO)
1595 { 1309 {
1596 /* use value density to decide what else to grab */ 1310 /* use value density to decide what else to grab */
1597 /* >=7 was >= op->contr->mode */ 1311 /* >=7 was >= op->contr->mode */
1598 /* >=7 is the old standard setting. Now we take the last 4 bits 1312 /* >=7 is the old standard setting. Now we take the last 4 bits
1599 * and multiply them by 5, giving 0..15*5== 5..75 */ 1313 */
1600 wvratio = (op->contr->mode & PU_RATIO) * 5; 1314 wvratio = op->contr->mode & PU_RATIO;
1601 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1315 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1602 { 1316 {
1603 pick_up (op, tmp); 1317 CHK_PICK_PICKUP;
1604#if 0 1318#if 0
1605 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1606 if (tmp->name != NULL) 1320 if (tmp->name != NULL)
1607 { 1321 {
1608 fprintf (stderr, "%s", tmp->name); 1322 fprintf (stderr, "%s", tmp->name);
1609 } 1323 }
1610 else 1324 else
1611 fprintf (stderr, "%s", tmp->arch->name); 1325 fprintf (stderr, "%s", tmp->arch->archname);
1612 fprintf (stderr, ",%d] = ", tmp->type); 1326 fprintf (stderr, ",%d] = ", tmp->type);
1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1327 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1614#endif 1328#endif
1615 continue; 1329 continue;
1616 } 1330 }
1627 * found object is returned. 1341 * found object is returned.
1628 */ 1342 */
1629object * 1343object *
1630find_arrow (object *op, const char *type) 1344find_arrow (object *op, const char *type)
1631{ 1345{
1632 object *tmp = NULL;
1633
1634 for (op = op->inv; op; op = op->below) 1346 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) 1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp);
1349
1350 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1351 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1352 if (object *arrow = find_arrow (tmp, type))
1353 {
1354 splay (tmp);
1638 return op; 1355 return arrow;
1356 }
1357
1639 return tmp; 1358 return 0;
1640} 1359}
1641 1360
1642/* 1361/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * 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 1363 * 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 1364 * 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. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1366 */
1648
1649object * 1367object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1369{
1652 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1668 } 1386 }
1669 } 1387 }
1670 else if (arrow->type == ARROW && arrow->race == type) 1388 else if (arrow->type == ARROW && arrow->race == type)
1671 { 1389 {
1672 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1673 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1674 { 1392 {
1675 if (arrow->attacktype & AT_DEATH) 1393 if (arrow->attacktype & AT_DEATH)
1676 { 1394 {
1677 *better = 100; 1395 *better = 100;
1678 return arrow; 1396 return arrow;
1686 else 1404 else
1687 { 1405 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 { 1407 {
1690 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1693 { 1411 {
1694 tmp = arrow; 1412 tmp = arrow;
1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1696 } 1414 }
1697 } 1415 }
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 { 1417 {
1700 tmp = arrow; 1418 tmp = arrow;
1706 betterby = 1 + arrow->magic + arrow->stats.dam; 1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1707 } 1425 }
1708 } 1426 }
1709 } 1427 }
1710 } 1428 }
1429
1711 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1712 return find_arrow (op, type); 1431 return find_arrow (op, type);
1713 1432
1714 *better = betterby; 1433 *better = betterby;
1715 return tmp; 1434 return tmp;
1719 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1439 * op = the shooter
1721 * type = bow->race 1440 * type = bow->race
1722 * dir = fire direction 1441 * dir = fire direction
1723 */ 1442 */
1724
1725object * 1443object *
1726pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1727{ 1445{
1728 object *tmp = NULL; 1446 object *tmp = NULL;
1729 maptile *m; 1447 maptile *m;
1794 */ 1512 */
1795int 1513int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1515{
1798 object *left, *bow; 1516 object *left, *bow;
1799 int bowspeed, mflags; 1517 int mflags;
1800 maptile *m; 1518 maptile *m;
1801 1519
1802 if (!dir) 1520 if (!dir)
1803 { 1521 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1523 return 0;
1806 } 1524 }
1807 1525
1808 if (op->type == PLAYER) 1526 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1810 else 1528 else
1811 { 1529 {
1812 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* 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. 1532 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1537 if (!bow)
1820 { 1538 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1540 return 0;
1823 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1824 } 1550 }
1825 1551
1826 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1827 { 1553 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1555 return 0;
1830 } 1556 }
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 1557
1841 if (arrow == NULL) 1558 if (arrow == NULL)
1842 { 1559 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1561 {
1845 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 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 */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1565 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1850 return 0; 1568 return 0;
1851 } 1569 }
1852 } 1570 }
1853 1571
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 arrow->destroy (); 1585 arrow->destroy ();
1868 return 0; 1586 return 0;
1869 } 1587 }
1870 1588
1871 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1872 arrow = get_split_ob (arrow, 1); 1590 arrow = arrow->split ();
1873 if (!arrow) 1591 if (!arrow)
1874 { 1592 {
1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1876 return 0; 1594 return 0;
1877 } 1595 }
1878 1596
1879 arrow->set_owner (op); 1597 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1599 arrow->direction = dir;
1883 arrow->x = sx; 1600
1884 arrow->y = sy; 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1633
1886 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1887 { 1635 {
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; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1921 } 1643 }
1922 else 1644 else
1923 { 1645 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1646 arrow->level = op->level;
1926 } 1647 arrow->stats.wc -= bow->magic;
1927 1648
1928 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1929 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1930 1654
1931 if (bow->slaying) 1655 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1657
1934 arrow->map = m; 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1661
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1939 insert_ob_in_map (arrow, m, op, 0); 1663 m->insert (arrow, sx, sy, op);
1940 1664
1941 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1666 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 1667
1952 return 1; 1668 return 1;
1953} 1669}
1954 1670
1955/* Special fire code for players - this takes into 1671/* Special fire code for players - this takes into
1964{ 1680{
1965 int ret = 0, wcmod = 0; 1681 int ret = 0, wcmod = 0;
1966 1682
1967 if (op->contr->bowtype == bow_bestarrow) 1683 if (op->contr->bowtype == bow_bestarrow)
1968 { 1684 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1685 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1686 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1687 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1688 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1689 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1690 wcmod = -1;
1691
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1692 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1693 }
1977 else if (op->contr->bowtype == bow_threewide) 1694 else if (op->contr->bowtype == bow_threewide)
1978 { 1695 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1696 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1700 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1701 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1702 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); 1703 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); 1704 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1705 }
1990 else 1706 else
1991 { 1707 {
1992 /* Simple case */ 1708 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1709 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1710 }
1711
1995 return ret; 1712 return ret;
1996} 1713}
1997
1998 1714
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1715/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1716 * Broken apart from 'fire' to keep it more readable.
2001 */ 1717 */
2002void 1718void
2003fire_misc_object (object *op, int dir) 1719fire_misc_object (object *op, int dir)
2004{ 1720{
2005 object *item; 1721 object *item = op->contr->ranged_ob;
2006 1722
2007 if (!op->contr->ranges[range_misc]) 1723 if (!item)
2008 { 1724 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1725 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1726 return;
2011 } 1727 }
2012 1728
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1729 if (!item->inv)
2015 { 1730 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1731 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1732 return;
2018 } 1733 }
1734
1735 if (!op->change_weapon (item))
1736 return;
1737
2019 if (item->type == WAND) 1738 if (item->type == WAND)
2020 { 1739 {
2021 if (item->stats.food <= 0) 1740 if (item->stats.food <= 0)
2022 { 1741 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1742 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)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1744
2025 return; 1745 return;
2026 } 1746 }
2027 } 1747 }
2028 else if (item->type == ROD || item->type == HORN) 1748 else if (item->type == ROD || item->type == HORN)
2029 { 1749 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1751
1752 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2031 { 1755 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1756 op->contr->play_sound (sound_find ("wand_poof"));
1757
2033 if (item->type == ROD) 1758 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)); 1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1760 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1762
2037 return; 1763 return;
2038 } 1764 }
2039 } 1765 }
2040 1766
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1767 if (cast_spell (op, item, dir, item->inv, NULL))
2048 object *tmp; 1774 object *tmp;
2049 1775
2050 if (item->arch) 1776 if (item->arch)
2051 { 1777 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1778 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1779 item->face = item->arch->face;
2054 item->speed = 0; 1780 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1781 }
2057 if ((tmp = item->in_player ())) 1782
1783 if (object *pl = item->visible_to ())
2058 esrv_update_item (UPD_ANIM, tmp, item); 1784 esrv_update_item (UPD_ANIM, pl, item);
2059 } 1785 }
2060 } 1786 }
2061 else if (item->type == ROD || item->type == HORN) 1787 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1788 drain_rod_charge (item);
2064 }
2065 } 1789 }
2066} 1790}
2067 1791
2068/* Received a fire command for the player - go and do it. 1792/* Received a fire command for the player - go and do it.
2069 */ 1793 */
2070void 1794bool
2071fire (object *op, int dir) 1795fire (object *op, int dir)
2072{ 1796{
2073 int spellcost = 0; 1797 int spellcost = 0;
2074 1798
2075 /* check for loss of invisiblity/hide */ 1799 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1800 if (action_makes_visible (op))
2077 make_visible (op); 1801 make_visible (op);
2078 1802
2079 switch (op->contr->shoottype) 1803 player *pl = op->contr;
1804
1805 if (pl->golem)
1806 {
1807 control_golem (op->contr->golem, dir);
1808 return false;
2080 { 1809 }
2081 case range_none:
2082 return;
2083 1810
2084 case range_bow: 1811 object *ob = pl->ranged_ob;
1812
1813 if (!ob)
1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1819 if (op->speed_left > 0.f)
1820 --op->speed_left;
1821 else
1822 return false;
1823
1824 switch (ob->type)
1825 {
1826 case BOW:
2085 player_fire_bow (op, dir); 1827 player_fire_bow (op, dir);
2086 return; 1828 break;
2087 1829
2088 case range_magic: /* Casting spells */ 1830 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1831 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1832 break;
2091 1833
2092 case range_misc: 1834 case BUILDER:
1835 apply_map_builder (op, dir);
1836 break;
1837
1838 case SKILL:
1839 do_skill (op, op, ob, dir, 0);
1840 break;
1841
1842 default:
2093 fire_misc_object (op, dir); 1843 fire_misc_object (op, dir);
2094 return; 1844 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 } 1845 }
2122}
2123 1846
2124 1847 return true;
1848}
2125 1849
2126/* find_key 1850/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1851 * 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 1852 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1853 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1855 * pl is the player,
2132 * inv is the objects inventory to searched 1856 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1857 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1858 * This function can be called recursively to search containers.
2135 */ 1859 */
2136
2137object * 1860object *
2138find_key (object *pl, object *container, object *door) 1861find_key (object *pl, object *container, object *door)
2139{ 1862{
2140 object *tmp, *key; 1863 object *tmp, *key;
2141 1864
2142 /* Should not happen, but sanity checking is never bad */ 1865 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1866 if (!container->inv)
2144 return NULL; 1867 return 0;
2145 1868
2146 /* First, lets try to find a key in the top level inventory */ 1869 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1870 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1871 {
2149 if (door->type == DOOR && tmp->type == KEY) 1872 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1873 break;
2151 /* For sanity, we should really check door type, but other stuff 1874 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1875 * (like containers) can be locked with special keys
2153 */ 1876 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1877 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1878 break;
2156 } 1879 }
1880
2157 /* No key found - lets search inventories now */ 1881 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1882 /* 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 1883 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1884 * a key, return
2161 */ 1885 */
2162 if (!tmp) 1886 if (!tmp)
2163 { 1887 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1889 {
2166 /* No reason to search empty containers */ 1890 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1891 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1892 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1893 if ((key = find_key (pl, tmp, door)))
2170 return key; 1894 return key;
2171 } 1895 }
2172 } 1896 }
1897
2173 if (!tmp) 1898 if (!tmp)
2174 return NULL; 1899 return NULL;
2175 } 1900 }
1901
2176 /* We get down here if we have found a key. Now if its in a container, 1902 /* 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 1903 * see if we actually want to use it
2178 */ 1904 */
2179 if (pl != container) 1905 if (pl != container)
2180 { 1906 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1927 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)); 1928 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1929 return NULL;
2204 } 1930 }
2205 } 1931 }
1932
2206 return tmp; 1933 return tmp;
2207} 1934}
2208 1935
2209/* moved door processing out of move_player_attack. 1936/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1937 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1939 * 0 otherwise
2213 */ 1940 */
2214static int 1941static int
2215player_attack_door (object *op, object *door) 1942player_attack_door (object *op, object *door)
2216{ 1943{
2217 /* If its a door, try to find a use a key. If we do destroy the door, 1944 /* 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 - 1945 * might as well return immediately as there is nothing more to do -
2219 * otherwise, we fall through to the rest of the code. 1946 * otherwise, we fall through to the rest of the code.
2220 */ 1947 */
2221 object *key = find_key (op, op, door); 1948 object *key = find_key (op, op, door);
2222 1949
2223 /* IF we found a key, do some extra work */ 1950 /* If we found a key, do some extra work */
2224 if (key) 1951 if (key)
2225 { 1952 {
2226 object *container = key->env; 1953 object *container = key->env;
2227 1954
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1955 if (action_makes_visible (op))
2230 make_visible (op); 1956 make_visible (op);
1957
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1958 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1959 spring_trap (door->inv, op);
1960
2233 if (door->type == DOOR) 1961 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1962 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1963 else if (door->type == LOCKED_DOOR)
2238 { 1964 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1965 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2240 remove_door2 (door); /* remove door without violence ;-) */ 1966 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1967 }
1968
2242 /* Do this after we print the message */ 1969 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1970 key->decrease (); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1971
2245 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container);
2247 return 1; /* Nothing more to do below */ 1972 return 1; /* Nothing more to do below */
2248 } 1973 }
2249 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2250 { 1975 {
2251 /* Might as well return now - no other way to open this */ 1976 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1977 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2253 return 1; 1978 return 1;
2254 } 1979 }
1980
2255 return 0; 1981 return 0;
2256} 1982}
2257 1983
2258/* This function is just part of a breakup from move_player. 1984/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 1985 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 1986 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 1987 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 1988 * going to try and move (not fire weapons).
2263 */ 1989 */
2264void 1990bool
2265move_player_attack (object *op, int dir) 1991move_player_attack (object *op, int dir)
2266{ 1992{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 1993 int on_battleground;
2270 maptile *m;
2271 1994
2272 nx = freearr_x[dir] + op->x; 1995 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 1996 sint16 ny = freearr_y[dir] + op->y;
2274 1997
2275 on_battleground = op_on_battleground (op, 0, 0); 1998 on_battleground = op_on_battleground (op, 0, 0);
1999
2000 if (out_of_map (op->map, nx, ny))
2001 return false;
2002
2003 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2004 {
2005 --op->speed_left;
2006 return true;
2007 }
2276 2008
2277 /* If braced, or can't move to the square, and it is not out of the 2009 /* 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 2010 * 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 2011 * 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 2012 * 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 2013 * 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 2014 * 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 2015 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2016 * move_ob uses.
2285 */ 2017 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2018 maptile *m = op->map->xy_find (nx, ny);
2287 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2292 return; /* Don't think this should happen */
2293 }
2294 else
2295 m = op->map;
2296 2019
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;
2301 }
2302
2303 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2020 /* 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. 2021 * 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 2022 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2023 * on the space
2308 */ 2024 */
2309 while (tmp) 2025 object *mon;
2310 { 2026 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2027 {
2312 { 2028 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2029 || mon->type == LOCKED_DOOR
2314 continue; 2030 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2031 && mon != op)
2320 break; 2032 break;
2321 } 2033 }
2322 2034
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 */ 2035 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2036 return false; /* into a wall */
2331 2037
2332 if (mon->head)
2333 mon = mon->head; 2038 mon = mon->head_ ();
2334 2039
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2040 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2041 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2042 if (player_attack_door (op, mon))
2043 {
2044 --op->contr->weapon_sp_left;
2337 return; 2045 return true;
2046 }
2338 2047
2339 /* The following deals with possibly attacking peaceful 2048 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2049 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2050 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2051 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2052 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2053 * and thus will not push them.
2345 */ 2054 */
2346 2055
2347 /* If the creature is a pet, push it even if the player is not 2056 /* 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 2057 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2058 * player owns it and it is either friendly or unagressive.
2350 */ 2059 */
2351 if ((op->type == PLAYER) 2060 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2061 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2062 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2063 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2064 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2065 {
2361 /* If we're braced, we don't want to switch places with it */ 2066 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2067 if (op->contr->braced)
2363 return; 2068 return false;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2069
2070 if (op->speed_left > 0.f)
2071 {
2072 --op->speed_left;
2073
2074 op->play_sound (sound_find ("push_player"));
2365 (void) push_ob (mon, dir, op); 2075 push_ob (mon, dir, op);
2076
2366 if (op->contr->tmp_invis || op->hide) 2077 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2078 make_visible (op);
2079
2368 return; 2080 return true;
2369 } 2081 }
2082 else
2083 return false;
2084 }
2370 2085
2371 /* in certain circumstances, you shouldn't attack friendly 2086 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2087 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2088 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2089 * attack them either.
2375 */ 2090 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2091 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2092 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2093 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2094 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2095 && !on_battleground))
2096 {
2097 if (op->speed_left > 0.f)
2387 { 2098 {
2099 --op->speed_left;
2100
2388 if (!op->contr->braced) 2101 if (!op->contr->braced)
2389 { 2102 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 2104 push_ob (mon, dir, op);
2392 } 2105 }
2393 else 2106 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2107 op->statusmsg ("You withhold your attack");
2395 2108
2396 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op); 2110 make_visible (op);
2398 }
2399 2111
2112 return true;
2113 }
2114 }
2400 /* If the object is a boulder or other rollable object, then 2115 /* 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. 2116 * roll it if not braced. You can't roll it if you are braced.
2402 */ 2117 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2118 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2119 {
2120 if (op->speed_left > 0.f)
2404 { 2121 {
2122 --op->speed_left;
2123
2405 recursive_roll (mon, dir, op); 2124 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2125 if (action_makes_visible (op))
2407 make_visible (op); 2126 make_visible (op);
2408 }
2409 2127
2128 return true;
2129 }
2130 }
2410 /* Any generic living creature. Including things like doors. 2131 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 2132 * 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: 2133 * 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 2134 * 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. 2135 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2136 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2137 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))) 2138 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2139 {
2420 2140 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 { 2141 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2142 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2143
2433 skill_attack (mon, op, 0, 0, 0); 2144 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 2145
2449 if (action_makes_visible (op)) 2146 if (action_makes_visible (op))
2450 make_visible (op); 2147 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2148
2455int 2149 return true;
2150 }
2151 }
2152
2153 return false;
2154}
2155
2156bool
2456move_player (object *op, int dir) 2157move_player (object *op, int dir)
2457{ 2158{
2458 int pick; 2159 int pick;
2459 2160
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2161 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2461 return 0; 2162 return 0;
2462 2163
2463 /* Sanity check: make sure dir is valid */ 2164 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2165 if ((dir < 0) || (dir >= 9))
2465 { 2166 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2167 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2168 return 0;
2468 } 2169 }
2469 2170
2470 /* peterm: added following line */ 2171 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2172 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2173 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2174
2474 op->facing = dir; 2175 op->facing = dir;
2475 2176
2476 if (op->hide) 2177 if (op->hide)
2477 do_hidden_move (op); 2178 do_hidden_move (op);
2478 2179
2180 bool retval;
2181
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2183 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2184 else if (op->contr->fire_on)
2482 fire (op, dir); 2185 retval = fire (op, dir);
2483 else 2186 else
2484 { 2187 {
2485 move_player_attack (op, dir); 2188 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2189 pick = check_pick (op);
2487 } 2190 }
2488 2191
2489 /* Add special check for newcs players and fire on - this way, the 2192 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2193 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2200 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2201 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2202 * for players.
2500 */ 2203 */
2501 animate_object (op, op->facing); 2204 animate_object (op, op->facing);
2502 return 0; 2205
2206 return retval;
2503} 2207}
2504 2208
2505/* This is similar to handle_player, below, but is only used by the 2209/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2210 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2211 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2212 * the new speed values for commands.
2509 * 2213 *
2510 * Returns true if there are more actions we can do. 2214 * Returns true if there are more actions we can do. Should not do
2215 * many actions in a row, as that would be too unfair to other
2216 * players.
2511 */ 2217 */
2512int 2218bool
2513handle_newcs_player (object *op) 2219handle_newcs_player (object *op)
2514{ 2220{
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)) 2221 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2222 {
2537 flee_player (op); 2223 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 { 2224 {
2541 op->speed_left--; 2225 --op->speed_left;
2226 flee_player (op);
2227
2542 return 0; 2228 return true;
2543 } 2229 }
2230 else
2231 return false;
2544 } 2232 }
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 2233
2554 /* call this here - we also will call this in do_ericserver, but 2234 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2235 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2236 * called, so we recheck it here.
2557 */ 2237 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2238 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0; 2239 return true;
2564 2240
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2241 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); 2242 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2243
2581 return 0; 2244 return false;
2582} 2245}
2583 2246
2584int 2247int
2585save_life (object *op) 2248save_life (object *op)
2586{ 2249{
2588 return 0; 2251 return 0;
2589 2252
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2253 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 { 2255 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2256 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)); 2257 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 2258
2599 tmp->destroy (); 2259 tmp->destroy ();
2600 CLEAR_FLAG (op, FLAG_LIFESAVE); 2260 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601 2261
2602 if (op->stats.hp < 0) 2262 if (op->stats.hp < 0)
2603 op->stats.hp = op->stats.maxhp; 2263 op->stats.hp = op->stats.maxhp;
2604 2264
2605 if (op->stats.food < 0) 2265 if (op->stats.food < 0)
2606 op->stats.food = 999; 2266 op->stats.food = 999;
2607 2267
2608 fix_player (op); 2268 op->update_stats ();
2609 return 1; 2269 return 1;
2610 } 2270 }
2611 2271
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2272 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2273 CLEAR_FLAG (op, FLAG_LIFESAVE);
2615 return 0; 2275 return 0;
2616} 2276}
2617 2277
2618/* This goes throws the inventory and removes unpaid objects, and puts them 2278/* 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 2279 * 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 2280 * function will descend into containers. op is the object to start the search
2621 * from. 2281 * from.
2622 */ 2282 */
2283static void
2284drop_unpaid_items (object *op, object *env)
2285{
2286 while (op)
2287 {
2288 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2289
2290 if (QUERY_FLAG (op, FLAG_UNPAID))
2291 op->insert_at (env);
2292 else if (op->inv)
2293 drop_unpaid_items (op->inv, env);
2294
2295 op = next;
2296 }
2297}
2298
2623void 2299void
2624remove_unpaid_objects (object *op, object *env) 2300object::drop_unpaid_items ()
2625{ 2301{
2626 object *next; 2302 if (!flag [FLAG_REMOVED])
2627 2303 ::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} 2304}
2648
2649 2305
2650/* 2306/*
2651 * Returns pointer a static string containing gravestone text 2307 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2308 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2309 * actually uses this function. player.c may not be quite the
2654 * best, a misc file for object actions is probably better, 2310 * best, a misc file for object actions is probably better,
2655 * but there isn't one in the server directory. 2311 * but there isn't one in the server directory.
2656 */ 2312 */
2657char * 2313const char *
2658gravestone_text (object *op) 2314gravestone_text (object *op)
2659{ 2315{
2660 static char buf2[MAX_BUF]; 2316 static dynbuf_text buf;
2661 char buf[MAX_BUF];
2662 time_t now = time (NULL);
2663 2317
2664 strcpy (buf2, " R.I.P.\n\n"); 2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2665 if (op->type == PLAYER) 2321 if (op->type == PLAYER)
2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2322 buf << " the " << op->contr->title;
2667 else
2668 sprintf (buf, "%s\n", &op->name);
2669 2323
2670 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324 buf << "\n\n";
2671 strcat (buf2, buf); 2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2672 if (op->type == PLAYER) 2330 if (op->type == PLAYER)
2673 sprintf (buf, "who was in level %d when killed\n", op->level); 2331 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 2332
2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf);
2679 if (op->type == PLAYER)
2680 { 2333 {
2681 sprintf (buf, "by %s.\n\n", op->contr->killer); 2334 static char buf2[128];
2682 strncat (buf2, " ", 21 - strlen (buf) / 2); 2335 time_t now = time (NULL);
2683 strcat (buf2, buf);
2684 }
2685
2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2337 buf << buf2;
2688 strcat (buf2, buf); 2338 }
2689 2339
2690 return buf2; 2340 return buf;
2691} 2341}
2692
2693
2694 2342
2695void 2343void
2696do_some_living (object *op) 2344do_some_living (object *op)
2697{ 2345{
2698 int last_food = op->stats.food; 2346 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2352 int rate_grace = 2000;
2705 const int max_hp = 1; 2353 const int max_hp = 1;
2706 const int max_sp = 1; 2354 const int max_sp = 1;
2707 const int max_grace = 1; 2355 const int max_grace = 1;
2708 2356
2709 if (op->contr->outputs_sync) 2357 if (op->contr->hidden)
2358 {
2359 op->invisible = 1000;
2360 /* the socket code flashes the player visible/invisible
2361 * depending on the value of invisible, so we need to
2362 * alternate it here for it to work correctly.
2363 */
2364 if (pticks & 2)
2365 op->invisible--;
2710 { 2366 }
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2367 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2368 {
2713 flush_output_element (op, &op->contr->outputs[i]); 2369 if (!op->invisible--)
2370 {
2371 make_visible (op);
2372 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2373 }
2714 } 2374 }
2715 2375
2716 if (op->contr->ns->state == ST_PLAYING) 2376 if (op->contr->ns->state == ST_PLAYING)
2717 { 2377 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2378 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2379 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2380 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2381 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2382 else
2724 { 2383 {
2725 gen_hp = op->stats.maxhp; 2384 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2385 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2386 }
2387
2728 if (op->contr->gen_sp >= 0) 2388 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2389 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2390 else
2731 { 2391 {
2732 gen_sp = op->stats.maxsp; 2392 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2393 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2394 }
2395
2735 if (op->contr->gen_grace >= 0) 2396 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2397 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2398 else
2738 { 2399 {
2739 gen_grace = op->stats.maxgrace; 2400 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2401 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2402 }
2742 2403
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 */ 2404 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2405 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2406 if (--op->last_grace < 0)
2789 { 2407 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2408 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2409 op->stats.grace++; /* no penalty in food for regaining grace */
2410
2792 if (max_grace > 1) 2411 if (max_grace > 1)
2793 { 2412 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2413 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2414 if (over_grace > 0)
2796 { 2415 {
2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2427 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2809 } 2428 }
2810 /* wearing stuff doesn't detract from grace generation. */ 2429 /* wearing stuff doesn't detract from grace generation. */
2811 } 2430 }
2812 2431
2432 if (op->stats.food > 0)
2433 {
2813 /* Regenerate Hit Points */ 2434 /* Regenerate Spell Points */
2814 if (--op->last_heal < 0) 2435 if (!op->contr->golem && --op->last_sp < 0)
2815 {
2816 if (op->stats.hp < op->stats.maxhp)
2817 { 2436 {
2818 op->stats.hp++; 2437 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2819 /* dms do not consume food */ 2438
2820 if (!QUERY_FLAG (op, FLAG_WIZ)) 2439 if (op->stats.sp < op->stats.maxsp)
2821 { 2440 {
2441 op->stats.sp++;
2442
2443 /* dms do not consume food */
2444 if (!QUERY_FLAG (op, FLAG_WIZ))
2445 {
2822 op->stats.food--; 2446 op->stats.food--;
2447
2823 if (op->contr->digestion < 0) 2448 if (op->contr->digestion < 0)
2824 op->stats.food += op->contr->digestion; 2449 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2450 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2451 op->stats.food = last_food;
2452 }
2827 } 2453 }
2828 } 2454
2829 if (max_hp > 1) 2455 if (max_sp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 { 2456 {
2834 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2457 over_sp = (gen_sp + 10) / rate_sp;
2458 if (over_sp > 0)
2459 {
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2463
2464 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2465 op->stats.sp--;
2466
2467 if (op->stats.sp > op->stats.maxsp)
2468 op->stats.sp = op->stats.maxsp;
2469 }
2470
2835 op->last_heal = 0; 2471 op->last_sp = 0;
2472 }
2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2836 } 2475 }
2837 else 2476 else
2477 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 }
2479
2480 /* Regenerate Hit Points */
2481 if (--op->last_heal < 0)
2482 {
2483 if (op->stats.hp < op->stats.maxhp)
2838 { 2484 {
2839 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2485 op->stats.hp++;
2486
2487 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ))
2489 {
2490 op->stats.food--;
2491
2492 if (op->contr->digestion < 0)
2493 op->stats.food += op->contr->digestion;
2494 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2495 op->stats.food = last_food;
2496 }
2840 } 2497 }
2498
2499 if (max_hp > 1)
2500 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502
2503 if (over_hp > 0)
2504 {
2505 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2506 op->last_heal = 0;
2507 }
2508 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2841 } 2510 }
2842 else 2511 else
2843 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2512 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 } 2513 }
2846 } 2514 }
2847 2515
2848 /* Digestion */ 2516 /* Digestion */
2849 if (--op->last_eat < 0) 2517 if (--op->last_eat < 0)
2850 { 2518 {
2851#ifdef COZY_SERVER 2519 int bonus = max (0, op->contr->digestion),
2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2520 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 2521
2858 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2522 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2860 else 2523
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2862 /* dms do not consume food */ 2524 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2526 op->stats.food--;
2865 } 2527 }
2866 }
2867 2528
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2529 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2530 {
2870 object *tmp, *flesh = NULL; 2531 object *flesh = 0;
2871 2532
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2533 for_inv_removable (op, tmp)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2534 {
2535 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2536 continue;
2537
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2539 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2540 op->statusmsg ("You blindly grab for a bite of food. "
2541 "H<To prevent you from starving, you ate some random item from your backpack.>");
2879 manual_apply (op, tmp, 0); 2542 manual_apply (op, tmp, 0);
2543
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2544 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2545 break;
2882 } 2546 }
2883 else if (tmp->type == FLESH) 2547 else if (tmp->type == FLESH)
2884 flesh = tmp; 2548 flesh = tmp;
2885 } /* End if paid for object */ 2549 }
2886 } /* end of for loop */ 2550
2887 /* If player is still starving, it means they don't have any food, so 2551 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2552 * eat flesh instead.
2889 */ 2553 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2555 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2556 op->statusmsg ("You blindly grab for a bite of food. "
2557 "H<To prevent you from starving, you ate some random item from your backpack.>");
2893 manual_apply (op, flesh, 0); 2558 manual_apply (op, flesh, 0);
2559 }
2560
2561 // If player is still starving, alert him!
2562 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! "
2564 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2565 }
2566
2567 if (op->stats.food < 0)
2894 } 2568 {
2895 } /* end if player is starving */ 2569 op->stats.hp += op->stats.food;
2570 op->stats.food = 0;
2896 2571
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2572 if (op->stats.hp < 0)
2898 op->stats.food++, op->stats.hp--; 2573 {
2574 op->contr->killer = archetype::get ("killer_starvation");
2575 op->contr->killer->destroy ();
2576 }
2577 }
2899 2578
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2579 /* killer should be set here already */
2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2581 kill_player (op);
2582 }
2902} 2583}
2903
2904
2905 2584
2906/* If the player should die (lack of hp, food, etc), we call this. 2585/* 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 2586 * 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 2587 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2588 * file.
2910 */ 2589 */
2911void 2590void
2912kill_player (object *op) 2591kill_player (object *op)
2913{ 2592{
2593 int x, y;
2914 char buf[MAX_BUF]; 2594 char buf[MAX_BUF];
2915 int x, y;
2916
2917 //int i;
2918 maptile *map; /* this is for resurrection */ 2595 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; 2596 int will_kill_again;
2926 archetype *at; 2597 archetype *at;
2927 object *tmp; 2598 object *tmp;
2928 2599
2929 if (save_life (op)) 2600 if (save_life (op))
2930 return; 2601 return;
2931
2932 2602
2933 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2603 /* 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. 2604 * in cities ONLY!!! It is very important that this doesn't get abused.
2935 * Look at op_on_battleground() for more info --AndreasV 2605 * Look at op_on_battleground() for more info --AndreasV
2936 */ 2606 */
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2609 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..."); 2610 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2611
2942 /* restore player */ 2612 /* restore player */
2943 at = archetype::find ("poisoning"); 2613 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2614 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2615 {
2947 tmp->destroy (); 2616 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2617 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2618 }
2950 2619
2951 at = archetype::find ("confusion"); 2620 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2621 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2622 {
2955 tmp->destroy (); 2623 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2624 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2625 }
2958 2626
2959 cure_disease (op, 0); /* remove any disease */ 2627 cure_disease (op, 0, 0); /* remove any disease */
2960 op->stats.hp = op->stats.maxhp; 2628 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2629 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2630 op->stats.food = 999;
2963 2631
2964 /* create a bodypart-trophy to make the winner happy */ 2632 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2633 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2634 {
2968 sprintf (buf, "%s's finger", &op->name); 2635 tmp->name = format ("%s's finger" , &op->name);
2969 tmp->name = buf; 2636 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; 2637 tmp->msg = format (
2638 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2639 &op->name, op->contr->title,
2640 (int)op->level,
2641 op->contr->killer_name ()
2642 );
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2643 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2644 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2645 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2646 }
2979 2647
2980 /* teleport defeated player to new destination */ 2648 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2649 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2650 op->contr->braced = 0;
2985 2653
2986 INVOKE_PLAYER (DEATH, op->contr); 2654 INVOKE_PLAYER (DEATH, op->contr);
2987 2655
2988 command_kill_pets (op, 0); 2656 command_kill_pets (op, 0);
2989 2657
2990 if (op->stats.food < 0) 2658 op->contr->play_sound (sound_find ("player_dies"));
2659
2660 /* save the map location for corpse, gravestone */
2661 x = op->x;
2662 y = op->y;
2663 map = op->map;
2664
2665 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this.
2668 */
2669
2670 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect
2672 * of death.
2673 */
2674#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss)
2991 { 2676 {
2992 if (op->contr->explore) 2677 /* If stat loss is permanent, lose one stat only. */
2993 { 2678 /* 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"); 2679 more if they do. */
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2680 /* Higher level characters can afford things such as potions of
2996 op->stats.food = 999; 2681 restoration, or better, stat potions. So we slug them that
2997 return; 2682 little bit harder. */
2998 } 2683 /* GD */
2999 sprintf (buf, "%s starved to death.", &op->name); 2684 if (settings.stat_loss_on_death)
3000 strcpy (op->contr->killer, "starvation"); 2685 num_stats_lose = 1;
2686 else
2687 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3001 } 2688 }
3002 else 2689 else
3003 { 2690 num_stats_lose = 1;
3004 if (op->contr->explore) 2691
3005 { 2692 lost_a_stat = 0;
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2693
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2694 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 } 2695 {
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2696 i = RANDOM () % NUM_STATS;
3014 2697
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) 2698 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2699 {
3044 else 2700 /* Pick a random stat and take a point off it. Tell the player
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2701 * what he lost.
2702 */
2703 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds (&(op->stats));
2705 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1;
3046 } 2709 }
3047 else 2710 else
3048 { 2711 {
3049 num_stats_lose = 1; 2712 /* deplete a stat */
3050 } 2713 archetype *deparch = archetype::find ("depletion");
3051 lost_a_stat = 0; 2714 object *dep;
3052 2715
3053 for (z = 0; z < num_stats_lose; z++) 2716 dep = present_arch_in_ob (deparch, op);
3054 { 2717 if (!dep)
3055 i = RANDOM () % NUM_STATS;
3056
3057 if (settings.stat_loss_on_death)
3058 { 2718 {
3059 /* Pick a random stat and take a point off it. Tell the player 2719 dep = arch_to_object (deparch);
3060 * what he lost. 2720 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 } 2721 }
3069 else 2722 lose_this_stat = 1;
2723 if (settings.balanced_stat_loss)
3070 { 2724 {
3071 /* deplete a stat */ 2725 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2726 /* Get the stat that we're about to deplete. */
3073 object *dep; 2727 this_stat = get_attr_value (&(dep->stats), i);
3074 2728 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2729 {
3078 dep = arch_to_object (deparch); 2730 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2731 int keep_chance = this_stat * this_stat;
3080 } 2732
3081 lose_this_stat = 1; 2733 /* 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) 2734 if (keep_chance < 1)
2735 keep_chance = 1;
2736
2737 /* There is a maximum depletion total per level. */
2738 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2739 {
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; 2740 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2741 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2742 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 } 2743 }
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 */ 2744 else
3123 if (this_stat >= -50)
3124 { 2745 {
3125 change_attr_value (&(dep->stats), i, -1); 2746 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; 2747 lose_this_stat = 0;
2748 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2749 this_stat, keep_chance, loss_chance,
2750 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2751 }
3131 } 2752 }
3132 } 2753 }
2754
2755 if (lose_this_stat)
2756 {
2757 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a
2762 * difference.
2763 */
2764 if (this_stat >= -50)
2765 {
2766 change_attr_value (&(dep->stats), i, -1);
2767 SET_FLAG (dep, FLAG_APPLIED);
2768 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2769 op->update_stats ();
2770 lost_a_stat = 1;
2771 }
3133 } 2772 }
2773 }
2774 }
2775
3134 /* If no stat lost, tell the player. */ 2776 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2777 if (!lost_a_stat)
3136 { 2778 {
3137 /* determine_god() seems to not work sometimes... why is this? 2779 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2780 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2781 const char *god = determine_god (op);
3140 2782
3141 if (god && (strcmp (god, "none"))) 2783 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2784 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2785 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2786 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2787 }
3146#else 2788#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2789 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
3148#endif 2790#endif
3149 2791
3150 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2793 * exp loss on the stone.
3152 */ 2794 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2795 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2796 tmp->name = format ("%s's gravestone", &op->name);
3155 tmp->name = buf; 2797 tmp->name_pl = format ("%s's gravestones", &op->name);
3156 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf;
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); 2798 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
3159 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2801
3163 /**************************************/ 2802 /**************************************/
3164 /* */ 2803 /* */
3165 /* Subtract the experience points, */ 2804 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2805 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2806 /* food, and reset HP's... */
3168 /* */ 2807 /* */
3169 /**************************************/ 2808 /**************************************/
3170 2809
3171 /* remove any poisoning and confusion the character may be suffering. */ 2810 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2811 /* restore player */
3173 at = archetype::find ("poisoning"); 2812 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2813 tmp = present_arch_in_ob (at, op);
3175 2814
3176 if (tmp) 2815 if (tmp)
3177 { 2816 {
3178 tmp->destroy (); 2817 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2819 }
3181 2820
3182 at = archetype::find ("confusion"); 2821 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2822 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2823 if (tmp)
3185 { 2824 {
3186 tmp->destroy (); 2825 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2827 }
3189 2828
3190 cure_disease (op, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
3191 2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2842
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
3194 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
3195 op->stats.food = 900; 2847 op->stats.food = 900;
2848
3196 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2852
3200 /* 2853 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2854 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2855 * and put them back in the map.
3203 * in the map. 2856 */
3204 */ 2857 op->drop_unpaid_items ();
3205 2858
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op);
3208
3209 /****************************************/ 2859 /****************************************/
3210 /* */ 2860 /* */
3211 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
3213 /* */ 2863 /* */
3214 /****************************************/ 2864 /****************************************/
3215 2865
3216 enter_player_savebed (op); 2866 enter_player_savebed (op);
3217 2867
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2868 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2869
3224 /* it is possible that the player has blown something up 2870 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2871 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2872 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2873 * on the space that might harm the player.
3228 */ 2874 */
3229 will_kill_again = 0; 2875 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2876 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2877 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2878 will_kill_again |= tmp->attacktype;
3233 2879
3234 if (will_kill_again) 2880 if (will_kill_again)
3235 { 2881 {
3236 object *force; 2882 object *force;
3237 int at; 2883 int at;
3238 2884
3239 force = get_archetype (FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2887 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2888 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2890 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2892 force->resist[at] = 100;
3247 2893
3248 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
3249 fix_player (op); 2895 op->update_stats ();
3250 2896
3251 } 2897 }
3252 2898
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2899 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} 2900}
3322
3323 2901
3324void 2902void
3325loot_object (object *op) 2903loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2904{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2905 object *tmp, *tmp2, *next;
3328 2906
3329 if (op->container) 2907 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2908
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2909 for (tmp = op->inv; tmp; tmp = next)
3335 { 2910 {
3336 next = tmp->below; 2911 next = tmp->below;
2912
3337 if (tmp->invisible) 2913 if (tmp->invisible)
3338 continue; 2914 continue;
2915
3339 tmp->remove (); 2916 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2917 tmp->x = op->x, tmp->y = op->y;
2918
3341 if (tmp->type == CONTAINER) 2919 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2920 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2921
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2923 {
3347 if (tmp->nrof > 1) 2924 if (tmp->nrof > 1)
3348 { 2925 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2926 tmp->decrease (rndm (1, tmp->nrof - 1));
3350 tmp2->destroy ();
3351 insert_ob_in_map (tmp, op->map, NULL, 0); 2927 insert_ob_in_map (tmp, op->map, NULL, 0);
3352 } 2928 }
3353 else 2929 else
3354 tmp->destroy (); 2930 tmp->destroy ();
3355 } 2931 }
3361/* 2937/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2938 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2939 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2940 * was changed.
3365 */ 2941 */
3366
3367void 2942void
3368fix_weight (void) 2943fix_weight (void)
3369{ 2944{
3370 player *pl; 2945 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2946 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2947 sint32 old = pl->ob->carrying;
3375 2948
3376 if (old == sum) 2949 pl->ob->update_weight ();
3377 continue; 2950
3378 fix_player (pl->ob); 2951 if (old != pl->ob->carrying)
2952 {
2953 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2954 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2955 }
3380 } 2956 }
3381} 2957}
3382 2958
3383void 2959void
3384fix_luck (void) 2960fix_luck (void)
3385{ 2961{
3386 player *pl; 2962 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 2963 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2964 pl->ob->change_luck (0);
3391} 2965}
3392
3393 2966
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2967/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2968 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2969 * just treat this as any other spell casting object.
3397 */ 2970 */
3398
3399void 2971void
3400cast_dust (object *op, object *throw_ob, int dir) 2972cast_dust (object *op, object *throw_ob, int dir)
3401{ 2973{
3402 object *skop, *spob; 2974 object *skop, *spob;
3403 2975
3432void 3004void
3433make_visible (object *op) 3005make_visible (object *op)
3434{ 3006{
3435 op->hide = 0; 3007 op->hide = 0;
3436 op->invisible = 0; 3008 op->invisible = 0;
3009
3437 if (op->type == PLAYER) 3010 if (op->type == PLAYER)
3438 { 3011 {
3439 op->contr->tmp_invis = 0; 3012 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3013 op->contr->invis_race = 0;
3441 } 3014 }
3015
3442 update_object (op, UP_OBJ_FACE); 3016 update_object (op, UP_OBJ_CHANGE);
3443} 3017}
3444 3018
3445int 3019int
3446is_true_undead (object *op) 3020is_true_undead (object *op)
3447{ 3021{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3451 return 1; 3023 return 1;
3452 3024
3453 return 0; 3025 return 0;
3454} 3026}
3455 3027
3456/* look at the surrounding terrain to determine 3028/* look at the surrounding terrain to determine
3457 * the hideability of this object. Positive levels 3029 * the hideability of this object. Positive levels
3458 * indicate greater hideability. 3030 * indicate greater hideability.
3459 */ 3031 */
3460
3461int 3032int
3462hideability (object *ob) 3033hideability (object *ob)
3463{ 3034{
3464 int i, level = 0, mflag; 3035 int i, level = 0, mflag;
3465 sint16 x, y; 3036 sint16 x, y;
3475 * as bad as carrying a light on a pitch dark map */ 3046 * as bad as carrying a light on a pitch dark map */
3476 if (has_carried_lights (ob)) 3047 if (has_carried_lights (ob))
3477 level = -(10 + (2 * ob->map->darkness)); 3048 level = -(10 + (2 * ob->map->darkness));
3478 3049
3479 /* scan through all nearby squares for terrain to hide in */ 3050 /* 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]) 3051 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1;
3053 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3481 { 3054 {
3482 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3483 if (mflag & P_OUT_OF_MAP) 3056 if (mflag & P_OUT_OF_MAP)
3484 {
3485 continue; 3057 continue;
3486 } 3058
3487 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3059 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3488 level += 2; 3060 level += 2;
3489 else /* open terrain! */ 3061 else /* open terrain! */
3490 level -= 1; 3062 level -= 1;
3491 } 3063 }
3499/* For Hidden creatures - a chance of becoming 'unhidden' 3071/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 3072 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 3073 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 3074 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 3075 */
3504
3505void 3076void
3506do_hidden_move (object *op) 3077do_hidden_move (object *op)
3507{ 3078{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3079 int hide = 0;
3509 object *skop;
3510 3080
3511 if (!op || !op->map) 3081 if (!op || !op->map)
3512 return; 3082 return;
3513 3083
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3084 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3085 int num = random_roll (0, 19, op, PREFER_LOW);
3515 3086
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3087 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3088 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3089 if (!skop || num >= skop->level)
3520 { 3090 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3091 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3092 make_visible (op);
3523 return; 3093 return;
3524 } 3094 }
3525 else 3095 else
3526 num += 20; 3096 num += 20;
3527 } 3097
3528 num += op->map->difficulty; 3098 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3099 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3100 num -= hide;
3101
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3102 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3103 {
3533 make_visible (op); 3104 make_visible (op);
3105
3534 if (op->type == PLAYER) 3106 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3108 }
3537 else if (op->type == PLAYER && skop) 3109 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3111}
3542 3112
3543/* determine if who is standing near a hostile creature. */ 3113/* determine if who is standing near a hostile creature. */
3544 3114
3545int 3115int
3593 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3594 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3595 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3596 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3597 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3598 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3599 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3600 * imply the way your head, or body is facing? Its possible 3170 * 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. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3602 * -b.t. 3172 * -b.t.
3603 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3604 */ 3174 */
3605
3606int 3175int
3607player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3608{ 3177{
3609 rv_vector rv; 3178 rv_vector rv;
3610 int dx, dy; 3179 int dx, dy;
3612 if (pl->type != PLAYER) 3181 if (pl->type != PLAYER)
3613 { 3182 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3183 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3184 return -1;
3616 } 3185 }
3186
3617 if (!pl || !op) 3187 if (!pl || !op)
3618 return 0; 3188 return 0;
3619 3189
3620 if (op->head)
3621 {
3622 op = op->head; 3190 op = op->head_ ();
3623 } 3191
3624 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3625 3193
3626 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3195 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3629 * a blocked los square. 3197 * a blocked los square.
3630 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3631 */ 3199 */
3632 while (op) 3200 while (op)
3633 { 3201 {
3634 dx = rv.distance_x + op->arch->clone.x; 3202 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3203 dy = rv.distance_y + op->arch->y;
3636 3204
3637 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3207 * for any meaningful values.
3640 */ 3208 */
3641 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3212 return 1;
3213
3645 op = op->more; 3214 op = op->more;
3646 } 3215 }
3216
3647 return 0; 3217 return 0;
3648} 3218}
3649 3219
3650/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3651 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3654 * return 0. 3224 * return 0.
3655 */ 3225 */
3656int 3226int
3657action_makes_visible (object *op) 3227action_makes_visible (object *op)
3658{ 3228{
3659
3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 { 3230 {
3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3663 return 0; 3232 return 0;
3664 3233
3670 { 3239 {
3671 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3672 return 1; 3241 return 1;
3673 } 3242 }
3674 } 3243 }
3244
3675 return 0; 3245 return 0;
3676} 3246}
3677 3247
3678/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3679 * a player) is standing on a valid battleground-tile, 3249 * 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 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3685 */ 3255 */
3686int 3256int
3687op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3688{ 3258{
3689 object *tmp;
3690
3691 /* A battleground-tile needs the following attributes to be valid: 3259 /* 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), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3694 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3695 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3696 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3698 { 3266 {
3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 { 3268 {
3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3703 { 3273 {
3704 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3705 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706 { 3276 {
3707 object *invtmp;
3708
3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3710 { 3278 {
3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3712 { 3280 {
3713 if (x != NULL && y != NULL) 3281 if (x && y)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3715 return 1; 3284 return 1;
3716 } 3285 }
3717 } 3286 }
3718 } 3287 }
3288
3719 if (x != NULL && y != NULL) 3289 if (x && y)
3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3721 return 1; 3292 return 1;
3722 } 3293 }
3723 } 3294 }
3724 } 3295 }
3296
3725 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3726 return 0; 3298 return 0;
3727} 3299}
3728 3300
3729/* 3301/*
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3318 int i = 0, j = 0;
3747 3319
3748 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3751 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3753 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3755 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3757 3329
3758 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3759 return; 3331 return;
3760 3332
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3334
3763 if (tr == NULL || tr->item == NULL) 3335 if (!tr || !tr->item)
3764 { 3336 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3338 return;
3767 } 3339 }
3768 3340
3769 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3342 item = tr->item;
3771 3343
3772 if (item->type == SPELL) 3344 if (item->type == SPELL)
3773 { 3345 {
3774 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3775 return; 3347 return;
3834 { 3406 {
3835 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3408 object *skin;
3837 3409
3838 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3839 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3841 ; 3412 ;
3842 3413
3843 if (!skin) 3414 if (!skin)
3844 return; 3415 return;
3845 3416
3880 else 3451 else
3881 { 3452 {
3882 /* generate misc. treasure */ 3453 /* generate misc. treasure */
3883 tmp = arch_to_object (tr->item); 3454 tmp = arch_to_object (tr->item);
3884 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3455 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3885 tmp = insert_ob_in_ob (tmp, who); 3456 who->insert (tmp);
3886 if (who->type == PLAYER)
3887 esrv_send_item (who, tmp);
3888 } 3457 }
3889} 3458}
3890 3459
3891/** 3460/**
3892 * Unready an object for a player. This function does nothing if the object was 3461 * Unready an object for a player. This function does nothing if the object was
3893 * not readied. 3462 * not readied.
3894 */ 3463 */
3895void 3464void
3896player_unready_range_ob (player *pl, object *ob) 3465player_unready_range_ob (player *pl, object *ob)
3897{ 3466{
3898 rangetype i; 3467 if (pl->ob->current_weapon == ob)
3468 pl->ob->current_weapon = 0;
3899 3469
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3470 if (pl->combat_ob == ob)
3901 { 3471 pl->combat_ob = 0;
3472
3902 if (pl->ranges[i] == ob) 3473 if (pl->ranged_ob == ob)
3903 { 3474 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3475}
3476
3477sint8
3478player::visibility_at (maptile *map, int x, int y) const
3479{
3480 if (!ns)
3481 return 0;
3482
3483 int dx, dy;
3484 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3485 return 0;
3486
3487 x += dx - ns->current_x + ns->mapx / 2;
3488 y += dy - ns->current_y + ns->mapy / 2;
3489
3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3491 return 0;
3492
3493 return 100 - blocked_los [x][y];
3494}
3495
3496void
3497player::infobox (const char *title, const char *msg, int color)
3498{
3499 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500}
3501
3502void
3503player::statusmsg (const char *msg, int color)
3504{
3505 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506}
3507
3508void
3509player::failmsg (const char *msg, int color)
3510{
3511 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color);
3513}
3514

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