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Comparing deliantra/server/server/player.C (file contents):
Revision 1.30 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.218 by root, Sun Dec 28 10:05:42 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#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 if (size > 0)
163 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
164 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
165 strip_endline (subject); 133 strip_endline (subject);
166 size = 0; 134 size = 0;
167 news[0] = '\0'; 135 news[0] = '\0';
168 } 136 }
177 size += strlen (buf); 145 size += strlen (buf);
178 } 146 }
179 } 147 }
180 148
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 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);
183 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 152}
310 153
311/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
312static void 155static void
313set_first_map (object *op) 156set_first_map (object *op)
314{ 157{
315 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
316 op->x = -1; 159 op->x = -1;
317 op->y = -1; 160 op->y = -1;
318 enter_exit (op, NULL);
319} 161}
320 162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los ();
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
321/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
323 * mode. 385 * mode.
324 */ 386 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
330 391
331 p = get_player (NULL); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 393
335 if (p->socket.faces_sent == NULL) 394 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
337 397
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 398 set_first_map (pl->ob);
345 399
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 400 return pl;
354} 401}
355 402
356/* 403/*
357 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
360 */ 407 */
361archetype * 408archetype *
362get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
363{ 410{
364 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
365 418
366 for (;;) 419 for (;;)
367 { 420 {
368 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
369 at = first_archetype; 422 i = archetypes.begin ();
370 else 423 else if (*i == at)
371 at = at->next; 424 cleanup ("not a single player archetype found");
425
372 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
373 return at; 427 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 428 }
380} 429}
381
382 430
383object * 431object *
384get_nearest_player (object *mon) 432get_nearest_player (object *mon)
385{ 433{
386 object *op = NULL; 434 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 435 objectlink *ol;
389 unsigned lastdist; 436 unsigned lastdist;
390 rv_vector rv; 437 rv_vector rv;
391 438
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 440 {
394 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop.
398 */
399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
401 object *tmp = ol->ob;
402
403 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared.
405 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
407 ol = ol->next;
408 remove_friendly_object (tmp);
409 if (!ol)
410 return op;
411 }
412
413 /* Remove special check for player from this. First, it looks to cause
414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
415 * complicated method of state checking would be needed in any case -
416 * as it was, a clever player could type quit, and the function would
417 * skip them over while waiting for confirmation. Remove
418 * on_same_map check, as can_detect_enemy also does this
419 */
420 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
421 continue; 442 continue;
422 443
423 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
424 { 445 {
425 op = ol->ob; 446 op = ol->ob;
426 lastdist = rv.distance; 447 lastdist = rv.distance;
427 } 448 }
428 } 449 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 450
430 { 451 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
435 { 454 {
436 op = pl->ob; 455 op = pl->ob;
437 lastdist = rv.distance; 456 lastdist = rv.distance;
438 } 457 }
439 } 458
440 }
441#if 0 459#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 461#endif
444 return op; 462 return op;
445} 463}
463 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 483 * is probably not a good thing.
466 */ 484 */
467#define MAX_SPACES 50 485#define MAX_SPACES 50
468
469 486
470/* 487/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 521 x = mon->x;
505 y = mon->y; 522 y = mon->y;
506 m = mon->map; 523 m = mon->map;
507 dir = rv.direction; 524 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
510 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 529 if (diff > max)
512 return 0; 530 return 0;
531
513 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
514 { 533 {
515 lastx = x; 534 lastx = x;
516 lasty = y; 535 lasty = y;
517 lastmap = m; 536 lastmap = m;
599 max--; 618 max--;
600 lastdir = dir; 619 lastdir = dir;
601 if (!firstdir) 620 if (!firstdir)
602 firstdir = dir; 621 firstdir = dir;
603 } 622 }
623
604 if (diff <= 1) 624 if (diff <= 1)
605 { 625 {
606 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 627 * headed toward player for entire distance.
608 */ 628 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 631 }
632
612 if (diff > max) 633 if (diff > max)
613 return 0; 634 return 0;
614 } 635 }
636
615 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
616 if (!max) 638 if (!max)
617 return 0; 639 return 0;
618 640
619 return firstdir; 641 return firstdir;
620} 642}
621 643
622void 644void
623give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
624{ 646{
625 object *op, *next = NULL;
626
627 if (pl->randomitems != NULL) 647 if (pl->randomitems)
628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
629 649
630 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
631 { 651 {
632 next = op->below; 652 next = op->below;
633 653
634 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
635 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
640 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
641 * by this player due to race restrictions 661 * by this player due to race restrictions
642 */ 662 */
643 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
644 { 664 {
645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
646 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
647 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
648 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 672 {
651 remove_ob (op); 673 op->destroy ();
652 free_object (op);
653 continue; 674 continue;
654 } 675 }
655 } 676 }
656 677
657 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
669 break; 690 break;
670 691
671 if (tmp) 692 if (tmp)
672 { 693 {
673 remove_ob (op); 694 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 696 continue;
677 } 697 }
698
678 if (op->nrof > 1) 699 if (op->nrof > 1)
679 op->nrof = 1; 700 op->nrof = 1;
680 } 701 }
681 702
682 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
683 {
684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
685 }
686 705
687 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
688 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
689 * merged properly. 708 * merged properly.
690 */ 709 */
691 if (need_identify (op)) 710 if (need_identify (op))
692 { 711 {
693 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
694 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 715 }
716
697 if (op->type == SPELL) 717 if (op->type == SPELL)
698 { 718 {
699 remove_ob (op); 719 op->destroy ();
700 free_object (op);
701 continue; 720 continue;
702 } 721 }
703 else if (op->type == SKILL) 722 else if (op->type == SKILL)
704 { 723 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0; 725 op->stats.exp = 0;
707 op->level = 1; 726 op->level = 1;
708 } 727 }
709 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
710 else
711 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
713 731
714 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
715 link_player_skills (pl); 733 pl->contr->link_skills ();
716}
717
718void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799} 734}
800 735
801void 736void
802get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
803{ 738{
804 if (party == NULL) 739 if (party == NULL)
805 { 740 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 742 return;
808 } 743 }
744
809 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 749}
814
815 750
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 752static int
818roll_stat (void) 753roll_stat (void)
819{ 754{
820 int a[4], i, j, k; 755 int a[4], i, j, k;
821 756
822 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
824 759
825 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 761 if (a[i] < k)
827 k = a[i], j = i; 762 k = a[i], j = i;
828 763
829 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 765 if (i != j)
832 k += a[i]; 766 k += a[i];
833 } 767
834 return k; 768 return k;
835} 769}
836 770
837void 771void
838roll_stats (object *op) 772object::roll_stats ()
839{ 773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
840 int sum = 0; 778 int sum = 0;
841 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
843 781
844 do 782 if (sum >= 82 && sum <= 116)
783 break;
845 { 784 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 785
857 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 788
866 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
867 do 790 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 791
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 792 stats.exp = 0;
902 op->stats.ac = 0; 793 stats.ac = 0;
903 794
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 795 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 796 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
801 contr->levhp[1] = 9;
802 contr->levsp[1] = 6;
803 contr->levgrace[1] = 3;
804
912 op->contr->orig_stats = op->stats; 805 contr->orig_stats = stats;
806 }
913} 807}
914 808
915void 809void
916Roll_Again (object *op) 810object::swap_stats (int a, int b)
917{ 811{
918 esrv_new_player (op->contr, 0); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 813
923void 814 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
837}
838
839static void
840start_info (object *op)
925{ 841{
926 signed char tmp;
927 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
928 843
929 if (op->contr->Swap_First == -1) 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf);
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 846}
1044 847
1045/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1049 * not the class. 852 * not the class.
1050 */ 853 */
1051 854void
1052int 855player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 856{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
1071 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
1073 866
1074 op->contr->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
1075 868
1076 if (op->msg) 869 if (ob->msg)
1077 op->msg = NULL; 870 ob->msg = 0;
1078 871
1079 /* We create this now because some of the unique maps will need it
1080 * to save here.
1081 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf);
1084
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 872 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op);
1092 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
1093 fix_player (op); 876 ob->update_stats ();
1094 877
1095 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
1096 * is one for this race 879 * is one for this race
1097 */ 880 */
1098 if (*first_map_ext_path) 881 if (*first_map_ext_path)
1099 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1100 object *tmp;
1101 char mapname[MAX_BUF];
1102
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object ();
1105 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the
1110 * default initial map */
1111 free_object (tmp);
1112 }
1113 else 883 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 885}
1117 return 0;
1118 }
1119 886
887void
888player::chargen_race_next ()
889{
1120 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1122 */ 892 */
1123 893
1124 tmp_loop = 0; 894 do
1125 while (!tmp_loop)
1126 { 895 {
1127 shstr name = op->name; 896 shstr name = ob->name;
1128 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
1129 898
1130 remove_statbonus (op); 899 ob->remove_statbonus ();
1131 remove_ob (op); 900 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 902 ob->arch->copy_to (ob);
1134 op->instantiate (); 903 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
1137 op->x = x; 906 ob->x = x;
1138 op->y = y; 907 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 911 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 912 }
913 while (!allowed_class (ob));
1145 914
1146 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 917 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 920 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 921}
1208 922
1209void 923void
1210flee_player (object *op) 924flee_player (object *op)
1211{ 925{
1217 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
1218 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 933 return;
1220 } 934 }
1221 935
1222 if (op->enemy == NULL) 936 if (!op->enemy)
1223 { 937 {
1224 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
1225 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 940 return;
1227 } 941 }
1228 942
1229 /* Seen some crashes here. Since we don't store an
1230 * op->enemy_count, it is possible that something destroys the
1231 * actual enemy, and the object is recycled.
1232 */
1233 if (op->enemy->map == NULL)
1234 {
1235 CLEAR_FLAG (op, FLAG_SCARED);
1236 op->enemy = NULL;
1237 return;
1238 }
1239
1240 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 { 944 {
1242 op->enemy = NULL; 945 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 947 return;
1245 } 948 }
949
1246 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1247 951
1248 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1250 { 954 {
1251 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1252 956
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 958 return;
1256 }
1257 } 959 }
960
1258 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 963 op->enemy = NULL;
1261} 964}
1262 965
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 967 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 968 * stop.
1267 */ 969 */
1268int 970int
1269check_pick (object *op) 971check_pick (object *op)
1270{ 972{
1271 object *tmp, *next; 973 object *tmp, *next;
1272 int stop = 0; 974 int stop = 0;
1273 int j, k, wvratio; 975 int wvratio;
1274 char putstring[128], tmpstr[16];
1275 976
1276 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1278 return 1; 979 return 1;
1279 980
1280 next = op->below; 981 next = op->below;
1281 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1282 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1283 * destroyed */ 987 * destroyed */
1284 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1285 { 989 {
1286 tmp = next; 990 tmp = next;
1287 next = tmp->below; 991 next = tmp->below;
1288 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1289 if (op->destroyed ()) 999 if (op->destroyed ())
1290 return 0; 1000 return 0;
1291 1001
1292 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1293 continue; 1003 continue;
1294 1004
1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1296 { 1006 {
1297 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1298 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1299 continue; 1010 continue;
1300 } 1011 }
1301 1012
1302 /* high not bit set? We're using the old autopickup model */ 1013 /* high not bit set? We're using the old autopickup model */
1303 if (!(op->contr->mode & PU_NEWMODE)) 1014 if (!(op->contr->mode & PU_NEWMODE))
1305 switch (op->contr->mode) 1016 switch (op->contr->mode)
1306 { 1017 {
1307 case 0: 1018 case 0:
1308 return 1; /* don't pick up */ 1019 return 1; /* don't pick up */
1309 case 1: 1020 case 1:
1310 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1311 return 1; 1022 return 1;
1312 case 2: 1023 case 2:
1313 pick_up (op, tmp); 1024 CHK_PICK_PICKUP;
1314 return 0; 1025 return 0;
1315 case 3: 1026 case 3:
1316 return 0; /* stop before pickup */ 1027 return 0; /* stop before pickup */
1317 case 4: 1028 case 4:
1318 pick_up (op, tmp); 1029 CHK_PICK_PICKUP;
1319 break; 1030 break;
1320 case 5: 1031 case 5:
1321 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1322 stop = 1; 1033 stop = 1;
1323 break; 1034 break;
1324 case 6: 1035 case 6:
1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1036 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1326 pick_up (op, tmp); 1037 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1038 CHK_PICK_PICKUP;
1327 break; 1039 break;
1328 1040
1329 case 7: 1041 case 7:
1330 if (tmp->type == MONEY || tmp->type == GEM) 1042 if (tmp->type == MONEY || tmp->type == GEM)
1331 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1332 break; 1044 break;
1333 1045
1334 default: 1046 default:
1335 /* use value density */ 1047 /* use value density */
1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1048 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1049 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1338 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1339 } 1051 }
1340 } 1052 }
1341 else 1053 else
1342 { /* old model */ 1054 { /* old model */
1343 /* NEW pickup handling */ 1055 /* NEW pickup handling */
1344 if (op->contr->mode & PU_DEBUG) 1056 if (op->contr->mode & PU_DEBUG)
1345 { 1057 {
1346 /* some debugging code to figure out item information */ 1058 /* some debugging code to figure out item information */
1347 if (tmp->name != NULL) 1059 const char *str = tmp->name
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1060 ? format ("item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1061 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1350 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1062 : format ("item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1063 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1064
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1065 new_draw_info (NDI_UNIQUE, 0, op, str);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1066 }
1067
1384 /* philosophy: 1068 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1069 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1070 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1071 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1072 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1073 * example.
1390 * The drawback: right now it has no frontend, so you need to 1074 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1075 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1076 * convert to decimal and then 'pickup <#>
1425 /* all food and drink if desired */ 1109 /* all food and drink if desired */
1426 /* question: don't pick up known-poisonous stuff? */ 1110 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1111 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1112 if (tmp->type == FOOD)
1429 { 1113 {
1430 pick_up (op, tmp); 1114 CHK_PICK_PICKUP;
1431 continue; 1115 continue;
1432 } 1116 }
1433 1117
1434 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_DRINK)
1435 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1436 { 1120 {
1437 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1438 continue; 1122 continue;
1439 } 1123 }
1440 1124
1441 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1126 if (tmp->type == POTION)
1443 { 1127 {
1444 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1445 continue; 1129 continue;
1446 } 1130 }
1447 1131
1448 /* spellbooks, skillscrolls and normal books/scrolls */ 1132 /* spellbooks, skillscrolls and normal books/scrolls */
1449 if (op->contr->mode & PU_SPELLBOOK) 1133 if (op->contr->mode & PU_SPELLBOOK)
1450 if (tmp->type == SPELLBOOK) 1134 if (tmp->type == SPELLBOOK)
1451 { 1135 {
1452 pick_up (op, tmp); 1136 CHK_PICK_PICKUP;
1453 continue; 1137 continue;
1454 } 1138 }
1455 1139
1456 if (op->contr->mode & PU_SKILLSCROLL) 1140 if (op->contr->mode & PU_SKILLSCROLL)
1457 if (tmp->type == SKILLSCROLL) 1141 if (tmp->type == SKILLSCROLL)
1458 { 1142 {
1459 pick_up (op, tmp); 1143 CHK_PICK_PICKUP;
1460 continue; 1144 continue;
1461 } 1145 }
1462 1146
1463 if (op->contr->mode & PU_READABLES) 1147 if (op->contr->mode & PU_READABLES)
1464 if (tmp->type == BOOK || tmp->type == SCROLL) 1148 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1465 { 1149 {
1466 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1467 continue; 1151 continue;
1468 } 1152 }
1469 1153
1470 /* wands/staves/rods/horns */ 1154 /* wands/staves/rods/horns */
1471 if (op->contr->mode & PU_MAGIC_DEVICE) 1155 if (op->contr->mode & PU_MAGIC_DEVICE)
1472 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1156 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1473 { 1157 {
1474 pick_up (op, tmp); 1158 CHK_PICK_PICKUP;
1475 continue; 1159 continue;
1476 } 1160 }
1477 1161
1478 /* pick up all magical items */ 1162 /* pick up all magical items */
1479 if (op->contr->mode & PU_MAGICAL) 1163 if (op->contr->mode & PU_MAGICAL)
1480 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1481 { 1165 {
1482 pick_up (op, tmp); 1166 CHK_PICK_PICKUP;
1483 continue; 1167 continue;
1484 } 1168 }
1485 1169
1486 if (op->contr->mode & PU_VALUABLES) 1170 if (op->contr->mode & PU_VALUABLES)
1487 { 1171 {
1488 if (tmp->type == MONEY || tmp->type == GEM) 1172 if (tmp->type == MONEY || tmp->type == GEM)
1489 { 1173 {
1490 pick_up (op, tmp); 1174 CHK_PICK_PICKUP;
1491 continue; 1175 continue;
1492 } 1176 }
1493 } 1177 }
1494 1178
1495 /* rings & amulets - talismans seems to be typed AMULET */ 1179 /* rings & amulets - talismans seems to be typed AMULET */
1496 if (op->contr->mode & PU_JEWELS) 1180 if (op->contr->mode & PU_JEWELS)
1497 if (tmp->type == RING || tmp->type == AMULET) 1181 if (tmp->type == RING || tmp->type == AMULET)
1498 { 1182 {
1499 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1500 continue; 1184 continue;
1501 } 1185 }
1502 1186
1503 /* we don't forget dragon food */ 1187 /* we don't forget dragon food */
1504 if (op->contr->mode & PU_FLESH) 1188 if (op->contr->mode & PU_FLESH)
1505 if (tmp->type == FLESH) 1189 if (tmp->type == FLESH)
1506 { 1190 {
1507 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1508 continue; 1192 continue;
1509 } 1193 }
1510 1194
1511 /* bows and arrows. Bows are good for selling! */ 1195 /* bows and arrows. Bows are good for selling! */
1512 if (op->contr->mode & PU_BOW) 1196 if (op->contr->mode & PU_BOW)
1513 if (tmp->type == BOW) 1197 if (tmp->type == BOW)
1514 { 1198 {
1515 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1516 continue; 1200 continue;
1517 } 1201 }
1518 1202
1519 if (op->contr->mode & PU_ARROW) 1203 if (op->contr->mode & PU_ARROW)
1520 if (tmp->type == ARROW) 1204 if (tmp->type == ARROW)
1521 { 1205 {
1522 pick_up (op, tmp); 1206 CHK_PICK_PICKUP;
1523 continue; 1207 continue;
1524 } 1208 }
1525 1209
1526 /* all kinds of armor etc. */ 1210 /* all kinds of armor etc. */
1527 if (op->contr->mode & PU_ARMOUR) 1211 if (op->contr->mode & PU_ARMOUR)
1528 if (tmp->type == ARMOUR) 1212 if (tmp->type == ARMOUR)
1529 { 1213 {
1530 pick_up (op, tmp); 1214 CHK_PICK_PICKUP;
1531 continue; 1215 continue;
1532 } 1216 }
1533 1217
1534 if (op->contr->mode & PU_HELMET) 1218 if (op->contr->mode & PU_HELMET)
1535 if (tmp->type == HELMET) 1219 if (tmp->type == HELMET)
1536 { 1220 {
1537 pick_up (op, tmp); 1221 CHK_PICK_PICKUP;
1538 continue; 1222 continue;
1539 } 1223 }
1540 1224
1541 if (op->contr->mode & PU_SHIELD) 1225 if (op->contr->mode & PU_SHIELD)
1542 if (tmp->type == SHIELD) 1226 if (tmp->type == SHIELD)
1543 { 1227 {
1544 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1545 continue; 1229 continue;
1546 } 1230 }
1547 1231
1548 if (op->contr->mode & PU_BOOTS) 1232 if (op->contr->mode & PU_BOOTS)
1549 if (tmp->type == BOOTS) 1233 if (tmp->type == BOOTS)
1550 { 1234 {
1551 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1552 continue; 1236 continue;
1553 } 1237 }
1554 1238
1555 if (op->contr->mode & PU_GLOVES) 1239 if (op->contr->mode & PU_GLOVES)
1556 if (tmp->type == GLOVES) 1240 if (tmp->type == GLOVES)
1557 { 1241 {
1558 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1559 continue; 1243 continue;
1560 } 1244 }
1561 1245
1562 if (op->contr->mode & PU_CLOAK) 1246 if (op->contr->mode & PU_CLOAK)
1563 if (tmp->type == CLOAK) 1247 if (tmp->type == CLOAK)
1564 { 1248 {
1565 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1566 continue; 1250 continue;
1567 } 1251 }
1568 1252
1569 /* hoping to catch throwing daggers here */ 1253 /* hoping to catch throwing daggers here */
1570 if (op->contr->mode & PU_MISSILEWEAPON) 1254 if (op->contr->mode & PU_MISSILEWEAPON)
1571 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1255 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1572 { 1256 {
1573 pick_up (op, tmp); 1257 CHK_PICK_PICKUP;
1574 continue; 1258 continue;
1575 } 1259 }
1576 1260
1577 /* careful: chairs and tables are weapons! */ 1261 /* careful: chairs and tables are weapons! */
1578 if (op->contr->mode & PU_ALLWEAPON) 1262 if (op->contr->mode & PU_ALLWEAPON)
1579 { 1263 {
1580 if (tmp->type == WEAPON && tmp->name != NULL) 1264 if (tmp->type == WEAPON && tmp->name != NULL)
1581 { 1265 {
1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1266 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1267 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1584 { 1268 {
1585 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1586 continue; 1270 continue;
1587 } 1271 }
1588 } 1272 }
1589 1273
1590 if (tmp->type == WEAPON && tmp->name == NULL) 1274 if (tmp->type == WEAPON && tmp->name == NULL)
1591 { 1275 {
1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1276 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1593 { 1277 {
1594 pick_up (op, tmp); 1278 CHK_PICK_PICKUP;
1595 continue; 1279 continue;
1596 } 1280 }
1597 } 1281 }
1598 } 1282 }
1599 1283
1600 /* misc stuff that's useful */ 1284 /* misc stuff that's useful */
1601 if (op->contr->mode & PU_KEY) 1285 if (op->contr->mode & PU_KEY)
1602 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1286 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1603 { 1287 {
1604 pick_up (op, tmp); 1288 CHK_PICK_PICKUP;
1605 continue; 1289 continue;
1606 } 1290 }
1607 1291
1608 /* any of the last 4 bits set means we use the ratio for value 1292 /* any of the last 4 bits set means we use the ratio for value
1609 * pickups */ 1293 * pickups */
1610 if (op->contr->mode & PU_RATIO) 1294 if (op->contr->mode & PU_RATIO)
1611 { 1295 {
1612 /* use value density to decide what else to grab */ 1296 /* use value density to decide what else to grab */
1613 /* >=7 was >= op->contr->mode */ 1297 /* >=7 was >= op->contr->mode */
1614 /* >=7 is the old standard setting. Now we take the last 4 bits 1298 /* >=7 is the old standard setting. Now we take the last 4 bits
1615 * and multiply them by 5, giving 0..15*5== 5..75 */ 1299 */
1616 wvratio = (op->contr->mode & PU_RATIO) * 5; 1300 wvratio = op->contr->mode & PU_RATIO;
1617 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1301 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1618 { 1302 {
1619 pick_up (op, tmp); 1303 CHK_PICK_PICKUP;
1620#if 0 1304#if 0
1621 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1305 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1622 if (tmp->name != NULL) 1306 if (tmp->name != NULL)
1623 { 1307 {
1624 fprintf (stderr, "%s", tmp->name); 1308 fprintf (stderr, "%s", tmp->name);
1625 } 1309 }
1626 else 1310 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1311 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1312 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1313 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630#endif 1314#endif
1631 continue; 1315 continue;
1632 } 1316 }
1643 * found object is returned. 1327 * found object is returned.
1644 */ 1328 */
1645object * 1329object *
1646find_arrow (object *op, const char *type) 1330find_arrow (object *op, const char *type)
1647{ 1331{
1648 object *tmp = NULL;
1649
1650 for (op = op->inv; op; op = op->below) 1332 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1333 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1334 return splay (tmp);
1335
1336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1337 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1338 if (object *arrow = find_arrow (tmp, type))
1339 {
1340 splay (tmp);
1654 return op; 1341 return arrow;
1342 }
1343
1655 return tmp; 1344 return 0;
1656} 1345}
1657 1346
1658/* 1347/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1348 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1349 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1350 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1351 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1352 */
1664
1665object * 1353object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1354find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1355{
1668 object *tmp = NULL, *arrow, *ntmp; 1356 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1357 int attacknum, attacktype, betterby = 0, i;
1684 } 1372 }
1685 } 1373 }
1686 else if (arrow->type == ARROW && arrow->race == type) 1374 else if (arrow->type == ARROW && arrow->race == type)
1687 { 1375 {
1688 /* allways prefer assasination/slaying */ 1376 /* allways prefer assasination/slaying */
1689 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1377 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1690 { 1378 {
1691 if (arrow->attacktype & AT_DEATH) 1379 if (arrow->attacktype & AT_DEATH)
1692 { 1380 {
1693 *better = 100; 1381 *better = 100;
1694 return arrow; 1382 return arrow;
1702 else 1390 else
1703 { 1391 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1392 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 { 1393 {
1706 attacktype = 1 << attacknum; 1394 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1395 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1396 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1709 { 1397 {
1710 tmp = arrow; 1398 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1399 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1712 } 1400 }
1713 } 1401 }
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1402 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 { 1403 {
1716 tmp = arrow; 1404 tmp = arrow;
1722 betterby = 1 + arrow->magic + arrow->stats.dam; 1410 betterby = 1 + arrow->magic + arrow->stats.dam;
1723 } 1411 }
1724 } 1412 }
1725 } 1413 }
1726 } 1414 }
1415
1727 if (tmp == NULL && arrow == NULL) 1416 if (tmp == NULL && arrow == NULL)
1728 return find_arrow (op, type); 1417 return find_arrow (op, type);
1729 1418
1730 *better = betterby; 1419 *better = betterby;
1731 return tmp; 1420 return tmp;
1735 * find_better_arrow to find a decent arrow to use. 1424 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1425 * op = the shooter
1737 * type = bow->race 1426 * type = bow->race
1738 * dir = fire direction 1427 * dir = fire direction
1739 */ 1428 */
1740
1741object * 1429object *
1742pick_arrow_target (object *op, const char *type, int dir) 1430pick_arrow_target (object *op, const char *type, int dir)
1743{ 1431{
1744 object *tmp = NULL; 1432 object *tmp = NULL;
1745 maptile *m; 1433 maptile *m;
1762 for (i = 0, found = 0; i < 20; i++) 1450 for (i = 0, found = 0; i < 20; i++)
1763 { 1451 {
1764 x += freearr_x[dir]; 1452 x += freearr_x[dir];
1765 y += freearr_y[dir]; 1453 y += freearr_y[dir];
1766 mflags = get_map_flags (m, &m, x, y, &x, &y); 1454 mflags = get_map_flags (m, &m, x, y, &x, &y);
1455
1767 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1456 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1768 { 1457 {
1769 tmp = NULL; 1458 tmp = 0;
1770 break; 1459 break;
1771 } 1460 }
1772 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1461 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1773 { 1462 {
1774 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1463 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1775 * perhaps a bad assumption. 1464 * perhaps a bad assumption.
1776 */ 1465 */
1777 tmp = NULL; 1466 tmp = 0;
1778 break; 1467 break;
1779 } 1468 }
1469
1780 if (mflags & P_IS_ALIVE) 1470 if (mflags & P_IS_ALIVE)
1781 {
1782 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1471 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1783 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1472 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1784 {
1785 found++;
1786 break;
1787 }
1788 if (found)
1789 break; 1473 break;
1790 }
1791 } 1474 }
1792 if (tmp == NULL) 1475
1476 if (!tmp)
1793 return find_arrow (op, type); 1477 return find_arrow (op, type);
1794 1478
1795 if (tmp->head) 1479 if (tmp->head)
1796 tmp = tmp->head; 1480 tmp = tmp->head;
1797 1481
1810 */ 1494 */
1811int 1495int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1496fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1497{
1814 object *left, *bow; 1498 object *left, *bow;
1815 int bowspeed, mflags; 1499 int mflags;
1816 maptile *m; 1500 maptile *m;
1817 1501
1818 if (!dir) 1502 if (!dir)
1819 { 1503 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1504 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1505 return 0;
1822 } 1506 }
1823 if (op->type == PLAYER) 1507
1824 bow = op->contr->ranges[range_bow]; 1508 if (op->contr)
1509 bow = op->current_weapon;
1825 else 1510 else
1826 { 1511 {
1827 for (bow = op->inv; bow; bow = bow->below) 1512 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1513 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1514 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1519 if (!bow)
1835 { 1520 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1521 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1522 return 0;
1838 } 1523 }
1524
1525 // optimisation: move object to top so we will find it quickly again
1526 if (bow->below)
1527 {
1528 bow->remove ();
1529 op->insert (bow);
1530 }
1839 } 1531 }
1532
1840 if (!bow->race || !bow->skill) 1533 if (!bow->race || !bow->skill)
1841 { 1534 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1535 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1536 return 0;
1844 } 1537 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1538
1854 if (arrow == NULL) 1539 if (arrow == NULL)
1855 { 1540 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1541 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1542 {
1858 if (op->type == PLAYER) 1543 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1544 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1545 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1546 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1547 CLEAR_FLAG (op, FLAG_READY_BOW);
1548
1863 return 0; 1549 return 0;
1864 } 1550 }
1865 } 1551 }
1552
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1553 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1554 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1555 return 0;
1870 } 1556
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1557 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1558 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1559 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1560 return 0;
1875 } 1561 }
1876 1562
1877 /* this should not happen, but sometimes does */ 1563 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1564 if (arrow->nrof == 0)
1879 { 1565 {
1880 remove_ob (arrow); 1566 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1881 free_object (arrow); 1567 arrow->destroy ();
1882 return 0; 1568 return 0;
1883 } 1569 }
1884 1570
1885 left = arrow; /* these are arrows left to the player */ 1571 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1572 arrow = arrow->split ();
1887 if (arrow == NULL) 1573 if (!arrow)
1888 { 1574 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1576 return 0;
1891 } 1577 }
1892 set_owner (arrow, op); 1578
1579 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1580 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1581 arrow->direction = dir;
1896 arrow->x = sx; 1582
1897 arrow->y = sy; 1583 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1584 arrow->stats.hp = arrow->stats.dam;
1585 arrow->stats.grace = arrow->attacktype;
1586
1587 if (arrow->slaying)
1588 arrow->spellarg = strdup (arrow->slaying);
1589
1590#if 0
1591 if (player *pl = op->contr)
1592 {
1593 float speed = pl->weapon_sp;
1594
1595 /* penalize ROF for bestarrow */
1596 if (pl->bowtype == bow_bestarrow)
1597 speed *= .9f;
1598 else
1599 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1600
1601 op->speed_left += speed - op->speed;
1602 }
1603#endif
1604
1605 SET_ANIMATION (arrow, arrow->direction);
1606
1607 /* update the speed */
1608 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1609 + bow->stats.dam / 7.f;
1610
1611 arrow->set_speed (max (arrow->speed, 2.f));
1612 arrow->speed_left = 0;
1613
1614 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1898 1615
1899 if (op->type == PLAYER) 1616 if (op->type == PLAYER)
1900 { 1617 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op);
1903 }
1904
1905 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying);
1911
1912 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper.
1914 */
1915
1916 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917
1918 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921
1922 if (arrow->speed < 1.0)
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0;
1926
1927 if (op->type == PLAYER)
1928 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1930 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1931 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1932
1933 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1618 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1619 wc -= dex_bonus[op->stats.Dex];
1620
1621 if (!arrow->slaying)
1622 arrow->slaying = op->slaying;
1623
1624 arrow->attacktype |= op->attacktype;
1934 } 1625 }
1935 else 1626 else
1936 { 1627 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1628 arrow->level = op->level;
1939 } 1629 arrow->stats.wc -= bow->magic;
1940 1630
1941 if (arrow->attacktype == AT_PHYSICAL) 1631 if (!arrow->slaying)
1632 arrow->slaying = bow->slaying;
1633
1942 arrow->attacktype |= bow->attacktype; 1634 arrow->attacktype |= bow->attacktype;
1635 }
1943 1636
1944 if (bow->slaying != NULL) 1637 wc -= arrow->level;
1945 arrow->slaying = bow->slaying; 1638 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1946 1639
1947 arrow->map = m; 1640 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1948 arrow->move_type = MOVE_FLY_LOW; 1641 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1642 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1643
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1644 op->play_sound (sound_find ("fire_arrow"));
1952 insert_ob_in_map (arrow, m, op, 0); 1645 m->insert (arrow, sx, sy, op);
1953 1646
1954 if (!arrow->destroyed ()) 1647 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1648 move_arrow (arrow);
1956
1957 if (op->type == PLAYER)
1958 {
1959 if (left->destroyed ())
1960 esrv_del_item (op->contr, left->count);
1961 else
1962 esrv_send_item (op, left);
1963 }
1964 1649
1965 return 1; 1650 return 1;
1966} 1651}
1967 1652
1968/* Special fire code for players - this takes into 1653/* Special fire code for players - this takes into
1973 * hence the function name. 1658 * hence the function name.
1974 */ 1659 */
1975int 1660int
1976player_fire_bow (object *op, int dir) 1661player_fire_bow (object *op, int dir)
1977{ 1662{
1978 int ret = 0, wcmod = 0; 1663 int ret;
1979 1664
1980 if (op->contr->bowtype == bow_bestarrow) 1665 if (op->contr->bowtype == bow_bestarrow)
1981 { 1666 {
1982 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1667 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1983 } 1668 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1669 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1670 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1671 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1987 wcmod = -1;
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1672 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1673 }
1990 else if (op->contr->bowtype == bow_threewide) 1674 else if (op->contr->bowtype == bow_threewide)
1991 { 1675 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1676 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1993 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1677 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1994 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1678 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1995 } 1679 }
1996 else if (op->contr->bowtype == bow_spreadshot) 1680 else if (op->contr->bowtype == bow_spreadshot)
1997 { 1681 {
1998 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1682 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1683 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2000 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1684 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2001
2002 } 1685 }
2003 else 1686 else
2004 { 1687 {
2005 /* Simple case */ 1688 /* Simple case */
2006 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1689 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2007 } 1690 }
1691
2008 return ret; 1692 return ret;
2009} 1693}
2010
2011 1694
2012/* Fires a misc (wand/rod/horn) object in 'dir'. 1695/* Fires a misc (wand/rod/horn) object in 'dir'.
2013 * Broken apart from 'fire' to keep it more readable. 1696 * Broken apart from 'fire' to keep it more readable.
2014 */ 1697 */
2015void 1698void
2016fire_misc_object (object *op, int dir) 1699fire_misc_object (object *op, int dir)
2017{ 1700{
2018 object *item; 1701 object *item = op->contr->ranged_ob;
2019 1702
2020 if (!op->contr->ranges[range_misc]) 1703 if (!item)
2021 { 1704 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1705 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2023 return; 1706 return;
2024 } 1707 }
2025 1708
2026 item = op->contr->ranges[range_misc];
2027 if (!item->inv) 1709 if (!item->inv)
2028 { 1710 {
2029 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1711 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030 return; 1712 return;
2031 } 1713 }
1714
1715 if (!op->change_weapon (item))
1716 return;
1717
2032 if (item->type == WAND) 1718 if (item->type == WAND)
2033 { 1719 {
2034 if (item->stats.food <= 0) 1720 if (item->stats.food <= 0)
2035 { 1721 {
2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1722 op->contr->play_sound (sound_find ("wand_poof"));
2037 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1723 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1724
2038 return; 1725 return;
2039 } 1726 }
2040 } 1727 }
2041 else if (item->type == ROD || item->type == HORN) 1728 else if (item->type == ROD || item->type == HORN)
2042 { 1729 {
2043 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1730 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1731
1732 // using the maximum of the rods charge allows at least one spell cast
1733 // for a rod or horn, this fixes some broken rods.
1734 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2044 { 1735 {
2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1736 op->contr->play_sound (sound_find ("wand_poof"));
1737
2046 if (item->type == ROD) 1738 if (item->type == ROD)
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1739 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2048 else 1740 else
2049 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1742
2050 return; 1743 return;
2051 } 1744 }
2052 } 1745 }
2053 1746
2054 if (cast_spell (op, item, dir, item->inv, NULL)) 1747 if (cast_spell (op, item, dir, item->inv, NULL))
2055 { 1748 {
2056 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1749 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1750
2057 if (item->type == WAND) 1751 if (item->type == WAND)
2058 { 1752 {
2059 if (!(--item->stats.food)) 1753 if (!(--item->stats.food))
2060 { 1754 {
2061 object *tmp; 1755 object *tmp;
2062 1756
2063 if (item->arch) 1757 if (item->arch)
2064 { 1758 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1759 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1760 item->face = item->arch->face;
2067 item->speed = 0; 1761 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1762 }
2070 if ((tmp = is_player_inv (item))) 1763
1764 if (object *pl = item->visible_to ())
2071 esrv_update_item (UPD_ANIM, tmp, item); 1765 esrv_update_item (UPD_ANIM, pl, item);
2072 } 1766 }
2073 } 1767 }
2074 else if (item->type == ROD || item->type == HORN) 1768 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1769 drain_rod_charge (item);
2077 }
2078 } 1770 }
2079} 1771}
2080 1772
2081/* Received a fire command for the player - go and do it. 1773/* Received a fire command for the player - go and do it.
2082 */ 1774 */
2083void 1775bool
2084fire (object *op, int dir) 1776fire (object *op, int dir)
2085{ 1777{
2086 int spellcost = 0; 1778 int spellcost = 0;
1779
1780 player *pl = op->contr;
1781
1782 if (pl->golem)
1783 {
1784 control_golem (op->contr->golem, dir);
1785 return false;
1786 }
1787
1788 object *ob = pl->ranged_ob;
1789
1790 if (!ob)
1791 return false;
1792
1793 if (op->speed_left > 0.f)
1794 --op->speed_left;
1795 else
1796 return false;
1797
1798 if (!op->change_weapon (ob))
1799 return false;
2087 1800
2088 /* check for loss of invisiblity/hide */ 1801 /* check for loss of invisiblity/hide */
2089 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
2090 make_visible (op); 1803 make_visible (op);
2091 1804
2092 switch (op->contr->shoottype) 1805 switch (ob->type)
2093 { 1806 {
2094 case range_none: 1807 case BOW:
2095 return;
2096
2097 case range_bow:
2098 player_fire_bow (op, dir); 1808 player_fire_bow (op, dir);
2099 return; 1809 break;
2100 1810
2101 case range_magic: /* Casting spells */ 1811 case SPELL:
2102 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1812 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2103 return; 1813 break;
2104 1814
2105 case range_misc: 1815 case BUILDER:
1816 apply_map_builder (op, dir);
1817 break;
1818
1819 case SKILL:
1820 do_skill (op, op, ob, dir, 0);
1821 break;
1822
1823 default:
2106 fire_misc_object (op, dir); 1824 fire_misc_object (op, dir);
2107 return; 1825 break;
2108
2109 case range_golem: /* Control summoned monsters from scrolls */
2110 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2111 {
2112 op->contr->ranges[range_golem] = 0;
2113 op->contr->shoottype = range_none;
2114 }
2115 else
2116 control_golem (op->contr->ranges[range_golem], dir);
2117 return;
2118
2119 case range_skill:
2120 if (!op->chosen_skill)
2121 {
2122 if (op->type == PLAYER)
2123 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2124 return;
2125 }
2126 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2127 return;
2128 case range_builder:
2129 apply_map_builder (op, dir);
2130 return;
2131 default:
2132 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2133 return;
2134 } 1826 }
2135}
2136 1827
2137 1828 return true;
1829}
2138 1830
2139/* find_key 1831/* find_key
2140 * We try to find a key for the door as passed. If we find a key 1832 * We try to find a key for the door as passed. If we find a key
2141 * and successfully use it, we return the key, otherwise NULL 1833 * and successfully use it, we return the key, otherwise NULL
2142 * This function merges both normal and locked door, since the logic 1834 * This function merges both normal and locked door, since the logic
2144 * pl is the player, 1836 * pl is the player,
2145 * inv is the objects inventory to searched 1837 * inv is the objects inventory to searched
2146 * door is the door we are trying to match against. 1838 * door is the door we are trying to match against.
2147 * This function can be called recursively to search containers. 1839 * This function can be called recursively to search containers.
2148 */ 1840 */
2149
2150object * 1841object *
2151find_key (object *pl, object *container, object *door) 1842find_key (object *pl, object *container, object *door)
2152{ 1843{
2153 object *tmp, *key; 1844 object *tmp, *key;
2154 1845
2155 /* Should not happen, but sanity checking is never bad */ 1846 /* Should not happen, but sanity checking is never bad */
2156 if (container->inv == NULL) 1847 if (!container->inv)
2157 return NULL; 1848 return 0;
2158 1849
2159 /* First, lets try to find a key in the top level inventory */ 1850 /* First, lets try to find a key in the top level inventory */
2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1851 for (tmp = container->inv; tmp; tmp = tmp->below)
2161 { 1852 {
2162 if (door->type == DOOR && tmp->type == KEY) 1853 if (door->type == DOOR && tmp->type == KEY)
2163 break; 1854 break;
2164 /* For sanity, we should really check door type, but other stuff 1855 /* For sanity, we should really check door type, but other stuff
2165 * (like containers) can be locked with special keys 1856 * (like containers) can be locked with special keys
2166 */ 1857 */
2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1858 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2168 break; 1859 break;
2169 } 1860 }
1861
2170 /* No key found - lets search inventories now */ 1862 /* No key found - lets search inventories now */
2171 /* If we find and use a key in an inventory, return at that time. 1863 /* If we find and use a key in an inventory, return at that time.
2172 * otherwise, if we search all the inventories and still don't find 1864 * otherwise, if we search all the inventories and still don't find
2173 * a key, return 1865 * a key, return
2174 */ 1866 */
2175 if (!tmp) 1867 if (!tmp)
2176 { 1868 {
2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
2178 { 1870 {
2179 /* No reason to search empty containers */ 1871 /* No reason to search empty containers */
2180 if (tmp->type == CONTAINER && tmp->inv) 1872 if (tmp->type == CONTAINER && tmp->inv)
2181 { 1873 {
2182 if ((key = find_key (pl, tmp, door)) != NULL) 1874 if ((key = find_key (pl, tmp, door)))
2183 return key; 1875 return key;
2184 } 1876 }
2185 } 1877 }
1878
2186 if (!tmp) 1879 if (!tmp)
2187 return NULL; 1880 return NULL;
2188 } 1881 }
1882
2189 /* We get down here if we have found a key. Now if its in a container, 1883 /* We get down here if we have found a key. Now if its in a container,
2190 * see if we actually want to use it 1884 * see if we actually want to use it
2191 */ 1885 */
2192 if (pl != container) 1886 if (pl != container)
2193 { 1887 {
2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1908 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2215 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1909 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2216 return NULL; 1910 return NULL;
2217 } 1911 }
2218 } 1912 }
1913
2219 return tmp; 1914 return tmp;
2220} 1915}
2221 1916
2222/* moved door processing out of move_player_attack. 1917/* moved door processing out of move_player_attack.
2223 * returns 1 if player has opened the door with a key 1918 * returns 1 if player has opened the door with a key
2225 * 0 otherwise 1920 * 0 otherwise
2226 */ 1921 */
2227static int 1922static int
2228player_attack_door (object *op, object *door) 1923player_attack_door (object *op, object *door)
2229{ 1924{
2230
2231 /* If its a door, try to find a use a key. If we do destroy the door, 1925 /* If its a door, try to find a key. If we do destroy the door,
2232 * might as well return immediately as there is nothing more to do - 1926 * might as well return immediately as there is nothing more to do -
2233 * otherwise, we fall through to the rest of the code. 1927 * otherwise, we fall through to the rest of the code.
2234 */ 1928 */
2235 object *key = find_key (op, op, door); 1929 object *key = find_key (op, op, door);
2236 1930
2237 /* IF we found a key, do some extra work */ 1931 /* If we found a key, do some extra work */
2238 if (key) 1932 if (key)
2239 { 1933 {
2240 object *container = key->env; 1934 object *container = key->env;
2241 1935
2242 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2243 if (action_makes_visible (op)) 1936 if (action_makes_visible (op))
2244 make_visible (op); 1937 make_visible (op);
1938
2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1939 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op); 1940 spring_trap (door->inv, op);
1941
2247 if (door->type == DOOR) 1942 if (door->type == DOOR)
2248 {
2249 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1943 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2250 }
2251 else if (door->type == LOCKED_DOOR) 1944 else if (door->type == LOCKED_DOOR)
2252 { 1945 {
2253 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1946 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2254 remove_door2 (door); /* remove door without violence ;-) */ 1947 remove_door2 (door); /* remove door without violence ;-) */
2255 } 1948 }
1949
2256 /* Do this after we print the message */ 1950 /* Do this after we print the message */
2257 decrease_ob (key); /* Use up one of the keys */ 1951 key->decrease (); /* Use up one of the keys */
2258 /* Need to update the weight the container the key was in */ 1952
2259 if (container != op)
2260 esrv_update_item (UPD_WEIGHT, op, container);
2261 return 1; /* Nothing more to do below */ 1953 return 1; /* Nothing more to do below */
2262 } 1954 }
2263 else if (door->type == LOCKED_DOOR) 1955 else if (door->type == LOCKED_DOOR)
2264 { 1956 {
2265 /* Might as well return now - no other way to open this */ 1957 /* Might as well return now - no other way to open this */
2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1958 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2267 return 1; 1959 return 1;
2268 } 1960 }
1961
2269 return 0; 1962 return 0;
2270} 1963}
2271 1964
2272/* This function is just part of a breakup from move_player. 1965/* This function is just part of a breakup from move_player.
2273 * It should keep the code cleaner. 1966 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 1967 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 1968 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 1969 * going to try and move (not fire weapons).
2277 */ 1970 */
2278 1971bool
2279void
2280move_player_attack (object *op, int dir) 1972move_player_attack (object *op, int dir)
2281{ 1973{
2282 object *tmp, *mon;
2283 sint16 nx, ny;
2284 int on_battleground; 1974 int on_battleground;
2285 maptile *m;
2286 1975
2287 nx = freearr_x[dir] + op->x; 1976 sint16 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 1977 sint16 ny = freearr_y[dir] + op->y;
2289 1978
2290 on_battleground = op_on_battleground (op, NULL, NULL); 1979 on_battleground = op_on_battleground (op, 0, 0);
1980
1981 if (out_of_map (op->map, nx, ny))
1982 return false;
1983
1984 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1985 {
1986 --op->speed_left;
1987 return true;
1988 }
2291 1989
2292 /* If braced, or can't move to the square, and it is not out of the 1990 /* If braced, or can't move to the square, and it is not out of the
2293 * map, attack it. Note order of if statement is important - don't 1991 * map, attack it. Note order of if statement is important - don't
2294 * want to be calling move_ob if braced, because move_ob will move the 1992 * want to be calling move_ob if braced, because move_ob will move the
2295 * player. This is a pretty nasty hack, because if we could 1993 * player. This is a pretty nasty hack, because if we could
2296 * move to some space, it then means that if we are braced, we should 1994 * move to some space, it then means that if we are braced, we should
2297 * do nothing at all. As it is, if we are braced, we go through 1995 * do nothing at all. As it is, if we are braced, we go through
2298 * quite a bit of processing. However, it probably is less than what 1996 * quite a bit of processing. However, it probably is less than what
2299 * move_ob uses. 1997 * move_ob uses.
2300 */ 1998 */
2301 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1999 maptile *m = op->map->xy_find (nx, ny);
2000
2001 /* Go through all the objects, and find ones of interest. Only stop if
2002 * we find a monster - that is something we know we want to attack.
2003 * if its a door or barrel (can roll) see if there may be monsters
2004 * on the space
2005 */
2006 object *mon;
2007 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2008 {
2009 if ((mon->flag [FLAG_ALIVE]
2010 || mon->type == LOCKED_DOOR
2011 || mon->flag [FLAG_CAN_ROLL])
2012 && mon != op)
2013 break;
2302 { 2014 }
2303 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2015
2016 if (!mon) /* This happens anytime the player tries to move */
2017 return false; /* into a wall */
2018
2019 mon = mon->head_ ();
2020
2021 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2022 if (op->contr->weapon_sp_left > 0.f)
2023 if (player_attack_door (op, mon))
2024 {
2025 --op->contr->weapon_sp_left;
2026 return true;
2304 { 2027 }
2305 m = get_map_from_coord (op->map, &nx, &ny); 2028
2306 if (!m) 2029 /* The following deals with possibly attacking peaceful
2307 return; /* Don't think this should happen */ 2030 * or friendly creatures. Basically, all players are considered
2031 * unaggressive. If the moving player has peaceful set, then the
2032 * object should be pushed instead of attacked. It is assumed that
2033 * if you are braced, you will not attack friends accidently,
2034 * and thus will not push them.
2035 */
2036
2037 /* If the creature is a pet, push it even if the player is not
2038 * peaceful. Our assumption is the creature is a pet if the
2039 * player owns it and it is either friendly or unagressive.
2040 */
2041 if (op->type == PLAYER
2042 && ((mon->owner && mon->owner->contr
2043 && same_party (mon->owner->contr->party, op->contr->party))
2044 || mon->owner == op)
2045 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2046 {
2047 /* If we're braced, we don't want to switch places with it */
2048 if (op->contr->braced)
2049 return false;
2050
2051 if (op->speed_left > 0.f)
2052 {
2053 --op->speed_left;
2054
2055 op->play_sound (sound_find ("push_player"));
2056 push_ob (mon, dir, op);
2057
2058 if (action_makes_visible (op))
2059 make_visible (op);
2060
2061 return true;
2308 } 2062 }
2309 else 2063 else
2310 m = op->map;
2311
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2313 {
2314 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2315 return; 2064 return false;
2316 } 2065 }
2317 2066
2318 mon = NULL;
2319 /* Go through all the objects, and find ones of interest. Only stop if
2320 * we find a monster - that is something we know we want to attack.
2321 * if its a door or barrel (can roll) see if there may be monsters
2322 * on the space
2323 */
2324 while (tmp != NULL)
2325 {
2326 if (tmp == op)
2327 {
2328 tmp = tmp->above;
2329 continue;
2330 }
2331
2332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2333 {
2334 mon = tmp;
2335 break;
2336 }
2337
2338 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2339 mon = tmp;
2340
2341 tmp = tmp->above;
2342 }
2343
2344 if (mon == NULL) /* This happens anytime the player tries to move */
2345 return; /* into a wall */
2346
2347 if (mon->head != NULL)
2348 mon = mon->head;
2349
2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2351 if (player_attack_door (op, mon))
2352 return;
2353
2354 /* The following deals with possibly attacking peaceful
2355 * or frienddly creatures. Basically, all players are considered
2356 * unaggressive. If the moving player has peaceful set, then the
2357 * object should be pushed instead of attacked. It is assumed that
2358 * if you are braced, you will not attack friends accidently,
2359 * and thus will not push them.
2360 */
2361
2362 /* If the creature is a pet, push it even if the player is not
2363 * peaceful. Our assumption is the creature is a pet if the
2364 * player owns it and it is either friendly or unagressive.
2365 */
2366 if ((op->type == PLAYER)
2367#if COZY_SERVER
2368 &&
2369 ((get_owner (mon) && get_owner (mon)->contr
2370 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2371#else
2372 && get_owner (mon) == op
2373#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 {
2376 /* If we're braced, we don't want to switch places with it */
2377 if (op->contr->braced)
2378 return;
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op);
2381 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op);
2383 return;
2384 }
2385
2386 /* in certain circumstances, you shouldn't attack friendly 2067 /* in certain circumstances, you shouldn't attack friendly
2387 * creatures. Note that if you are braced, you can't push 2068 * creatures. Note that if you are braced, you can't push
2388 * someone, but put it inside this loop so that you won't 2069 * someone, but put it inside this loop so that you won't
2389 * attack them either. 2070 * attack them either.
2390 */ 2071 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2072 if ((mon->type == PLAYER || mon->enemy != op)
2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2073 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2393#ifdef PROHIBIT_PLAYERKILL 2074 && ((op->contr->peaceful
2394 (op->contr->peaceful 2075 || (mon->type == PLAYER && mon->contr->peaceful))
2395 || (mon->type == PLAYER 2076 && !on_battleground))
2396 && mon->contr-> 2077 {
2397 peaceful)) && 2078 if (op->speed_left > 0.f)
2398#else
2399 op->contr->peaceful &&
2400#endif
2401 !on_battleground))
2402 { 2079 {
2080 --op->speed_left;
2081
2403 if (!op->contr->braced) 2082 if (!op->contr->braced)
2404 { 2083 {
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2084 op->play_sound (sound_find ("push_player"));
2406 (void) push_ob (mon, dir, op); 2085 push_ob (mon, dir, op);
2407 } 2086 }
2408 else 2087 else
2409 { 2088 op->statusmsg ("You withhold your attack");
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2089
2411 }
2412 if (op->contr->tmp_invis || op->hide) 2090 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2413 make_visible (op); 2091 make_visible (op);
2414 }
2415 2092
2093 return true;
2094 }
2095 }
2416 /* If the object is a boulder or other rollable object, then 2096 /* If the object is a boulder or other rollable object, then
2417 * roll it if not braced. You can't roll it if you are braced. 2097 * roll it if not braced. You can't roll it if you are braced.
2418 */ 2098 */
2419 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2099 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2100 {
2101 if (op->speed_left > 0.f)
2420 { 2102 {
2103 --op->speed_left;
2104
2421 recursive_roll (mon, dir, op); 2105 recursive_roll (mon, dir, op);
2422 if (action_makes_visible (op)) 2106 if (action_makes_visible (op))
2423 make_visible (op); 2107 make_visible (op);
2424 }
2425 2108
2109 return true;
2110 }
2111 }
2426 /* Any generic living creature. Including things like doors. 2112 /* Any generic living creature. Including things like doors.
2427 * Way it works is like this: First, it must have some hit points 2113 * Way it works is like this: First, it must have some hit points
2428 * and be living. Then, it must be one of the following: 2114 * and be living. Then, it must be one of the following:
2429 * 1) Not a player, 2) A player, but of a different party. Note 2115 * 1) Not a player, 2) A player, but of a different party. Note
2430 * that party_number -1 is no party, so attacks can still happen. 2116 * that party_number -1 is no party, so attacks can still happen.
2431 */ 2117 */
2432
2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2118 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2434 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2119 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2435 { 2120 {
2436 2121 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2437 /* If the player hasn't hit something this tick, and does
2438 * so, give them speed boost based on weapon speed. Doing
2439 * it here is better than process_players2, which basically
2440 * incurred a 1 tick offset.
2441 */
2442 if (!op->contr->has_hit)
2443 { 2122 {
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2123 --op->contr->weapon_sp_left;
2445 2124
2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 }
2448
2449 skill_attack (mon, op, 0, NULL, NULL); 2125 skill_attack (mon, op, 0, 0, 0);
2450 2126
2451 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is
2454 * the wiz.
2455 */
2456 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457 {
2458 short luck = mon->stats.luck;
2459
2460 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL);
2462 mon->stats.luck = luck;
2463 }
2464 if (action_makes_visible (op)) 2127 if (action_makes_visible (op))
2465 make_visible (op); 2128 make_visible (op);
2466 }
2467 } /* if player should attack something */
2468}
2469 2129
2470int 2130 return true;
2131 }
2132 }
2133
2134 return false;
2135}
2136
2137bool
2471move_player (object *op, int dir) 2138move_player (object *op, int dir)
2472{ 2139{
2473 int pick; 2140 int pick;
2474 2141
2475 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2142 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2476 return 0; 2143 return 0;
2477 2144
2478 /* Sanity check: make sure dir is valid */ 2145 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9)) 2146 if ((dir < 0) || (dir >= 9))
2480 { 2147 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir); 2148 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0; 2149 return 0;
2483 } 2150 }
2484 2151
2485 /* peterm: added following line */ 2152 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2153 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2154 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2488 2155
2489 op->facing = dir; 2156 op->facing = dir;
2490 2157
2491 if (op->hide) 2158 if (op->flag [FLAG_HIDDEN])
2492 do_hidden_move (op); 2159 do_hidden_move (op);
2493 2160
2161 bool retval;
2162
2494 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2163 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2495 /*nop */ ; 2164 retval = RESULT_INT (0);
2496 else if (op->contr->fire_on) 2165 else if (op->contr->fire_on)
2497 fire (op, dir); 2166 retval = fire (op, dir);
2498 else 2167 else
2499 { 2168 {
2500 move_player_attack (op, dir); 2169 retval = move_player_attack (op, dir);
2501 pick = check_pick (op); 2170 pick = check_pick (op);
2502 } 2171 }
2503 2172
2504 /* Add special check for newcs players and fire on - this way, the 2173 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing. 2174 * server can handle repeat firing.
2506 */ 2175 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2176 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2177 op->direction = dir;
2510 }
2511 else 2178 else
2512 {
2513 op->direction = 0; 2179 op->direction = 0;
2514 } 2180
2515 /* Update how the player looks. Use the facing, so direction may 2181 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2182 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2183 * for players.
2518 */ 2184 */
2519 animate_object (op, op->facing); 2185 animate_object (op, op->facing);
2520 return 0; 2186
2187 return retval;
2521} 2188}
2522 2189
2523/* This is similar to handle_player, below, but is only used by the 2190/* This is similar to handle_player, below, but is only used by the
2524 * new client/server stuff. 2191 * new client/server stuff.
2525 * This is sort of special, in that the new client/server actually uses 2192 * This is sort of special, in that the new client/server actually uses
2526 * the new speed values for commands. 2193 * the new speed values for commands.
2527 * 2194 *
2528 * Returns true if there are more actions we can do. 2195 * Returns true if there are more actions we can do. Should not do
2196 * many actions in a row, as that would be too unfair to other
2197 * players.
2529 */ 2198 */
2530int 2199bool
2531handle_newcs_player (object *op) 2200handle_newcs_player (object *op)
2532{ 2201{
2533 if (op->contr->hidden)
2534 {
2535 op->invisible = 1000;
2536 /* the socket code flashes the player visible/invisible
2537 * depending on the value of invisible, so we need to
2538 * alternate it here for it to work correctly.
2539 */
2540 if (pticks & 2)
2541 op->invisible--;
2542 }
2543 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2544 {
2545 op->invisible--;
2546 if (!op->invisible)
2547 {
2548 make_visible (op);
2549 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2550 }
2551 }
2552
2553 if (QUERY_FLAG (op, FLAG_SCARED)) 2202 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2203 {
2555 flee_player (op); 2204 if (op->speed_left > 0.f)
2556 /* If player is still scared, that is his action for this tick */
2557 if (QUERY_FLAG (op, FLAG_SCARED))
2558 { 2205 {
2559 op->speed_left--; 2206 --op->speed_left;
2207 flee_player (op);
2208
2560 return 0; 2209 return true;
2561 } 2210 }
2211 else
2212 return false;
2562 } 2213 }
2563
2564 /* I've been seeing crashes where the golem has been destroyed, but
2565 * the player object still points to the defunct golem. The code that
2566 * destroys the golem looks correct, and it doesn't always happen, so
2567 * put this in a a workaround to clean up the golem pointer.
2568 */
2569 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2570 op->contr->ranges[range_golem] = 0;
2571 2214
2572 /* call this here - we also will call this in do_ericserver, but 2215 /* call this here - we also will call this in do_ericserver, but
2573 * the players time has been increased when doericserver has been 2216 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2217 * called, so we recheck it here.
2575 */ 2218 */
2576 HandleClient (&op->contr->socket, op->contr); 2219 if (op->contr->ns->handle_command ())
2577 if (op->speed_left < 0)
2578 return 0; 2220 return true;
2579 2221
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2222 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 {
2582 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--;
2584
2585 /* Instead of all the stuff below, let move_player take care
2586 * of it. Also, some of the skill stuff is only put in
2587 * there, as well as the confusion stuff.
2588 */
2589 move_player (op, op->direction); 2223 return move_player (op, op->direction);
2590 if (op->speed_left > 0) 2224
2591 return 1;
2592 else
2593 return 0;
2594 }
2595 return 0; 2225 return false;
2596} 2226}
2597 2227
2598int 2228int
2599save_life (object *op) 2229save_life (object *op)
2600{ 2230{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2231 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2232 return 0;
2605 2233
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2234 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2235 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2236 {
2609 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2237 op->play_sound (sound_find ("ob_evaporate"));
2610 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2238 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2611 if (op->contr) 2239
2612 esrv_del_item (op->contr, tmp->count); 2240 tmp->destroy ();
2613 remove_ob (tmp);
2614 free_object (tmp);
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2241 CLEAR_FLAG (op, FLAG_LIFESAVE);
2242
2616 if (op->stats.hp < 0) 2243 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2244 op->stats.hp = op->stats.maxhp;
2245
2618 if (op->stats.food < 0) 2246 if (op->stats.food < 0)
2619 op->stats.food = 999; 2247 op->stats.food = 999;
2620 fix_player (op); 2248
2249 op->update_stats ();
2621 return 1; 2250 return 1;
2622 } 2251 }
2252
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2253 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2254 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2255 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2256 return 0;
2627} 2257}
2628 2258
2629/* This goes throws the inventory and removes unpaid objects, and puts them 2259/* This goes throws the inventory and removes unpaid objects, and puts them
2630 * back in the map (location and map determined by values of env). This 2260 * back in the map (location and map determined by values of env). This
2631 * function will descend into containers. op is the object to start the search 2261 * function will descend into containers. op is the object to start the search
2632 * from. 2262 * from.
2633 */ 2263 */
2264static void
2265drop_unpaid_items (object *op, object *env)
2266{
2267 while (op)
2268 {
2269 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2270
2271 if (QUERY_FLAG (op, FLAG_UNPAID))
2272 op->insert_at (env);
2273 else if (op->inv)
2274 drop_unpaid_items (op->inv, env);
2275
2276 op = next;
2277 }
2278}
2279
2634void 2280void
2635remove_unpaid_objects (object *op, object *env) 2281object::drop_unpaid_items ()
2636{ 2282{
2637 object *next; 2283 if (!flag [FLAG_REMOVED])
2638 2284 ::drop_unpaid_items (inv, this);
2639 while (op)
2640 {
2641 next = op->below; /* Make sure we have a good value, in case
2642 * we remove object 'op'
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 {
2646 remove_ob (op);
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0);
2652 }
2653 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env);
2655 op = next;
2656 }
2657} 2285}
2658
2659 2286
2660/* 2287/*
2661 * Returns pointer a static string containing gravestone text 2288 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2289 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2290 * actually uses this function. player.c may not be quite the
2664 * best, a misc file for object actions is probably better, 2291 * best, a misc file for object actions is probably better,
2665 * but there isn't one in the server directory. 2292 * but there isn't one in the server directory.
2666 */ 2293 */
2667char * 2294const char *
2668gravestone_text (object *op) 2295gravestone_text (object *op)
2669{ 2296{
2670 static char buf2[MAX_BUF]; 2297 static dynbuf_text buf;
2671 char buf[MAX_BUF];
2672 time_t now = time (NULL);
2673 2298
2674 strcpy (buf2, " R.I.P.\n\n"); 2299 buf << "---- R.I.P. ----\n\n"
2300 << op->name;
2301
2675 if (op->type == PLAYER) 2302 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2303 buf << " the " << op->contr->title;
2677 else 2304
2678 sprintf (buf, "%s\n", &op->name); 2305 buf << "\n\n";
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2306
2680 strcat (buf2, buf); 2307 buf << "who was level ";
2308 buf << (sint32)op->level << "\n\n" // OO breakdown
2309 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2310
2681 if (op->type == PLAYER) 2311 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2312 buf << "by " << op->contr->killer_name () << ".\n\n";
2683 else 2313
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf);
2687 if (op->type == PLAYER)
2688 { 2314 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2315 static char buf2[128];
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2316 time_t now = time (NULL);
2691 strcat (buf2, buf);
2692 }
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2317 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2318 buf << buf2;
2695 strcat (buf2, buf); 2319 }
2320
2696 return buf2; 2321 return buf;
2697} 2322}
2698
2699
2700 2323
2701void 2324void
2702do_some_living (object *op) 2325do_some_living (object *op)
2703{ 2326{
2704 int last_food = op->stats.food; 2327 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2333 int rate_grace = 2000;
2711 const int max_hp = 1; 2334 const int max_hp = 1;
2712 const int max_sp = 1; 2335 const int max_sp = 1;
2713 const int max_grace = 1; 2336 const int max_grace = 1;
2714 2337
2715 if (op->contr->outputs_sync) 2338 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2339 {
2340 op->invisible = 1000;
2341 /* the socket code flashes the player visible/invisible
2342 * depending on the value of invisible, so we need to
2343 * alternate it here for it to work correctly.
2344 */
2345 if (pticks & 2)
2346 op->invisible--;
2347 }
2348 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2349 {
2350 if (!op->invisible--)
2351 {
2352 make_visible (op);
2353 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2354 }
2355 }
2721 2356
2722 if (op->contr->state == ST_PLAYING) 2357 if (op->contr->ns->state == ST_PLAYING)
2723 { 2358 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2359 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2360 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2361 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2362 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2363 else
2730 { 2364 {
2731 gen_hp = op->stats.maxhp; 2365 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2366 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2367 }
2368
2734 if (op->contr->gen_sp >= 0) 2369 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2370 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2371 else
2737 { 2372 {
2738 gen_sp = op->stats.maxsp; 2373 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2374 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2375 }
2376
2741 if (op->contr->gen_grace >= 0) 2377 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2378 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2379 else
2744 { 2380 {
2745 gen_grace = op->stats.maxgrace; 2381 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2382 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2383 }
2748 2384
2749 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2751 {
2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2753 if (op->stats.sp < op->stats.maxsp)
2754 {
2755 op->stats.sp++;
2756 /* dms do not consume food */
2757 if (!QUERY_FLAG (op, FLAG_WIZ))
2758 {
2759 op->stats.food--;
2760 if (op->contr->digestion < 0)
2761 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food;
2764 }
2765 }
2766 if (max_sp > 1)
2767 {
2768 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0)
2770 {
2771 if (op->stats.sp < op->stats.maxsp)
2772 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--;
2776 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp;
2778 }
2779 op->last_sp = 0;
2780 }
2781 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 }
2786 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 }
2791
2792 /* Regenerate Grace */ 2385 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2386 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2387 if (--op->last_grace < 0)
2795 { 2388 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2389 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2390 op->stats.grace++; /* no penalty in food for regaining grace */
2391
2798 if (max_grace > 1) 2392 if (max_grace > 1)
2799 { 2393 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2394 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2395 if (over_grace > 0)
2802 { 2396 {
2814 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2408 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2815 } 2409 }
2816 /* wearing stuff doesn't detract from grace generation. */ 2410 /* wearing stuff doesn't detract from grace generation. */
2817 } 2411 }
2818 2412
2413 if (op->stats.food > 0)
2414 {
2819 /* Regenerate Hit Points */ 2415 /* Regenerate Spell Points */
2820 if (--op->last_heal < 0) 2416 if (!op->contr->golem && --op->last_sp < 0)
2821 {
2822 if (op->stats.hp < op->stats.maxhp)
2823 { 2417 {
2824 op->stats.hp++; 2418 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2825 /* dms do not consume food */ 2419
2826 if (!QUERY_FLAG (op, FLAG_WIZ)) 2420 if (op->stats.sp < op->stats.maxsp)
2827 { 2421 {
2422 op->stats.sp++;
2423
2424 /* dms do not consume food */
2425 if (!QUERY_FLAG (op, FLAG_WIZ))
2426 {
2828 op->stats.food--; 2427 op->stats.food--;
2428
2829 if (op->contr->digestion < 0) 2429 if (op->contr->digestion < 0)
2830 op->stats.food += op->contr->digestion; 2430 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2431 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2432 op->stats.food = last_food;
2433 }
2833 } 2434 }
2834 } 2435
2835 if (max_hp > 1) 2436 if (max_sp > 1)
2836 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0)
2839 { 2437 {
2840 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2438 over_sp = (gen_sp + 10) / rate_sp;
2439 if (over_sp > 0)
2440 {
2441 if (op->stats.sp < op->stats.maxsp)
2442 {
2443 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2444
2445 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2446 op->stats.sp--;
2447
2448 if (op->stats.sp > op->stats.maxsp)
2449 op->stats.sp = op->stats.maxsp;
2450 }
2451
2841 op->last_heal = 0; 2452 op->last_sp = 0;
2453 }
2454 else
2455 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2842 } 2456 }
2843 else 2457 else
2458 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2459 }
2460
2461 /* Regenerate Hit Points */
2462 if (--op->last_heal < 0)
2463 {
2464 if (op->stats.hp < op->stats.maxhp)
2844 { 2465 {
2845 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2466 op->stats.hp++;
2467
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG (op, FLAG_WIZ))
2470 {
2471 op->stats.food--;
2472
2473 if (op->contr->digestion < 0)
2474 op->stats.food += op->contr->digestion;
2475 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food = last_food;
2477 }
2846 } 2478 }
2479
2480 if (max_hp > 1)
2481 {
2482 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2483
2484 if (over_hp > 0)
2485 {
2486 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2487 op->last_heal = 0;
2488 }
2489 else
2490 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2847 } 2491 }
2848 else 2492 else
2849 {
2850 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2493 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2851 } 2494 }
2852 } 2495 }
2853 2496
2854 /* Digestion */ 2497 /* Digestion */
2855 if (--op->last_eat < 0) 2498 if (--op->last_eat < 0)
2856 { 2499 {
2857#ifdef COZY_SERVER 2500 int bonus = max (0, op->contr->digestion),
2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2501 penalty = max (0, -op->contr->digestion);
2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2860#else
2861 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2862#endif
2863 2502
2864 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2503 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2866 else 2504
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2868 /* dms do not consume food */ 2505 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2506 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2507 op->stats.food--;
2871 } 2508 }
2872 }
2873 2509
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2510 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2511 {
2876 object *tmp, *flesh = NULL; 2512 object *flesh = 0;
2877 2513
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2514 for_inv_removable (op, tmp)
2879 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2515 {
2516 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2517 continue;
2518
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2519 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2520 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2521 op->statusmsg ("You blindly grab for a bite of food. "
2522 "H<To prevent you from starving, you ate some random item from your backpack.>");
2885 manual_apply (op, tmp, 0); 2523 manual_apply (op, tmp, 0);
2524
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2525 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2526 break;
2888 } 2527 }
2889 else if (tmp->type == FLESH) 2528 else if (tmp->type == FLESH)
2890 flesh = tmp; 2529 flesh = tmp;
2891 } /* End if paid for object */ 2530 }
2892 } /* end of for loop */ 2531
2893 /* If player is still starving, it means they don't have any food, so 2532 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2533 * eat flesh instead.
2895 */ 2534 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2535 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2536 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2537 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2899 manual_apply (op, flesh, 0); 2539 manual_apply (op, flesh, 0);
2540 }
2541
2542 // If player is still starving, alert him!
2543 if (op->stats.food < 0)
2544 op->failmsg ("You are starving! "
2545 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2546 }
2547
2548 if (op->stats.food < 0)
2900 } 2549 {
2901 } /* end if player is starving */ 2550 op->stats.hp += op->stats.food;
2551 op->stats.food = 0;
2902 2552
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2553 if (op->stats.hp < 0)
2904 op->stats.food++, op->stats.hp--; 2554 {
2555 op->contr->killer = archetype::get ("killer_starvation");
2556 op->contr->killer->destroy ();
2557 }
2558 }
2905 2559
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2560 /* killer should be set here already */
2561 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2562 kill_player (op);
2563 }
2908} 2564}
2909
2910
2911 2565
2912/* If the player should die (lack of hp, food, etc), we call this. 2566/* If the player should die (lack of hp, food, etc), we call this.
2913 * op is the player in jeopardy. If the player can not be saved (not 2567 * op is the player in jeopardy. If the player can not be saved (not
2914 * permadeath, no lifesave), this will take care of removing the player 2568 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2569 * file.
2916 */ 2570 */
2917void 2571void
2918kill_player (object *op) 2572kill_player (object *op)
2919{ 2573{
2574 int x, y;
2920 char buf[MAX_BUF]; 2575 char buf[MAX_BUF];
2921 int x, y;
2922
2923 //int i;
2924 maptile *map; /* this is for resurrection */ 2576 maptile *map; /* this is for resurrection */
2925
2926 /* int z;
2927 int num_stats_lose;
2928 int lost_a_stat;
2929 int lose_this_stat;
2930 int this_stat; */
2931 int will_kill_again; 2577 int will_kill_again;
2932 archetype *at; 2578 archetype *at;
2933 object *tmp; 2579 object *tmp;
2934 2580
2935 if (save_life (op)) 2581 if (save_life (op))
2936 return; 2582 return;
2937
2938 2583
2939 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2940 * in cities ONLY!!! It is very important that this doesn't get abused. 2585 * in cities ONLY!!! It is very important that this doesn't get abused.
2941 * Look at op_on_battleground() for more info --AndreasV 2586 * Look at op_on_battleground() for more info --AndreasV
2942 */ 2587 */
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2590 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2591 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2592
2948 /* restore player */ 2593 /* restore player */
2949 at = archetype::find ("poisoning"); 2594 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2595 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2596 {
2953 remove_ob (tmp); 2597 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2598 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2599 }
2957 2600
2958 at = archetype::find ("confusion"); 2601 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2602 if (object *tmp = present_arch_in_ob (at, op))
2960 if (tmp)
2961 { 2603 {
2962 remove_ob (tmp); 2604 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2605 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2606 }
2966 2607
2967 cure_disease (op, 0); /* remove any disease */ 2608 cure_disease (op, 0, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2609 op->stats.hp = op->stats.maxhp;
2969 if (op->stats.food <= 0) 2610 if (op->stats.food <= 0)
2970 op->stats.food = 999; 2611 op->stats.food = 999;
2971 2612
2972 /* create a bodypart-trophy to make the winner happy */ 2613 /* create a bodypart-trophy to make the winner happy */
2973 tmp = arch_to_object (archetype::find ("finger")); 2614 if (object *tmp = arch_to_object (archetype::find ("finger")))
2974 if (tmp != NULL)
2975 { 2615 {
2976 sprintf (buf, "%s's finger", &op->name); 2616 tmp->name = format ("%s's finger" , &op->name);
2977 tmp->name = buf; 2617 tmp->name_pl = format ("%s's fingers", &op->name);
2978 sprintf (buf, " This finger has been cut off %s\n"
2979 " the %s, when he was defeated at\n level %d by %s.\n",
2980 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2981 tmp->msg = buf; 2618 tmp->msg = format (
2619 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2620 &op->name, op->contr->title,
2621 (int)op->level,
2622 op->contr->killer_name ()
2623 );
2982 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2624 tmp->value = 0, tmp->type = 0;
2983 tmp->materialname = NULL; 2625 tmp->materialname = "organics";
2984 tmp->x = op->x, tmp->y = op->y; 2626 tmp->insert_at (op, tmp);
2985 insert_ob_in_map (tmp, op->map, op, 0);
2986 } 2627 }
2987 2628
2988 /* teleport defeated player to new destination */ 2629 /* teleport defeated player to new destination */
2989 transfer_ob (op, x, y, 0, NULL); 2630 transfer_ob (op, x, y, 0, NULL);
2990 op->contr->braced = 0; 2631 op->contr->braced = 0;
2993 2634
2994 INVOKE_PLAYER (DEATH, op->contr); 2635 INVOKE_PLAYER (DEATH, op->contr);
2995 2636
2996 command_kill_pets (op, 0); 2637 command_kill_pets (op, 0);
2997 2638
2998 if (op->stats.food < 0) 2639 op->contr->play_sound (sound_find ("player_dies"));
2640
2641 /* save the map location for corpse, gravestone */
2642 x = op->x;
2643 y = op->y;
2644 map = op->map;
2645
2646 /* NOT_PERMADEATH code. This basically brings the character back to
2647 * life if they are dead - it takes some exp and a random stat.
2648 * See the config.h file for a little more in depth detail about this.
2649 */
2650
2651 /* Basically two ways to go - remove a stat permanently, or just
2652 * make it depletion. This bunch of code deals with that aspect
2653 * of death.
2654 */
2655#ifndef COZY_SERVER
2656 if (settings.balanced_stat_loss)
2999 { 2657 {
3000 if (op->contr->explore) 2658 /* If stat loss is permanent, lose one stat only. */
3001 { 2659 /* Lower level chars don't lose as many stats because they suffer
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2660 more if they do. */
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2661 /* Higher level characters can afford things such as potions of
3004 op->stats.food = 999; 2662 restoration, or better, stat potions. So we slug them that
3005 return; 2663 little bit harder. */
3006 } 2664 /* GD */
3007 sprintf (buf, "%s starved to death.", &op->name); 2665 if (settings.stat_loss_on_death)
3008 strcpy (op->contr->killer, "starvation"); 2666 num_stats_lose = 1;
2667 else
2668 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3009 } 2669 }
3010 else 2670 else
3011 { 2671 num_stats_lose = 1;
3012 if (op->contr->explore) 2672
3013 { 2673 lost_a_stat = 0;
3014 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2674
3015 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2675 for (z = 0; z < num_stats_lose; z++)
3016 op->stats.hp = op->stats.maxhp;
3017 return;
3018 }
3019 sprintf (buf, "%s died.", &op->name);
3020 } 2676 {
3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 i = rndm (NUM_STATS);
3022 2678
3023 /* save the map location for corpse, gravestone */
3024 x = op->x;
3025 y = op->y;
3026 map = op->map;
3027
3028
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * life if they are dead - it takes some exp and a random stat.
3033 * See the config.h file for a little more in depth detail about this.
3034 */
3035
3036 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect
3038 * of death.
3039 */
3040#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss)
3042 {
3043 /* If stat loss is permanent, lose one stat only. */
3044 /* Lower level chars don't lose as many stats because they suffer
3045 more if they do. */
3046 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */
3049 /* GD */
3050 if (settings.stat_loss_on_death) 2679 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2680 {
3052 else 2681 /* Pick a random stat and take a point off it. Tell the player
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2682 * what he lost.
2683 */
2684 change_attr_value (&(op->stats), i, -1);
2685 check_stat_bounds (&(op->stats));
2686 change_attr_value (&(op->contr->orig_stats), i, -1);
2687 check_stat_bounds (&(op->contr->orig_stats));
2688 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2689 lost_a_stat = 1;
3054 } 2690 }
3055 else 2691 else
3056 { 2692 {
3057 num_stats_lose = 1; 2693 /* deplete a stat */
3058 } 2694 archetype *deparch = archetype::find ("depletion");
3059 lost_a_stat = 0; 2695 object *dep;
3060 2696
3061 for (z = 0; z < num_stats_lose; z++) 2697 dep = present_arch_in_ob (deparch, op);
3062 { 2698 if (!dep)
3063 i = RANDOM () % NUM_STATS;
3064
3065 if (settings.stat_loss_on_death)
3066 { 2699 {
3067 /* Pick a random stat and take a point off it. Tell the player 2700 dep = arch_to_object (deparch);
3068 * what he lost. 2701 insert_ob_in_ob (dep, op);
3069 */
3070 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 lost_a_stat = 1;
3076 } 2702 }
3077 else 2703 lose_this_stat = 1;
2704 if (settings.balanced_stat_loss)
3078 { 2705 {
3079 /* deplete a stat */ 2706 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2707 /* Get the stat that we're about to deplete. */
3081 object *dep; 2708 this_stat = get_attr_value (&(dep->stats), i);
3082 2709 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2710 {
3086 dep = arch_to_object (deparch); 2711 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2712 int keep_chance = this_stat * this_stat;
3088 } 2713
3089 lose_this_stat = 1; 2714 /* Yes, I am paranoid. Sue me. */
3090 if (settings.balanced_stat_loss)
3091 {
3092 /* GD */
3093 /* Get the stat that we're about to deplete. */
3094 this_stat = get_attr_value (&(dep->stats), i);
3095 if (this_stat < 0) 2715 if (keep_chance < 1)
2716 keep_chance = 1;
2717
2718 /* There is a maximum depletion total per level. */
2719 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 { 2720 {
3097 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3098 int keep_chance = this_stat * this_stat;
3099
3100 /* Yes, I am paranoid. Sue me. */
3101 if (keep_chance < 1)
3102 keep_chance = 1;
3103
3104 /* There is a maximum depletion total per level. */
3105 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106 {
3107 lose_this_stat = 0; 2721 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2722 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2723 retain the stat. */
3110 }
3111 else
3112 {
3113 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 lose_this_stat = 0;
3115 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3116 this_stat, keep_chance, loss_chance,
3117 lose_this_stat?"LOSE":"KEEP"); */
3118 }
3119 } 2724 }
3120 }
3121
3122 if (lose_this_stat)
3123 {
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 /* We could try to do something clever like find another
3126 * stat to reduce if this fails. But chances are, if
3127 * stats have been depleted to -50, all are pretty low
3128 * and should be roughly the same, so it shouldn't make a
3129 * difference.
3130 */ 2725 else
3131 if (this_stat >= -50)
3132 { 2726 {
3133 change_attr_value (&(dep->stats), i, -1); 2727 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3134 SET_FLAG (dep, FLAG_APPLIED);
3135 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3136 fix_player (op);
3137 lost_a_stat = 1; 2728 lose_this_stat = 0;
2729 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2730 this_stat, keep_chance, loss_chance,
2731 lose_this_stat?"LOSE":"KEEP"); */
3138 } 2732 }
3139 } 2733 }
3140 } 2734 }
2735
2736 if (lose_this_stat)
2737 {
2738 this_stat = get_attr_value (&(dep->stats), i);
2739 /* We could try to do something clever like find another
2740 * stat to reduce if this fails. But chances are, if
2741 * stats have been depleted to -50, all are pretty low
2742 * and should be roughly the same, so it shouldn't make a
2743 * difference.
2744 */
2745 if (this_stat >= -50)
2746 {
2747 change_attr_value (&(dep->stats), i, -1);
2748 SET_FLAG (dep, FLAG_APPLIED);
2749 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2750 op->update_stats ();
2751 lost_a_stat = 1;
2752 }
3141 } 2753 }
2754 }
2755 }
2756
3142 /* If no stat lost, tell the player. */ 2757 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2758 if (!lost_a_stat)
3144 { 2759 {
3145 /* determine_god() seems to not work sometimes... why is this? 2760 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2761 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2762 const char *god = determine_god (op);
3148 2763
3149 if (god && (strcmp (god, "none"))) 2764 if (god && (strcmp (god, "none")))
3150 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2765 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3151 else 2766 else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2767 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3153 } 2768 }
3154#else 2769#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2770 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
3156#endif 2771#endif
3157 2772
3158 /* Put a gravestone up where the character 'almost' died. List the 2773 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2774 * exp loss on the stone.
3160 */ 2775 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2776 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2777 tmp->name = format ("%s's gravestone", &op->name);
3163 tmp->name = buf; 2778 tmp->name_pl = format ("%s's gravestones", &op->name);
3164 sprintf (buf, "%s's gravestones", &op->name); 2779 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3165 tmp->name_pl = buf; 2780 &op->name, op->contr->title, op->contr->killer_name ());
3166 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);
3167 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2781 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2782 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2783
3171 /**************************************/ 2784 /**************************************/
3172 /* */ 2785 /* */
3173 /* Subtract the experience points, */ 2786 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2787 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2788 /* food, and reset HP's... */
3176 /* */ 2789 /* */
3177 /**************************************/ 2790 /**************************************/
3178 2791
3179 /* remove any poisoning and confusion the character may be suffering. */ 2792 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2793 /* restore player */
3181 at = archetype::find ("poisoning"); 2794 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2795 tmp = present_arch_in_ob (at, op);
2796
3183 if (tmp) 2797 if (tmp)
3184 { 2798 {
3185 remove_ob (tmp); 2799 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2800 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2801 }
3189 2802
3190 at = archetype::find ("confusion"); 2803 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2804 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2805 if (tmp)
3193 { 2806 {
3194 remove_ob (tmp); 2807 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2808 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2809 }
3198 2810
3199 cure_disease (op, 0); /* remove any disease */ 2811 cure_disease (op, 0, 0); /* remove any disease */
3200 2812
2813 // remove all spell effects that are active
2814 // to avoid long-term effects such as word-of-recall
2815 for (object *item = op->inv; item; )
2816 {
2817 object *next = item->below;
2818
2819 if (item->type == SPELL_EFFECT && item->active)
2820 item->destroy ();
2821
2822 item = next;
2823 }
2824
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2825 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2826 apply_death_exp_penalty (op);
2827
3203 if (op->stats.food < 100) 2828 if (op->stats.food < 100)
3204 op->stats.food = 900; 2829 op->stats.food = 900;
2830
3205 op->stats.hp = op->stats.maxhp; 2831 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2832 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2833 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2834
3209 /* 2835 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2836 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2837 * and put them back in the map.
3212 * in the map. 2838 */
3213 */ 2839 op->drop_unpaid_items ();
3214 2840
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op);
3217
3218 /****************************************/ 2841 /****************************************/
3219 /* */ 2842 /* */
3220 /* Move player to his current respawn- */ 2843 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2844 /* position (usually last savebed) */
3222 /* */ 2845 /* */
3223 /****************************************/ 2846 /****************************************/
3224 2847
3225 enter_player_savebed (op); 2848 enter_player_savebed (op);
3226 2849
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2850 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2851
3233 /* it is possible that the player has blown something up 2852 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2853 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2854 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2855 * on the space that might harm the player.
3237 */ 2856 */
3238 will_kill_again = 0; 2857 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2858 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2859 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2860 will_kill_again |= tmp->attacktype;
3242 2861
3243 if (will_kill_again) 2862 if (will_kill_again)
3244 { 2863 {
3245 object *force; 2864 object *force;
3246 int at; 2865 int at;
3247 2866
3248 force = get_archetype (FORCE_NAME); 2867 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2868 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2869 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2870 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2871 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2872 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2873 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2874 force->resist[at] = 100;
3256 2875
3257 insert_ob_in_ob (force, op); 2876 insert_ob_in_ob (force, op);
3258 fix_player (op); 2877 op->update_stats ();
2878 }
3259 2879
3260 }
3261
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2880 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 remove_ob (op->contr->ranges[range_golem]);
3281 free_object (op->contr->ranges[range_golem]);
3282 op->contr->ranges[range_golem] = 0;
3283 }
3284
3285 loot_object (op); /* Remove some of the items for good */
3286 remove_ob (op);
3287 op->direction = 0;
3288
3289 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290 {
3291 delete_character (op->name, 0);
3292 if (settings.resurrection == TRUE)
3293 {
3294 /* save playerfile sans equipment when player dies
3295 ** then save it as player.pl.dead so that future resurrection
3296 ** type spells will work on them nicely
3297 */
3298 delete_character (op->name, 0);
3299 op->stats.hp = op->stats.maxhp;
3300 op->stats.food = 999;
3301
3302 /* set the location of where the person will reappear when */
3303 /* maybe resurrection code should fix map also */
3304 strcpy (op->contr->maplevel, settings.emergency_mapname);
3305 if (op->map != NULL)
3306 op->map = NULL;
3307 op->x = settings.emergency_x;
3308 op->y = settings.emergency_y;
3309 save_player (op, 0);
3310 op->map = map;
3311 /* please see resurrection.c: peterm */
3312 dead_player (op);
3313 }
3314 else
3315 delete_character (op->name, 1);
3316 }
3317
3318 play_again (op);
3319
3320 /* peterm: added to create a corpse at deathsite. */
3321 tmp = arch_to_object (archetype::find ("corpse_pl"));
3322 sprintf (buf, "%s", &op->name);
3323 tmp->name = tmp->name_pl = buf;
3324 tmp->level = op->level;
3325 tmp->x = x;
3326 tmp->y = y;
3327 tmp->msg = gravestone_text (op);
3328 SET_FLAG (tmp, FLAG_UNIQUE);
3329 insert_ob_in_map (tmp, map, NULL, 0);
3330 }
3331} 2881}
3332
3333 2882
3334void 2883void
3335loot_object (object *op) 2884loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 2885{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 2886 object *tmp, *tmp2, *next;
3338 2887
3339 if (op->container) 2888 op->close_container (); /* close open sack first */
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container);
3342 }
3343 2889
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 2890 for (tmp = op->inv; tmp; tmp = next)
3345 { 2891 {
3346 next = tmp->below; 2892 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 2893
2894 if (tmp->invisible)
3348 continue; 2895 continue;
3349 remove_ob (tmp); 2896
2897 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 2898 tmp->x = op->x, tmp->y = op->y;
2899
3351 if (tmp->type == CONTAINER) 2900 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 2901 loot_object (tmp); /* empty container to ground */
3353 loot_object (tmp); 2902
3354 }
3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2903 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3356 { 2904 {
3357 if (tmp->nrof > 1) 2905 if (tmp->nrof > 1)
3358 { 2906 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2907 tmp->decrease (rndm (1, tmp->nrof - 1));
3360 free_object (tmp2);
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 2908 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 2909 }
3363 else 2910 else
3364 free_object (tmp); 2911 tmp->destroy ();
3365 } 2912 }
3366 else 2913 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 2914 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 2915 }
3369} 2916}
3371/* 2918/*
3372 * fix_weight(): Check recursively the weight of all players, and fix 2919 * fix_weight(): Check recursively the weight of all players, and fix
3373 * what needs to be fixed. Refresh windows and fix speed if anything 2920 * what needs to be fixed. Refresh windows and fix speed if anything
3374 * was changed. 2921 * was changed.
3375 */ 2922 */
3376
3377void 2923void
3378fix_weight (void) 2924fix_weight (void)
3379{ 2925{
3380 player *pl; 2926 for_all_players (pl)
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 { 2927 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2928 sint32 old = pl->ob->carrying;
3385 2929
3386 if (old == sum) 2930 pl->ob->update_weight ();
3387 continue; 2931
3388 fix_player (pl->ob); 2932 if (old != pl->ob->carrying)
2933 {
2934 pl->ob->update_stats ();
3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2935 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2936 }
3390 } 2937 }
3391} 2938}
3392 2939
3393void 2940void
3394fix_luck (void) 2941fix_luck (void)
3395{ 2942{
3396 player *pl; 2943 for_all_players (pl)
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next)
3399 if (!pl->ob->contr->state) 2944 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 2945 pl->ob->change_luck (0);
3401} 2946}
3402
3403 2947
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 2948/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 2949 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 2950 * just treat this as any other spell casting object.
3407 */ 2951 */
3408
3409void 2952void
3410cast_dust (object *op, object *throw_ob, int dir) 2953cast_dust (object *op, object *throw_ob, int dir)
3411{ 2954{
3412 object *skop, *spob; 2955 object *skop, *spob;
3413 2956
3434 if (op->type == PLAYER) 2977 if (op->type == PLAYER)
3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2978 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3436 2979
3437 cast_spell (op, throw_ob, dir, spob, NULL); 2980 cast_spell (op, throw_ob, dir, spob, NULL);
3438 2981
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2982 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 2983}
3443 2984
3444void 2985void
3445make_visible (object *op) 2986make_visible (object *op)
3446{ 2987{
3447 op->hide = 0; 2988 op->flag [FLAG_HIDDEN] = 0;
3448 op->invisible = 0; 2989 op->invisible = 0;
2990
3449 if (op->type == PLAYER) 2991 if (op->type == PLAYER)
3450 { 2992 {
3451 op->contr->tmp_invis = 0; 2993 op->contr->tmp_invis = 0;
3452 op->contr->invis_race = 0; 2994 op->contr->invis_race = 0;
3453 } 2995 }
2996
3454 update_object (op, UP_OBJ_FACE); 2997 update_object (op, UP_OBJ_CHANGE);
3455} 2998}
3456 2999
3457int 3000int
3458is_true_undead (object *op) 3001is_true_undead (object *op)
3459{ 3002{
3460 object *tmp = NULL;
3461
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3003 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3463 return 1; 3004 return 1;
3464 3005
3465 if (op->type == PLAYER)
3466 for (tmp = op->inv; tmp; tmp = tmp->below)
3467 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3468 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469 return 1;
3470 return 0; 3006 return 0;
3471} 3007}
3472 3008
3473/* look at the surrounding terrain to determine 3009/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3010 * the hideability of this object. Positive levels
3475 * indicate greater hideability. 3011 * indicate greater hideability.
3476 */ 3012 */
3477
3478int 3013int
3479hideability (object *ob) 3014hideability (object *ob)
3480{ 3015{
3481 int i, level = 0, mflag; 3016 int i, level = 0, mflag;
3482 sint16 x, y; 3017 sint16 x, y;
3483 3018
3484 if (!ob || !ob->map) 3019 if (!ob || !ob->map)
3485 return 0; 3020 return 0;
3486 3021
3487 /* so, on normal lighted maps, its hard to hide */ 3022 /* so, on normal lighted maps, its hard to hide */
3488 level = ob->map->darkness - 2; 3023 level = ob->map->darklevel () - 2;
3489 3024
3490 /* this also picks up whether the object is glowing. 3025 /* this also picks up whether the object is glowing.
3491 * If you carry a light on a non-dark map, its not 3026 * If you carry a light on a non-dark map, its not
3492 * as bad as carrying a light on a pitch dark map */ 3027 * as bad as carrying a light on a pitch dark map */
3493 if (has_carried_lights (ob)) 3028 if (has_carried_lights (ob))
3494 level = -(10 + (2 * ob->map->darkness)); 3029 level = -(10 + (2 * ob->map->darklevel ()));
3495 3030
3496 /* scan through all nearby squares for terrain to hide in */ 3031 /* scan through all nearby squares for terrain to hide in */
3497 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3032 for (i = 0, x = ob->x, y = ob->y;
3033 i <= SIZEOFFREE1;
3034 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3498 { 3035 {
3499 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3036 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3500 if (mflag & P_OUT_OF_MAP) 3037 if (mflag & P_OUT_OF_MAP)
3501 {
3502 continue; 3038 continue;
3503 } 3039
3504 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3040 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3505 level += 2; 3041 level += 2;
3506 else /* open terrain! */ 3042 else /* open terrain! */
3507 level -= 1; 3043 level -= 1;
3508 } 3044 }
3516/* For Hidden creatures - a chance of becoming 'unhidden' 3052/* For Hidden creatures - a chance of becoming 'unhidden'
3517 * every time they move - as we subtract off 'invisibility' 3053 * every time they move - as we subtract off 'invisibility'
3518 * AND, for players, if they move into a ridiculously unhideable 3054 * AND, for players, if they move into a ridiculously unhideable
3519 * spot (surrounded by clear terrain in broad daylight). -b.t. 3055 * spot (surrounded by clear terrain in broad daylight). -b.t.
3520 */ 3056 */
3521
3522void 3057void
3523do_hidden_move (object *op) 3058do_hidden_move (object *op)
3524{ 3059{
3525 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3060 int hide = 0;
3526 object *skop;
3527 3061
3528 if (!op || !op->map) 3062 if (!op || !op->map)
3529 return; 3063 return;
3530 3064
3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3065 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3066 int num = random_roll (0, 19, op, PREFER_LOW);
3532 3067
3533 /* its *extremely* hard to run and sneak/hide at the same time! */ 3068 /* its *extremely* hard to run and sneak/hide at the same time! */
3534 if (op->type == PLAYER && op->contr->run_on) 3069 if (op->type == PLAYER && op->contr->run_on)
3535 {
3536 if (!skop || num >= skop->level) 3070 if (!skop || num >= skop->level)
3537 { 3071 {
3538 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3072 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3539 make_visible (op); 3073 make_visible (op);
3540 return; 3074 return;
3541 } 3075 }
3542 else 3076 else
3543 num += 20; 3077 num += 20;
3544 } 3078
3545 num += op->map->difficulty; 3079 num += op->map->difficulty;
3546 hide = hideability (op); /* modify by terrain hidden level */ 3080 hide = hideability (op); /* modify by terrain hidden level */
3547 num -= hide; 3081 num -= hide;
3082
3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3083 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 { 3084 {
3550 make_visible (op); 3085 make_visible (op);
3086
3551 if (op->type == PLAYER) 3087 if (op->type == PLAYER)
3552 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3088 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3553 } 3089 }
3554 else if (op->type == PLAYER && skop) 3090 else if (op->type == PLAYER && skop)
3555 {
3556 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3091 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3557 }
3558} 3092}
3559 3093
3560/* determine if who is standing near a hostile creature. */ 3094/* determine if who is standing near a hostile creature. */
3561 3095
3562int 3096int
3589 if (mflags & P_OUT_OF_MAP) 3123 if (mflags & P_OUT_OF_MAP)
3590 continue; 3124 continue;
3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3125 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592 continue; 3126 continue;
3593 3127
3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3128 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3595 { 3129 {
3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3130 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1; 3131 return 1;
3598 else if (tmp->type == PLAYER) 3132 else if (tmp->type == PLAYER)
3599 { 3133 {
3610 * object op. This function works fine for monsters, 3144 * object op. This function works fine for monsters,
3611 * but we dont worry if the object isnt the top one in 3145 * but we dont worry if the object isnt the top one in
3612 * a pile (say a coin under a table would return "viewable" 3146 * a pile (say a coin under a table would return "viewable"
3613 * by this routine). Another question, should we be 3147 * by this routine). Another question, should we be
3614 * concerned with the direction the player is looking 3148 * concerned with the direction the player is looking
3615 * in? Realistically, most of use cant see stuff behind 3149 * in? Realistically, most of us can't see stuff behind
3616 * our backs...on the other hand, does the "facing" direction 3150 * our backs...on the other hand, does the "facing" direction
3617 * imply the way your head, or body is facing? Its possible 3151 * imply the way your head, or body is facing? It's possible
3618 * for them to differ. Sigh, this fctn could get a bit more complex. 3152 * for them to differ. Sigh, this fctn could get a bit more complex.
3619 * -b.t. 3153 * -b.t.
3620 * This function is now map tiling safe. 3154 * This function is now map tiling safe.
3621 */ 3155 */
3622
3623int 3156int
3624player_can_view (object *pl, object *op) 3157player_can_view (object *pl, object *op)
3625{ 3158{
3626 rv_vector rv; 3159 rv_vector rv;
3627 int dx, dy; 3160 int dx, dy;
3629 if (pl->type != PLAYER) 3162 if (pl->type != PLAYER)
3630 { 3163 {
3631 LOG (llevError, "player_can_view() called for non-player object\n"); 3164 LOG (llevError, "player_can_view() called for non-player object\n");
3632 return -1; 3165 return -1;
3633 } 3166 }
3167
3634 if (!pl || !op) 3168 if (!pl || !op)
3635 return 0; 3169 return 0;
3636 3170
3637 if (op->head)
3638 {
3639 op = op->head; 3171 op = op->head_ ();
3640 } 3172
3641 get_rangevector (pl, op, &rv, 0x1); 3173 get_rangevector (pl, op, &rv, 0x1);
3642 3174
3643 /* starting with the 'head' part, lets loop 3175 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any 3176 * through the object and find if it has any
3645 * part that is in the los array but isnt on 3177 * part that is in the los array but isn't on
3646 * a blocked los square. 3178 * a blocked los square.
3647 * we use the archetype to figure out offsets. 3179 * we use the archetype to figure out offsets.
3648 */ 3180 */
3649 while (op) 3181 while (op)
3650 { 3182 {
3651 dx = rv.distance_x + op->arch->clone.x; 3183 dx = rv.distance_x + op->arch->x;
3652 dy = rv.distance_y + op->arch->clone.y; 3184 dy = rv.distance_y + op->arch->y;
3653 3185
3654 /* only the viewable area the player sees is updated by LOS 3186 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3655 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values.
3657 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3661 return 1; 3187 return 1;
3188
3662 op = op->more; 3189 op = op->more;
3663 } 3190 }
3191
3664 return 0; 3192 return 0;
3665} 3193}
3666 3194
3667/* routine for both players and monsters. We call this when 3195/* routine for both players and monsters. We call this when
3668 * there is a possibility for our action distrubing our hiding 3196 * there is a possibility for our action distrubing our hiding
3669 * place or invisiblity spell. Artefact invisiblity is not 3197 * place or invisiblity spell. Artefact invisiblity causes
3670 * effected by this. If we arent invisible to begin with, we 3198 * "noise" instead. If we arent invisible to begin with, we
3671 * return 0. 3199 * return 0.
3672 */ 3200 */
3673int 3201int
3674action_makes_visible (object *op) 3202action_makes_visible (object *op)
3675{ 3203{
3676
3677 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3204 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3678 { 3205 {
3679 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3206 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3207 {
3208 // artefact invisibility is permanent, but we still make noise
3209 // this is important for game-balance.
3210 if (op->contr)
3211 op->make_noise ();
3212
3680 return 0; 3213 return 0;
3214 }
3681 3215
3682 if (op->contr && op->contr->tmp_invis == 0) 3216 if (op->contr && op->contr->tmp_invis == 0)
3683 return 0; 3217 return 0;
3684 3218
3685 /* If monsters, they should become visible */ 3219 /* If monsters, they should become visible */
3686 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3220 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3687 { 3221 {
3688 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3222 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3689 return 1; 3223 return 1;
3690 } 3224 }
3691 } 3225 }
3226
3692 return 0; 3227 return 0;
3693} 3228}
3694 3229
3695/* op_on_battleground - checks if the given object op (usually 3230/* op_on_battleground - checks if the given object op (usually
3696 * a player) is standing on a valid battleground-tile, 3231 * a player) is standing on a valid battleground-tile,
3701 * Default is to do the same as before, so only people wanting to have different points need worry about this 3236 * Default is to do the same as before, so only people wanting to have different points need worry about this
3702 */ 3237 */
3703int 3238int
3704op_on_battleground (object *op, int *x, int *y) 3239op_on_battleground (object *op, int *x, int *y)
3705{ 3240{
3706 object *tmp;
3707
3708 /* A battleground-tile needs the following attributes to be valid: 3241 /* A battleground-tile needs the following attributes to be valid:
3709 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3242 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3710 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3243 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3711 * and the exit-coordinates sp/hp must both be > 0. 3244 * and the exit-coordinates sp/hp must both be > 0.
3712 * => The intention here is to prevent abuse of the battleground- 3245 * => The intention here is to prevent abuse of the battleground-
3713 * feature (like pickable or hidden battleground tiles). */ 3246 * feature (like pickable or hidden battleground tiles). */
3714 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3247 for (object *tmp = op->below; tmp; tmp = tmp->below)
3715 { 3248 {
3716 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3249 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3717 { 3250 {
3718 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3251 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3719 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3252 && tmp->type == BATTLEGROUND
3253 && tmp->name == shstr_battleground
3254 && EXIT_X (tmp) && EXIT_Y (tmp))
3720 { 3255 {
3721 /*before we assign the exit, check if this is a teambattle */ 3256 /* before we assign the exit, check if this is a teambattle */
3722 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3257 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3723 { 3258 {
3724 object *invtmp;
3725
3726 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3259 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3727 { 3260 {
3728 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3261 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3729 { 3262 {
3730 if (x != NULL && y != NULL) 3263 if (x && y)
3731 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3264 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3265
3732 return 1; 3266 return 1;
3733 } 3267 }
3734 } 3268 }
3735 } 3269 }
3270
3736 if (x != NULL && y != NULL) 3271 if (x && y)
3737 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3272 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3273
3738 return 1; 3274 return 1;
3739 } 3275 }
3740 } 3276 }
3741 } 3277 }
3278
3742 /* If we got here, did not find a battleground */ 3279 /* If we got here, did not find a battleground */
3743 return 0; 3280 return 0;
3744} 3281}
3745 3282
3746/* 3283/*
3762 char buf[MAX_BUF]; /* tmp. string buffer */ 3299 char buf[MAX_BUF]; /* tmp. string buffer */
3763 int i = 0, j = 0; 3300 int i = 0, j = 0;
3764 3301
3765 /* get the appropriate treasurelist */ 3302 /* get the appropriate treasurelist */
3766 if (atnr == ATNR_FIRE) 3303 if (atnr == ATNR_FIRE)
3767 trlist = find_treasurelist ("dragon_ability_fire"); 3304 trlist = treasurelist::find (shstr_dragon_ability_fire);
3768 else if (atnr == ATNR_COLD) 3305 else if (atnr == ATNR_COLD)
3769 trlist = find_treasurelist ("dragon_ability_cold"); 3306 trlist = treasurelist::find (shstr_dragon_ability_cold);
3770 else if (atnr == ATNR_ELECTRICITY) 3307 else if (atnr == ATNR_ELECTRICITY)
3771 trlist = find_treasurelist ("dragon_ability_elec"); 3308 trlist = treasurelist::find (shstr_dragon_ability_elec);
3772 else if (atnr == ATNR_POISON) 3309 else if (atnr == ATNR_POISON)
3773 trlist = find_treasurelist ("dragon_ability_poison"); 3310 trlist = treasurelist::find (shstr_dragon_ability_poison);
3774 3311
3775 if (trlist == NULL || who->type != PLAYER) 3312 if (trlist == NULL || who->type != PLAYER)
3776 return; 3313 return;
3777 3314
3778 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3315 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3779 3316
3780 if (tr == NULL || tr->item == NULL) 3317 if (!tr || !tr->item)
3781 { 3318 {
3782 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3319 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3783 return; 3320 return;
3784 } 3321 }
3785 3322
3786 /* everything seems okay - now bring on the gift: */ 3323 /* everything seems okay - now bring on the gift: */
3787 item = &(tr->item->clone); 3324 item = tr->item;
3788 3325
3789 if (item->type == SPELL) 3326 if (item->type == SPELL)
3790 { 3327 {
3791 if (check_spell_known (who, item->name)) 3328 if (check_spell_known (who, item->name))
3792 return; 3329 return;
3851 { 3388 {
3852 /* forces in the treasurelist can alter the player's stats */ 3389 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3390 object *skin;
3854 3391
3855 /* first get the dragon skin force */ 3392 /* first get the dragon skin force */
3856 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3393 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3394 ;
3395
3857 if (skin == NULL) 3396 if (!skin)
3858 return; 3397 return;
3859 3398
3860 /* adding new spellpath attunements */ 3399 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3400 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3401 {
3894 else 3433 else
3895 { 3434 {
3896 /* generate misc. treasure */ 3435 /* generate misc. treasure */
3897 tmp = arch_to_object (tr->item); 3436 tmp = arch_to_object (tr->item);
3898 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3437 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3899 tmp = insert_ob_in_ob (tmp, who); 3438 who->insert (tmp);
3900 if (who->type == PLAYER)
3901 esrv_send_item (who, tmp);
3902 } 3439 }
3903} 3440}
3904 3441
3905/** 3442/**
3906 * Unready an object for a player. This function does nothing if the object was 3443 * Unready an object for a player. This function does nothing if the object was
3907 * not readied. 3444 * not readied.
3908 */ 3445 */
3909void 3446void
3910player_unready_range_ob (player *pl, object *ob) 3447player_unready_range_ob (player *pl, object *ob)
3911{ 3448{
3912 rangetype i; 3449 if (pl->ob->current_weapon == ob)
3450 pl->ob->current_weapon = 0;
3913 3451
3914 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3452 if (pl->combat_ob == ob)
3915 { 3453 pl->combat_ob = 0;
3454
3916 if (pl->ranges[i] == ob) 3455 if (pl->ranged_ob == ob)
3917 { 3456 pl->ranged_ob = 0;
3918 pl->ranges[i] = NULL;
3919 if (pl->shoottype == i)
3920 {
3921 pl->shoottype = range_none;
3922 }
3923 }
3924 }
3925} 3457}
3458
3459sint8
3460player::darkness_at (maptile *map, int x, int y) const
3461{
3462 if (!ns)
3463 return LOS_BLOCKED;
3464
3465 int dx, dy;
3466 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3467 return LOS_BLOCKED;
3468
3469 x += dx - ns->current_x;
3470 y += dy - ns->current_y;
3471
3472 return blocked_los (x, y);
3473}
3474
3475void
3476player::infobox (const char *title, const char *msg, int color)
3477{
3478 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3479}
3480
3481void
3482player::statusmsg (const char *msg, int color)
3483{
3484 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3485}
3486
3487void
3488player::failmsg (const char *msg, int color)
3489{
3490 play_sound (sound_find ("generic_failure"));
3491 statusmsg (msg, color);
3492}
3493

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