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Comparing deliantra/server/server/player.C (file contents):
Revision 1.25 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.198 by root, Sat May 17 00:17:02 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, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
164 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
165 strip_endline (subject); 130 strip_endline (subject);
166 size = 0; 131 size = 0;
167 news[0] = '\0'; 132 news[0] = '\0';
168 } 133 }
177 size += strlen (buf); 142 size += strlen (buf);
178 } 143 }
179 } 144 }
180 145
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 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); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 148 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} 149}
310 150
311/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
312static void 152static void
313set_first_map (object *op) 153set_first_map (object *op)
314{ 154{
315 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
316 op->x = -1; 156 op->x = -1;
317 op->y = -1; 157 op->y = -1;
318 enter_exit (op, NULL);
319} 158}
320 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->update_weight ();
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
334}
335
336player::player ()
337{
338 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point.
340 */
341 outputs_sync = 4;
342 outputs_count = 4;
343 unapply = unapply_nochoice;
344
345 savebed_map = first_map_path; /* Init. respawn position */
346
347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357}
358
359void
360player::do_destroy ()
361{
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
373}
374
375player::~player ()
376{
377 /* Clear item stack */
378 free (stack_items);
379}
380
321/* Tries to add player on the connection passwd in ns. 381/* 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 382 * All we can really get in this is some settings like host and display
323 * mode. 383 * mode.
324 */ 384 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 385player *
386player::create ()
387{
388 player *pl = new player;
330 389
331 p = get_player (NULL); 390 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 391
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 392 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 393 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 394 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 395
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 396 set_first_map (pl->ob);
343 397
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 398 return pl;
351} 399}
352 400
353/* 401/*
354 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
356 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
357 */ 405 */
358archetype * 406archetype *
359get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
360{ 408{
361 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
362 416
363 for (;;) 417 for (;;)
364 { 418 {
365 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
366 at = first_archetype; 420 i = archetypes.begin ();
367 else 421 else if (*i == at)
368 at = at->next; 422 cleanup ("not a single player archetype found");
423
369 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
370 return at; 425 return *i;
371 if (at == start)
372 {
373 LOG (llevError, "No Player archetypes\n");
374 exit (-1);
375 }
376 } 426 }
377} 427}
378
379 428
380object * 429object *
381get_nearest_player (object *mon) 430get_nearest_player (object *mon)
382{ 431{
383 object *op = NULL; 432 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 433 objectlink *ol;
386 unsigned lastdist; 434 unsigned lastdist;
387 rv_vector rv; 435 rv_vector rv;
388 436
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 438 {
391 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop.
395 */
396 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
397 {
398 object *tmp = ol->ob;
399
400 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared.
402 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
404 ol = ol->next;
405 remove_friendly_object (tmp);
406 if (!ol)
407 return op;
408 }
409
410 /* Remove special check for player from this. First, it looks to cause
411 * some crashes (ol->ob->contr not set properly?), but secondly, a more
412 * complicated method of state checking would be needed in any case -
413 * as it was, a clever player could type quit, and the function would
414 * skip them over while waiting for confirmation. Remove
415 * on_same_map check, as can_detect_enemy also does this
416 */
417 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
418 continue; 440 continue;
419 441
420 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
421 { 443 {
422 op = ol->ob; 444 op = ol->ob;
423 lastdist = rv.distance; 445 lastdist = rv.distance;
424 } 446 }
425 } 447 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 448
427 { 449 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
432 { 452 {
433 op = pl->ob; 453 op = pl->ob;
434 lastdist = rv.distance; 454 lastdist = rv.distance;
435 } 455 }
436 } 456
437 }
438#if 0 457#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 459#endif
441 return op; 460 return op;
442} 461}
460 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 481 * is probably not a good thing.
463 */ 482 */
464#define MAX_SPACES 50 483#define MAX_SPACES 50
465
466 484
467/* 485/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
501 x = mon->x; 519 x = mon->x;
502 y = mon->y; 520 y = mon->y;
503 m = mon->map; 521 m = mon->map;
504 dir = rv.direction; 522 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
507 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 527 if (diff > max)
509 return 0; 528 return 0;
529
510 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
511 { 531 {
512 lastx = x; 532 lastx = x;
513 lasty = y; 533 lasty = y;
514 lastmap = m; 534 lastmap = m;
596 max--; 616 max--;
597 lastdir = dir; 617 lastdir = dir;
598 if (!firstdir) 618 if (!firstdir)
599 firstdir = dir; 619 firstdir = dir;
600 } 620 }
621
601 if (diff <= 1) 622 if (diff <= 1)
602 { 623 {
603 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 625 * headed toward player for entire distance.
605 */ 626 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 629 }
630
609 if (diff > max) 631 if (diff > max)
610 return 0; 632 return 0;
611 } 633 }
634
612 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
613 if (!max) 636 if (!max)
614 return 0; 637 return 0;
615 638
616 return firstdir; 639 return firstdir;
617} 640}
618 641
619void 642void
620give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
621{ 644{
622 object *op, *next = NULL;
623
624 if (pl->randomitems != NULL) 645 if (pl->randomitems)
625 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
626 647
627 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
628 { 649 {
629 next = op->below; 650 next = op->below;
630 651
631 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
632 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
637 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
638 * by this player due to race restrictions 659 * by this player due to race restrictions
639 */ 660 */
640 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
641 { 662 {
642 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
643 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
644 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
645 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 670 {
648 remove_ob (op); 671 op->destroy ();
649 free_object (op);
650 continue; 672 continue;
651 } 673 }
652 } 674 }
653 675
654 /* This really needs to be better - we should really give 676 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 687 if (tmp->type == op->type && tmp->name == op->name)
666 break; 688 break;
667 689
668 if (tmp) 690 if (tmp)
669 { 691 {
670 remove_ob (op); 692 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 694 continue;
674 } 695 }
696
675 if (op->nrof > 1) 697 if (op->nrof > 1)
676 op->nrof = 1; 698 op->nrof = 1;
677 } 699 }
678 700
679 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
680 {
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683 703
684 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
685 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
686 * merged properly. 706 * merged properly.
687 */ 707 */
688 if (need_identify (op)) 708 if (need_identify (op))
689 { 709 {
690 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 713 }
714
694 if (op->type == SPELL) 715 if (op->type == SPELL)
695 { 716 {
696 remove_ob (op); 717 op->destroy ();
697 free_object (op);
698 continue; 718 continue;
699 } 719 }
700 else if (op->type == SKILL) 720 else if (op->type == SKILL)
701 { 721 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
703 op->stats.exp = 0; 723 op->stats.exp = 0;
704 op->level = 1; 724 op->level = 1;
705 } 725 }
706 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
707 else
708 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
709 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
710 729
711 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
712 link_player_skills (pl); 731 link_player_skills (pl);
713} 732}
714 733
715void 734void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 735get_party_password (object *op, partylist *party)
800{ 736{
801 if (party == NULL) 737 if (party == NULL)
802 { 738 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 740 return;
805 } 741 }
742
806 op->contr->write_buf[0] = '\0'; 743 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 747}
811
812 748
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 750static int
815roll_stat (void) 751roll_stat (void)
816{ 752{
817 int a[4], i, j, k; 753 int a[4], i, j, k;
818 754
819 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
821 757
822 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 759 if (a[i] < k)
824 k = a[i], j = i; 760 k = a[i], j = i;
825 761
826 for (i = 0, k = 0; i < 4; i++) 762 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 763 if (i != j)
829 k += a[i]; 764 k += a[i];
830 } 765
831 return k; 766 return k;
832} 767}
833 768
834void 769void
835roll_stats (object *op) 770object::roll_stats ()
836{ 771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
837 int sum = 0; 776 int sum = 0;
838 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
840 779
841 do 780 if (sum >= 82 && sum <= 116)
781 break;
842 { 782 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 783
854 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 786
863 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
864 do 788 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 789
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 790 stats.exp = 0;
899 op->stats.ac = 0; 791 stats.ac = 0;
900 792
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 793 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 794 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
799 contr->levhp[1] = 9;
800 contr->levsp[1] = 6;
801 contr->levgrace[1] = 3;
802
909 op->contr->orig_stats = op->stats; 803 contr->orig_stats = stats;
804 }
910} 805}
911 806
912void 807void
913Roll_Again (object *op) 808object::swap_stats (int a, int b)
914{ 809{
915 esrv_new_player (op->contr, 0); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 811
920void 812 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
823 stats.hp = stats.maxhp;
824 stats.sp = stats.maxsp;
825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
833 contr->orig_stats = stats;
834 }
835}
836
837static void
838start_info (object *op)
922{ 839{
923 signed char tmp;
924 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
925 841
926 if (op->contr->Swap_First == -1) 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 844}
1041 845
1042/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
1046 * not the class. 850 * not the class.
1047 */ 851 */
1048 852void
1049int 853player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 854{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
1068 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
1070 864
1071 op->contr->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
1072 866
1073 if (op->msg) 867 if (ob->msg)
1074 op->msg = NULL; 868 ob->msg = 0;
1075 869
1076 /* We create this now because some of the unique maps will need it
1077 * to save here.
1078 */
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080 make_path_to_file (buf);
1081
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 870 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 873 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
1090 fix_player (op); 875 ob->update_stats ();
1091 876
1092 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
1093 * is one for this race 878 * is one for this race
1094 */ 879 */
1095 if (*first_map_ext_path) 880 if (*first_map_ext_path)
1096 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1097 object *tmp;
1098 char mapname[MAX_BUF];
1099
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object ();
1102 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the
1107 * default initial map */
1108 free_object (tmp);
1109 }
1110 else 882 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 884}
1114 return 0;
1115 }
1116 885
886void
887player::chargen_race_next ()
888{
1117 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
1119 */ 891 */
1120 892
1121 tmp_loop = 0; 893 do
1122 while (!tmp_loop)
1123 { 894 {
1124 shstr name = op->name; 895 shstr name = ob->name;
1125 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
1126 897
1127 remove_statbonus (op); 898 ob->remove_statbonus ();
1128 remove_ob (op); 899 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 900 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 901 ob->arch->copy_to (ob);
1131 op->instantiate (); 902 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 904 ob->name = ob->name_pl = name;
1134 op->x = x; 905 ob->x = x;
1135 op->y = y; 906 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 910 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 911 }
912 while (!allowed_class (ob));
1142 913
1143 update_object (op, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 915 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 916 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 919 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 920}
1205 921
1206void 922void
1207flee_player (object *op) 923flee_player (object *op)
1208{ 924{
1238 { 954 {
1239 op->enemy = NULL; 955 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 957 return;
1242 } 958 }
959
1243 get_rangevector (op, op->enemy, &rv, 0); 960 get_rangevector (op, op->enemy, &rv, 0);
1244 961
1245 dir = absdir (4 + rv.direction); 962 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 963 for (diff = 0; diff < 3; diff++)
1247 { 964 {
1248 int m = 1 - (RANDOM () & 2); 965 int m = 1 - (RANDOM () & 2);
1249 966
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 967 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 968 return;
1253 }
1254 } 969 }
970
1255 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 973 op->enemy = NULL;
1258} 974}
1259 975
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 976/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 977 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 978 * stop.
1264 */ 979 */
1265int 980int
1266check_pick (object *op) 981check_pick (object *op)
1267{ 982{
1268 object *tmp, *next; 983 object *tmp, *next;
1269 int stop = 0; 984 int stop = 0;
1270 int j, k, wvratio; 985 int wvratio;
1271 char putstring[128], tmpstr[16]; 986 char putstring[128];
1272 987
1273 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1275 return 1; 990 return 1;
1276 991
1277 next = op->below; 992 next = op->below;
1278 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1279 /* loop while there are items on the floor that are not marked as 997 /* loop while there are items on the floor that are not marked as
1280 * destroyed */ 998 * destroyed */
1281 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1282 { 1000 {
1283 tmp = next; 1001 tmp = next;
1284 next = tmp->below; 1002 next = tmp->below;
1285 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1286 if (op->destroyed ()) 1010 if (op->destroyed ())
1287 return 0; 1011 return 0;
1288 1012
1289 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1290 continue; 1014 continue;
1291 1015
1292 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1293 { 1017 {
1294 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1295 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1296 continue; 1020 continue;
1297 } 1021 }
1298 1022
1299 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1300 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1302 switch (op->contr->mode) 1026 switch (op->contr->mode)
1303 { 1027 {
1304 case 0: 1028 case 0:
1305 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1306 case 1: 1030 case 1:
1307 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1308 return 1; 1032 return 1;
1309 case 2: 1033 case 2:
1310 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1311 return 0; 1035 return 0;
1312 case 3: 1036 case 3:
1313 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1314 case 4: 1038 case 4:
1315 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1316 break; 1040 break;
1317 case 5: 1041 case 5:
1318 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1319 stop = 1; 1043 stop = 1;
1320 break; 1044 break;
1321 case 6: 1045 case 6:
1322 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1323 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1324 break; 1049 break;
1325 1050
1326 case 7: 1051 case 7:
1327 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1328 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1329 break; 1054 break;
1330 1055
1331 default: 1056 default:
1332 /* use value density */ 1057 /* use value density */
1333 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1334 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1335 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1336 } 1061 }
1337 } 1062 }
1338 else 1063 else
1339 { /* old model */ 1064 { /* old model */
1340 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1344 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1072 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1077 }
1078
1381 /* philosophy: 1079 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1080 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1081 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1082 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1083 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1084 * example.
1387 * The drawback: right now it has no frontend, so you need to 1085 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1086 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1087 * convert to decimal and then 'pickup <#>
1422 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1423 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1426 { 1124 {
1427 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1126 continue;
1431 } 1127 }
1128
1432 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1434 { 1131 {
1435 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1133 continue;
1439 } 1134 }
1440 1135
1441 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1443 { 1138 {
1444 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1140 continue;
1448 } 1141 }
1449 1142
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1453 { 1146 {
1454 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1148 continue;
1458 } 1149 }
1150
1459 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1461 { 1153 {
1462 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1155 continue;
1466 } 1156 }
1157
1467 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1469 { 1160 {
1470 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1162 continue;
1474 } 1163 }
1475 1164
1476 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1168 {
1480 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1170 continue;
1484 } 1171 }
1485 1172
1486 /* pick up all magical items */ 1173 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1488 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1489 { 1176 {
1490 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1178 continue;
1494 } 1179 }
1495 1180
1496 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1497 { 1182 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1184 {
1500 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1186 continue;
1504 } 1187 }
1505 } 1188 }
1506 1189
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1193 {
1511 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1195 continue;
1512 if (0) 1196 }
1513 fprintf (stderr, "JEWELS\n"); 1197
1198 /* we don't forget dragon food */
1199 if (op->contr->mode & PU_FLESH)
1200 if (tmp->type == FLESH)
1201 {
1202 CHK_PICK_PICKUP;
1514 continue; 1203 continue;
1515 } 1204 }
1516 1205
1517 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1520 { 1209 {
1521 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1211 continue;
1525 } 1212 }
1213
1526 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1528 { 1216 {
1529 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1218 continue;
1533 } 1219 }
1534 1220
1535 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1538 { 1224 {
1539 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1226 continue;
1543 } 1227 }
1228
1544 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1546 { 1231 {
1547 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1233 continue;
1551 } 1234 }
1235
1552 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1554 { 1238 {
1555 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1240 continue;
1559 } 1241 }
1242
1560 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1562 { 1245 {
1563 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1247 continue;
1567 } 1248 }
1249
1568 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1570 { 1252 {
1571 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1254 continue;
1575 } 1255 }
1256
1576 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1578 { 1259 {
1579 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1261 continue;
1583 } 1262 }
1584 1263
1585 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1267 {
1589 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1269 continue;
1593 } 1270 }
1594 1271
1595 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1597 { 1274 {
1598 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1599 { 1276 {
1600 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1602 { 1279 {
1603 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1281 continue;
1607 } 1282 }
1608 } 1283 }
1284
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1286 {
1611 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1612 { 1288 {
1613 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1290 continue;
1617 } 1291 }
1618 } 1292 }
1619 } 1293 }
1620 1294
1621 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1298 {
1625 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1300 continue;
1629 } 1301 }
1630 1302
1631 /* any of the last 4 bits set means we use the ratio for value 1303 /* any of the last 4 bits set means we use the ratio for value
1632 * pickups */ 1304 * pickups */
1637 /* >=7 is the old standard setting. Now we take the last 4 bits 1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1638 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1639 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1640 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1641 { 1313 {
1642 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1643#if 0 1315#if 0
1644 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1645 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1646 { 1318 {
1647 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1648 } 1320 }
1649 else 1321 else
1650 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1651 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1652 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1653#endif 1325#endif
1654 continue; 1326 continue;
1655 } 1327 }
1656 } 1328 }
1657 } /* the new pickup model */ 1329 } /* the new pickup model */
1658 } 1330 }
1331
1659 return !stop; 1332 return !stop;
1660} 1333}
1661 1334
1662/* 1335/*
1663 * Find an arrow in the inventory and after that 1336 * Find an arrow in the inventory and after that
1665 * found object is returned. 1338 * found object is returned.
1666 */ 1339 */
1667object * 1340object *
1668find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1669{ 1342{
1670 object *tmp = NULL;
1671
1672 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1673 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1674 tmp = find_arrow (op, type);
1675 else if (op->type == ARROW && op->race == type) 1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp);
1346
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type))
1350 {
1351 splay (tmp);
1676 return op; 1352 return arrow;
1353 }
1354
1677 return tmp; 1355 return 0;
1678} 1356}
1679 1357
1680/* 1358/*
1681 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1682 * against the target. A full test is not performed, simply a basic test 1360 * against the target. A full test is not performed, simply a basic test
1683 * of resistances. The archer is making a quick guess at what he sees down 1361 * of resistances. The archer is making a quick guess at what he sees down
1684 * the hall. Failing that it does it's best to pick the highest plus arrow. 1362 * the hall. Failing that it does it's best to pick the highest plus arrow.
1685 */ 1363 */
1686
1687object * 1364object *
1688find_better_arrow (object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1689{ 1366{
1690 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1691 int attacknum, attacktype, betterby = 0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1706 } 1383 }
1707 } 1384 }
1708 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1709 { 1386 {
1710 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1711 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1712 { 1389 {
1713 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1714 { 1391 {
1715 *better = 100; 1392 *better = 100;
1716 return arrow; 1393 return arrow;
1724 else 1401 else
1725 { 1402 {
1726 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1727 { 1404 {
1728 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1729 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1730 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1407 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1731 { 1408 {
1732 tmp = arrow; 1409 tmp = arrow;
1733 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1734 } 1411 }
1735 } 1412 }
1736 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1737 { 1414 {
1738 tmp = arrow; 1415 tmp = arrow;
1744 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1745 } 1422 }
1746 } 1423 }
1747 } 1424 }
1748 } 1425 }
1426
1749 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1750 return find_arrow (op, type); 1428 return find_arrow (op, type);
1751 1429
1752 *better = betterby; 1430 *better = betterby;
1753 return tmp; 1431 return tmp;
1757 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1758 * op = the shooter 1436 * op = the shooter
1759 * type = bow->race 1437 * type = bow->race
1760 * dir = fire direction 1438 * dir = fire direction
1761 */ 1439 */
1762
1763object * 1440object *
1764pick_arrow_target (object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1765{ 1442{
1766 object *tmp = NULL; 1443 object *tmp = NULL;
1767 maptile *m; 1444 maptile *m;
1832 */ 1509 */
1833int 1510int
1834fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1511fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1835{ 1512{
1836 object *left, *bow; 1513 object *left, *bow;
1837 int bowspeed, mflags; 1514 int mflags;
1838 maptile *m; 1515 maptile *m;
1839 1516
1840 if (!dir) 1517 if (!dir)
1841 { 1518 {
1842 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1843 return 0; 1520 return 0;
1844 } 1521 }
1845 if (op->type == PLAYER) 1522
1846 bow = op->contr->ranges[range_bow]; 1523 if (op->contr)
1524 bow = op->current_weapon;
1847 else 1525 else
1848 { 1526 {
1849 for (bow = op->inv; bow; bow = bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1850 /* Don't check for applied - monsters don't apply bows - in that way, they 1528 /* Don't check for applied - monsters don't apply bows - in that way, they
1851 * don't need to switch back and forth between bows and weapons. 1529 * don't need to switch back and forth between bows and weapons.
1856 if (!bow) 1534 if (!bow)
1857 { 1535 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1537 return 0;
1860 } 1538 }
1539
1540 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below)
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1861 } 1547 }
1548
1862 if (!bow->race || !bow->skill) 1549 if (!bow->race || !bow->skill)
1863 { 1550 {
1864 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1865 return 0; 1552 return 0;
1866 } 1553 }
1867
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869
1870 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1873 if (bowspeed < 1)
1874 bowspeed = 1;
1875 1554
1876 if (arrow == NULL) 1555 if (arrow == NULL)
1877 { 1556 {
1878 if ((arrow = find_arrow (op, bow->race)) == NULL) 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1879 { 1558 {
1880 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1881 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1882 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1561 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1883 else 1562 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1885 return 0; 1565 return 0;
1886 } 1566 }
1887 } 1567 }
1568
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1570 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1571 return 0;
1892 } 1572
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1573 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1574 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1896 return 0; 1576 return 0;
1897 } 1577 }
1898 1578
1899 /* this should not happen, but sometimes does */ 1579 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1580 if (arrow->nrof == 0)
1901 { 1581 {
1902 remove_ob (arrow); 1582 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1583 return 0;
1905 } 1584 }
1906 1585
1907 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1909 if (arrow == NULL) 1588 if (!arrow)
1910 { 1589 {
1911 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1912 return 0; 1591 return 0;
1913 } 1592 }
1914 set_owner (arrow, op); 1593
1594 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1595 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1596 arrow->direction = dir;
1918 arrow->x = sx; 1597
1919 arrow->y = sy; 1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype;
1601
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604
1605#if 0
1606 if (player *pl = op->contr)
1607 {
1608 float speed = pl->weapon_sp;
1609
1610 /* penalize ROF for bestarrow */
1611 if (pl->bowtype == bow_bestarrow)
1612 speed *= .9f;
1613 else
1614 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1615
1616 op->speed_left += speed - op->speed;
1617 }
1618#endif
1619
1620 SET_ANIMATION (arrow, arrow->direction);
1621
1622 /* update the speed */
1623 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1624 + bow->stats.dam / 7.f;
1625
1626 arrow->set_speed (max (arrow->speed, 2.f));
1627 arrow->speed_left = 0;
1628
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1920 1630
1921 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1922 { 1632 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op);
1925 }
1926
1927 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying);
1933
1934 /* Note that this was different for monsters - they got their level
1935 * added to the damage. I think the strength bonus is more proper.
1936 */
1937
1938 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1939
1940 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943
1944 if (arrow->speed < 1.0)
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0;
1948
1949 if (op->type == PLAYER)
1950 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1952 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1953 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1954
1955 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1633 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1634 wc -= dex_bonus[op->stats.Dex];
1635
1636 if (!arrow->slaying)
1637 arrow->slaying = op->slaying;
1638
1639 arrow->attacktype |= op->attacktype;
1956 } 1640 }
1957 else 1641 else
1958 { 1642 {
1959 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1960 arrow->level = op->level; 1643 arrow->level = op->level;
1961 } 1644 arrow->stats.wc -= bow->magic;
1962 1645
1963 if (arrow->attacktype == AT_PHYSICAL) 1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1964 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1650 }
1965 1651
1966 if (bow->slaying != NULL) 1652 wc -= arrow->level;
1967 arrow->slaying = bow->slaying; 1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1968 1654
1969 arrow->map = m; 1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1970 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1658
1973 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1974 insert_ob_in_map (arrow, m, op, 0); 1660 m->insert (arrow, sx, sy, op);
1975 1661
1976 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1663 move_arrow (arrow);
1978
1979 if (op->type == PLAYER)
1980 {
1981 if (left->destroyed ())
1982 esrv_del_item (op->contr, left->count);
1983 else
1984 esrv_send_item (op, left);
1985 }
1986 1664
1987 return 1; 1665 return 1;
1988} 1666}
1989 1667
1990/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1999{ 1677{
2000 int ret = 0, wcmod = 0; 1678 int ret = 0, wcmod = 0;
2001 1679
2002 if (op->contr->bowtype == bow_bestarrow) 1680 if (op->contr->bowtype == bow_bestarrow)
2003 { 1681 {
2004 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2005 } 1683 }
2006 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2007 { 1685 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1687 wcmod = -1;
1688
2010 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1689 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2011 } 1690 }
2012 else if (op->contr->bowtype == bow_threewide) 1691 else if (op->contr->bowtype == bow_threewide)
2013 { 1692 {
2014 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2018 else if (op->contr->bowtype == bow_spreadshot) 1697 else if (op->contr->bowtype == bow_spreadshot)
2019 { 1698 {
2020 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1700 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2022 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2023
2024 } 1702 }
2025 else 1703 else
2026 { 1704 {
2027 /* Simple case */ 1705 /* Simple case */
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1706 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2029 } 1707 }
1708
2030 return ret; 1709 return ret;
2031} 1710}
2032
2033 1711
2034/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
2035 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
2036 */ 1714 */
2037void 1715void
2038fire_misc_object (object *op, int dir) 1716fire_misc_object (object *op, int dir)
2039{ 1717{
2040 object *item; 1718 object *item = op->contr->ranged_ob;
2041 1719
2042 if (!op->contr->ranges[range_misc]) 1720 if (!item)
2043 { 1721 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1722 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2045 return; 1723 return;
2046 } 1724 }
2047 1725
2048 item = op->contr->ranges[range_misc];
2049 if (!item->inv) 1726 if (!item->inv)
2050 { 1727 {
2051 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2052 return; 1729 return;
2053 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
2054 if (item->type == WAND) 1735 if (item->type == WAND)
2055 { 1736 {
2056 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
2057 { 1738 {
2058 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
2059 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1740 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1741
2060 return; 1742 return;
2061 } 1743 }
2062 } 1744 }
2063 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
2064 { 1746 {
2065 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1748
1749 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2066 { 1752 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
2068 if (item->type == ROD) 1755 if (item->type == ROD)
2069 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2070 else 1757 else
2071 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1759
2072 return; 1760 return;
2073 } 1761 }
2074 } 1762 }
2075 1763
2076 if (cast_spell (op, item, dir, item->inv, NULL)) 1764 if (cast_spell (op, item, dir, item->inv, NULL))
2083 object *tmp; 1771 object *tmp;
2084 1772
2085 if (item->arch) 1773 if (item->arch)
2086 { 1774 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
2089 item->speed = 0; 1777 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1778 }
2092 if ((tmp = is_player_inv (item))) 1779
1780 if (object *pl = item->visible_to ())
2093 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
2094 } 1782 }
2095 } 1783 }
2096 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1785 drain_rod_charge (item);
2099 }
2100 } 1786 }
2101} 1787}
2102 1788
2103/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
2104 */ 1790 */
2105void 1791bool
2106fire (object *op, int dir) 1792fire (object *op, int dir)
2107{ 1793{
2108 int spellcost = 0; 1794 int spellcost = 0;
2109 1795
2110 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
2111 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
2112 make_visible (op); 1798 make_visible (op);
2113 1799
2114 switch (op->contr->shoottype) 1800 player *pl = op->contr;
1801
1802 if (pl->golem)
1803 {
1804 control_golem (op->contr->golem, dir);
1805 return false;
2115 { 1806 }
2116 case range_none:
2117 return;
2118 1807
2119 case range_bow: 1808 object *ob = pl->ranged_ob;
1809
1810 if (!ob)
1811 return false;
1812
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f)
1817 --op->speed_left;
1818 else
1819 return false;
1820
1821 switch (ob->type)
1822 {
1823 case BOW:
2120 player_fire_bow (op, dir); 1824 player_fire_bow (op, dir);
2121 return; 1825 break;
2122 1826
2123 case range_magic: /* Casting spells */ 1827 case SPELL:
2124 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2125 return; 1829 break;
2126 1830
2127 case range_misc: 1831 case BUILDER:
1832 apply_map_builder (op, dir);
1833 break;
1834
1835 case SKILL:
1836 do_skill (op, op, ob, dir, 0);
1837 break;
1838
1839 default:
2128 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
2129 return; 1841 break;
2130
2131 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2133 {
2134 op->contr->ranges[range_golem] = NULL;
2135 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 }
2138 else
2139 control_golem (op->contr->ranges[range_golem], dir);
2140 return;
2141
2142 case range_skill:
2143 if (!op->chosen_skill)
2144 {
2145 if (op->type == PLAYER)
2146 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2147 return;
2148 }
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return;
2151 case range_builder:
2152 apply_map_builder (op, dir);
2153 return;
2154 default:
2155 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2156 return;
2157 } 1842 }
2158}
2159 1843
2160 1844 return true;
1845}
2161 1846
2162/* find_key 1847/* find_key
2163 * We try to find a key for the door as passed. If we find a key 1848 * We try to find a key for the door as passed. If we find a key
2164 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
2165 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
2167 * pl is the player, 1852 * pl is the player,
2168 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
2169 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
2170 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
2171 */ 1856 */
2172
2173object * 1857object *
2174find_key (object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
2175{ 1859{
2176 object *tmp, *key; 1860 object *tmp, *key;
2177 1861
2178 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
2179 if (container->inv == NULL) 1863 if (!container->inv)
2180 return NULL; 1864 return 0;
2181 1865
2182 /* First, lets try to find a key in the top level inventory */ 1866 /* First, lets try to find a key in the top level inventory */
2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
2184 { 1868 {
2185 if (door->type == DOOR && tmp->type == KEY) 1869 if (door->type == DOOR && tmp->type == KEY)
2186 break; 1870 break;
2187 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
2188 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
2189 */ 1873 */
2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2191 break; 1875 break;
2192 } 1876 }
1877
2193 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
2194 /* If we find and use a key in an inventory, return at that time. 1879 /* If we find and use a key in an inventory, return at that time.
2195 * otherwise, if we search all the inventories and still don't find 1880 * otherwise, if we search all the inventories and still don't find
2196 * a key, return 1881 * a key, return
2197 */ 1882 */
2198 if (!tmp) 1883 if (!tmp)
2199 { 1884 {
2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
2201 { 1886 {
2202 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
2203 if (tmp->type == CONTAINER && tmp->inv) 1888 if (tmp->type == CONTAINER && tmp->inv)
2204 { 1889 {
2205 if ((key = find_key (pl, tmp, door)) != NULL) 1890 if ((key = find_key (pl, tmp, door)))
2206 return key; 1891 return key;
2207 } 1892 }
2208 } 1893 }
1894
2209 if (!tmp) 1895 if (!tmp)
2210 return NULL; 1896 return NULL;
2211 } 1897 }
1898
2212 /* We get down here if we have found a key. Now if its in a container, 1899 /* We get down here if we have found a key. Now if its in a container,
2213 * see if we actually want to use it 1900 * see if we actually want to use it
2214 */ 1901 */
2215 if (pl != container) 1902 if (pl != container)
2216 { 1903 {
2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2238 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1925 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2239 return NULL; 1926 return NULL;
2240 } 1927 }
2241 } 1928 }
1929
2242 return tmp; 1930 return tmp;
2243} 1931}
2244 1932
2245/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
2246 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
2248 * 0 otherwise 1936 * 0 otherwise
2249 */ 1937 */
2250static int 1938static int
2251player_attack_door (object *op, object *door) 1939player_attack_door (object *op, object *door)
2252{ 1940{
2253
2254 /* If its a door, try to find a use a key. If we do destroy the door, 1941 /* If its a door, try to find a key. If we do destroy the door,
2255 * might as well return immediately as there is nothing more to do - 1942 * might as well return immediately as there is nothing more to do -
2256 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
2257 */ 1944 */
2258 object *key = find_key (op, op, door); 1945 object *key = find_key (op, op, door);
2259 1946
2260 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
2261 if (key) 1948 if (key)
2262 { 1949 {
2263 object *container = key->env; 1950 object *container = key->env;
2264 1951
2265 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2266 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
2267 make_visible (op); 1953 make_visible (op);
1954
2268 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
1957
2270 if (door->type == DOOR) 1958 if (door->type == DOOR)
2271 {
2272 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1959 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2273 }
2274 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
2275 { 1961 {
2276 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1962 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2277 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
2278 } 1964 }
1965
2279 /* Do this after we print the message */ 1966 /* Do this after we print the message */
2280 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2281 /* Need to update the weight the container the key was in */ 1968
2282 if (container != op)
2283 esrv_update_item (UPD_WEIGHT, op, container);
2284 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
2285 } 1970 }
2286 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2287 { 1972 {
2288 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1974 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2290 return 1; 1975 return 1;
2291 } 1976 }
1977
2292 return 0; 1978 return 0;
2293} 1979}
2294 1980
2295/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2296 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2300 */ 1986 */
2301 1987bool
2302void
2303move_player_attack (object *op, int dir) 1988move_player_attack (object *op, int dir)
2304{ 1989{
2305 object *tmp, *mon;
2306 sint16 nx, ny;
2307 int on_battleground; 1990 int on_battleground;
2308 maptile *m;
2309 1991
2310 nx = freearr_x[dir] + op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2312 1994
2313 on_battleground = op_on_battleground (op, NULL, NULL); 1995 on_battleground = op_on_battleground (op, 0, 0);
1996
1997 if (out_of_map (op->map, nx, ny))
1998 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2314 2005
2315 /* If braced, or can't move to the square, and it is not out of the 2006 /* If braced, or can't move to the square, and it is not out of the
2316 * map, attack it. Note order of if statement is important - don't 2007 * map, attack it. Note order of if statement is important - don't
2317 * want to be calling move_ob if braced, because move_ob will move the 2008 * want to be calling move_ob if braced, because move_ob will move the
2318 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2319 * move to some space, it then means that if we are braced, we should 2010 * move to some space, it then means that if we are braced, we should
2320 * do nothing at all. As it is, if we are braced, we go through 2011 * do nothing at all. As it is, if we are braced, we go through
2321 * quite a bit of processing. However, it probably is less than what 2012 * quite a bit of processing. However, it probably is less than what
2322 * move_ob uses. 2013 * move_ob uses.
2323 */ 2014 */
2324 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2015 maptile *m = op->map->xy_find (nx, ny);
2325 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 {
2328 m = get_map_from_coord (op->map, &nx, &ny);
2329 if (!m)
2330 return; /* Don't think this should happen */
2331 }
2332 else
2333 m = op->map;
2334 2016
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return;
2339 }
2340
2341 mon = NULL;
2342 /* Go through all the objects, and find ones of interest. Only stop if 2017 /* Go through all the objects, and find ones of interest. Only stop if
2343 * we find a monster - that is something we know we want to attack. 2018 * we find a monster - that is something we know we want to attack.
2344 * if its a door or barrel (can roll) see if there may be monsters 2019 * if its a door or barrel (can roll) see if there may be monsters
2345 * on the space 2020 * on the space
2346 */ 2021 */
2347 while (tmp != NULL) 2022 object *mon;
2348 { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2349 if (tmp == op) 2024 {
2350 { 2025 if ((mon->flag [FLAG_ALIVE]
2351 tmp = tmp->above; 2026 || mon->type == LOCKED_DOOR
2352 continue; 2027 || mon->flag [FLAG_CAN_ROLL])
2353 }
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 {
2356 mon = tmp; 2028 && mon != op)
2357 break; 2029 break;
2358 } 2030 }
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp;
2361 tmp = tmp->above;
2362 }
2363 2031
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2033 return false; /* into a wall */
2366 2034
2367 if (mon->head != NULL)
2368 mon = mon->head; 2035 mon = mon->head_ ();
2369 2036
2370 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2037 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038 if (op->contr->weapon_sp_left > 0.f)
2371 if (player_attack_door (op, mon)) 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2372 return; 2042 return true;
2043 }
2373 2044
2374 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2375 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2376 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2377 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2378 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2379 * and thus will not push them. 2050 * and thus will not push them.
2380 */ 2051 */
2381 2052
2382 /* If the creature is a pet, push it even if the player is not 2053 /* If the creature is a pet, push it even if the player is not
2383 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2384 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2385 */ 2056 */
2386 if ((op->type == PLAYER) 2057 if (op->type == PLAYER
2387#if COZY_SERVER 2058 && ((mon->owner && mon->owner->contr
2388 &&
2389 ((get_owner (mon) && get_owner (mon)->contr
2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2391#else 2060 || mon->owner == op)
2392 && get_owner (mon) == op
2393#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2062 {
2396 /* If we're braced, we don't want to switch places with it */ 2063 /* If we're braced, we don't want to switch places with it */
2397 if (op->contr->braced) 2064 if (op->contr->braced)
2398 return; 2065 return false;
2399 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2066
2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2070
2071 op->play_sound (sound_find ("push_player"));
2400 (void) push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2073
2401 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2075 make_visible (op);
2076
2403 return; 2077 return true;
2404 } 2078 }
2079 else
2080 return false;
2081 }
2405 2082
2406 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2408 * someone, but put it inside this loop so that you won't 2085 * someone, but put it inside this loop so that you won't
2409 * attack them either. 2086 * attack them either.
2410 */ 2087 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2412 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2413#ifdef PROHIBIT_PLAYERKILL 2090 && ((op->contr->peaceful
2414 (op->contr->peaceful 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2415 || (mon->type == PLAYER 2092 && !on_battleground))
2416 && mon->contr-> 2093 {
2417 peaceful)) && 2094 if (op->speed_left > 0.f)
2418#else
2419 op->contr->peaceful &&
2420#endif
2421 !on_battleground))
2422 { 2095 {
2096 --op->speed_left;
2097
2423 if (!op->contr->braced) 2098 if (!op->contr->braced)
2424 { 2099 {
2425 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2426 (void) push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2427 } 2102 }
2428 else 2103 else
2429 { 2104 op->statusmsg ("You withhold your attack");
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2105
2431 }
2432 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2107 make_visible (op);
2434 }
2435 2108
2109 return true;
2110 }
2111 }
2436 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2437 * roll it if not braced. You can't roll it if you are braced. 2113 * roll it if not braced. You can't roll it if you are braced.
2438 */ 2114 */
2439 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2115 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2116 {
2117 if (op->speed_left > 0.f)
2440 { 2118 {
2119 --op->speed_left;
2120
2441 recursive_roll (mon, dir, op); 2121 recursive_roll (mon, dir, op);
2442 if (action_makes_visible (op)) 2122 if (action_makes_visible (op))
2443 make_visible (op); 2123 make_visible (op);
2444 }
2445 2124
2125 return true;
2126 }
2127 }
2446 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2447 * Way it works is like this: First, it must have some hit points 2129 * Way it works is like this: First, it must have some hit points
2448 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2449 * 1) Not a player, 2) A player, but of a different party. Note 2131 * 1) Not a player, 2) A player, but of a different party. Note
2450 * that party_number -1 is no party, so attacks can still happen. 2132 * that party_number -1 is no party, so attacks can still happen.
2451 */ 2133 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 { 2136 {
2456 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2457 /* If the player hasn't hit something this tick, and does
2458 * so, give them speed boost based on weapon speed. Doing
2459 * it here is better than process_players2, which basically
2460 * incurred a 1 tick offset.
2461 */
2462 if (!op->contr->has_hit)
2463 { 2138 {
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2139 --op->contr->weapon_sp_left;
2465 2140
2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2467 }
2468
2469 skill_attack (mon, op, 0, NULL, NULL); 2141 skill_attack (mon, op, 0, 0, 0);
2470 2142
2471 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is
2474 * the wiz.
2475 */
2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477 {
2478 short luck = mon->stats.luck;
2479
2480 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL);
2482 mon->stats.luck = luck;
2483 }
2484 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2485 make_visible (op); 2144 make_visible (op);
2486 }
2487 } /* if player should attack something */
2488}
2489 2145
2490int 2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2491move_player (object *op, int dir) 2154move_player (object *op, int dir)
2492{ 2155{
2493 int pick; 2156 int pick;
2494 2157
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2496 return 0; 2159 return 0;
2497 2160
2498 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2500 { 2163 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2164 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2165 return 0;
2503 } 2166 }
2504 2167
2505 /* peterm: added following line */ 2168 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2170 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2508 2171
2509 op->facing = dir; 2172 op->facing = dir;
2510 2173
2511 if (op->hide) 2174 if (op->hide)
2512 do_hidden_move (op); 2175 do_hidden_move (op);
2513 2176
2177 bool retval;
2178
2514 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2515 /*nop */ ; 2180 retval = RESULT_INT (0);
2516 else if (op->contr->fire_on) 2181 else if (op->contr->fire_on)
2517 fire (op, dir); 2182 retval = fire (op, dir);
2518 else 2183 else
2519 { 2184 {
2520 move_player_attack (op, dir); 2185 retval = move_player_attack (op, dir);
2521 pick = check_pick (op); 2186 pick = check_pick (op);
2522 } 2187 }
2523 2188
2524 /* Add special check for newcs players and fire on - this way, the 2189 /* Add special check for newcs players and fire on - this way, the
2525 * server can handle repeat firing. 2190 * server can handle repeat firing.
2526 */ 2191 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2192 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2193 op->direction = dir;
2530 }
2531 else 2194 else
2532 {
2533 op->direction = 0; 2195 op->direction = 0;
2534 } 2196
2535 /* Update how the player looks. Use the facing, so direction may 2197 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2198 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2199 * for players.
2538 */ 2200 */
2539 animate_object (op, op->facing); 2201 animate_object (op, op->facing);
2540 return 0; 2202
2203 return retval;
2541} 2204}
2542 2205
2543/* This is similar to handle_player, below, but is only used by the 2206/* This is similar to handle_player, below, but is only used by the
2544 * new client/server stuff. 2207 * new client/server stuff.
2545 * This is sort of special, in that the new client/server actually uses 2208 * This is sort of special, in that the new client/server actually uses
2546 * the new speed values for commands. 2209 * the new speed values for commands.
2547 * 2210 *
2548 * Returns true if there are more actions we can do. 2211 * Returns true if there are more actions we can do. Should not do
2212 * many actions in a row, as that would be too unfair to other
2213 * players.
2549 */ 2214 */
2550int 2215bool
2551handle_newcs_player (object *op) 2216handle_newcs_player (object *op)
2552{ 2217{
2553 if (op->contr->hidden)
2554 {
2555 op->invisible = 1000;
2556 /* the socket code flashes the player visible/invisible
2557 * depending on the value of invisible, so we need to
2558 * alternate it here for it to work correctly.
2559 */
2560 if (pticks & 2)
2561 op->invisible--;
2562 }
2563 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564 {
2565 op->invisible--;
2566 if (!op->invisible)
2567 {
2568 make_visible (op);
2569 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2570 }
2571 }
2572
2573 if (QUERY_FLAG (op, FLAG_SCARED)) 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2574 { 2219 {
2575 flee_player (op); 2220 if (op->speed_left > 0.f)
2576 /* If player is still scared, that is his action for this tick */
2577 if (QUERY_FLAG (op, FLAG_SCARED))
2578 { 2221 {
2579 op->speed_left--; 2222 --op->speed_left;
2223 flee_player (op);
2224
2580 return 0; 2225 return true;
2581 } 2226 }
2582 } 2227 else
2583 2228 return false;
2584 /* I've been seeing crashes where the golem has been destroyed, but
2585 * the player object still points to the defunct golem. The code that
2586 * destroys the golem looks correct, and it doesn't always happen, so
2587 * put this in a a workaround to clean up the golem pointer.
2588 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2591 {
2592 op->contr->ranges[range_golem] = NULL;
2593 op->contr->golem_count = 0;
2594 } 2229 }
2595 2230
2596 /* call this here - we also will call this in do_ericserver, but 2231 /* call this here - we also will call this in do_ericserver, but
2597 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2233 * called, so we recheck it here.
2599 */ 2234 */
2600 HandleClient (&op->contr->socket, op->contr); 2235 if (op->contr->ns->handle_command ())
2601 if (op->speed_left < 0)
2602 return 0; 2236 return true;
2603 2237
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 {
2606 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--;
2608
2609 /* Instead of all the stuff below, let move_player take care
2610 * of it. Also, some of the skill stuff is only put in
2611 * there, as well as the confusion stuff.
2612 */
2613 move_player (op, op->direction); 2239 return move_player (op, op->direction);
2614 if (op->speed_left > 0) 2240
2615 return 1;
2616 else
2617 return 0;
2618 }
2619 return 0; 2241 return false;
2620} 2242}
2621 2243
2622int 2244int
2623save_life (object *op) 2245save_life (object *op)
2624{ 2246{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2248 return 0;
2629 2249
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2252 {
2633 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2635 if (op->contr) 2255
2636 esrv_del_item (op->contr, tmp->count); 2256 tmp->destroy ();
2637 remove_ob (tmp);
2638 free_object (tmp);
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2258
2640 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2260 op->stats.hp = op->stats.maxhp;
2261
2642 if (op->stats.food < 0) 2262 if (op->stats.food < 0)
2643 op->stats.food = 999; 2263 op->stats.food = 999;
2644 fix_player (op); 2264
2265 op->update_stats ();
2645 return 1; 2266 return 1;
2646 } 2267 }
2268
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2269 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2271 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2272 return 0;
2651} 2273}
2652 2274
2653/* This goes throws the inventory and removes unpaid objects, and puts them 2275/* This goes throws the inventory and removes unpaid objects, and puts them
2654 * back in the map (location and map determined by values of env). This 2276 * back in the map (location and map determined by values of env). This
2655 * function will descend into containers. op is the object to start the search 2277 * function will descend into containers. op is the object to start the search
2656 * from. 2278 * from.
2657 */ 2279 */
2280static void
2281drop_unpaid_items (object *op, object *env)
2282{
2283 while (op)
2284 {
2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286
2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2288 op->insert_at (env);
2289 else if (op->inv)
2290 drop_unpaid_items (op->inv, env);
2291
2292 op = next;
2293 }
2294}
2295
2658void 2296void
2659remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2660{ 2298{
2661 object *next; 2299 if (!flag [FLAG_REMOVED])
2662 2300 ::drop_unpaid_items (inv, this);
2663 while (op)
2664 {
2665 next = op->below; /* Make sure we have a good value, in case
2666 * we remove object 'op'
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0);
2676 }
2677 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env);
2679 op = next;
2680 }
2681} 2301}
2682
2683 2302
2684/* 2303/*
2685 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2688 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2689 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2690 */ 2309 */
2691char * 2310const char *
2692gravestone_text (object *op) 2311gravestone_text (object *op)
2693{ 2312{
2694 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2695 char buf[MAX_BUF];
2696 time_t now = time (NULL);
2697 2314
2698 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2699 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2701 else 2320
2702 sprintf (buf, "%s\n", &op->name); 2321 buf << "\n\n";
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2322
2704 strcat (buf2, buf); 2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2705 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2706 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2707 else 2329
2708 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2709 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf);
2711 if (op->type == PLAYER)
2712 { 2330 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2715 strcat (buf2, buf);
2716 }
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2719 strcat (buf2, buf); 2335 }
2336
2720 return buf2; 2337 return buf;
2721} 2338}
2722
2723
2724 2339
2725void 2340void
2726do_some_living (object *op) 2341do_some_living (object *op)
2727{ 2342{
2728 int last_food = op->stats.food; 2343 int last_food = op->stats.food;
2734 int rate_grace = 2000; 2349 int rate_grace = 2000;
2735 const int max_hp = 1; 2350 const int max_hp = 1;
2736 const int max_sp = 1; 2351 const int max_sp = 1;
2737 const int max_grace = 1; 2352 const int max_grace = 1;
2738 2353
2739 if (op->contr->outputs_sync) 2354 if (op->contr->hidden)
2740 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]);
2744 } 2355 {
2356 op->invisible = 1000;
2357 /* the socket code flashes the player visible/invisible
2358 * depending on the value of invisible, so we need to
2359 * alternate it here for it to work correctly.
2360 */
2361 if (pticks & 2)
2362 op->invisible--;
2363 }
2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2365 {
2366 if (!op->invisible--)
2367 {
2368 make_visible (op);
2369 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2370 }
2371 }
2745 2372
2746 if (op->contr->state == ST_PLAYING) 2373 if (op->contr->ns->state == ST_PLAYING)
2747 { 2374 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2376 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2377 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2378 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2379 else
2754 { 2380 {
2755 gen_hp = op->stats.maxhp; 2381 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2382 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2383 }
2384
2758 if (op->contr->gen_sp >= 0) 2385 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2386 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2387 else
2761 { 2388 {
2762 gen_sp = op->stats.maxsp; 2389 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2390 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2391 }
2392
2765 if (op->contr->gen_grace >= 0) 2393 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2395 else
2768 { 2396 {
2769 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2771 } 2399 }
2772 2400
2773 /* Regenerate Spell Points */
2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2775 {
2776 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2777 if (op->stats.sp < op->stats.maxsp)
2778 {
2779 op->stats.sp++;
2780 /* dms do not consume food */
2781 if (!QUERY_FLAG (op, FLAG_WIZ))
2782 {
2783 op->stats.food--;
2784 if (op->contr->digestion < 0)
2785 op->stats.food += op->contr->digestion;
2786 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2787 op->stats.food = last_food;
2788 }
2789 }
2790 if (max_sp > 1)
2791 {
2792 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0)
2794 {
2795 if (op->stats.sp < op->stats.maxsp)
2796 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2798 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2799 op->stats.sp--;
2800 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp;
2802 }
2803 op->last_sp = 0;
2804 }
2805 else
2806 {
2807 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2808 }
2809 }
2810 else
2811 {
2812 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2813 }
2814 }
2815
2816 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2817 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2402 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2818 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2819 { 2404 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2405 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2406 op->stats.grace++; /* no penalty in food for regaining grace */
2407
2822 if (max_grace > 1) 2408 if (max_grace > 1)
2823 { 2409 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2410 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2411 if (over_grace > 0)
2826 { 2412 {
2838 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2839 } 2425 }
2840 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2841 } 2427 }
2842 2428
2429 if (op->stats.food > 0)
2430 {
2843 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2844 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2845 {
2846 if (op->stats.hp < op->stats.maxhp)
2847 { 2433 {
2848 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2849 /* dms do not consume food */ 2435
2850 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2851 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2852 op->stats.food--; 2443 op->stats.food--;
2444
2853 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2854 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2855 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2447 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2856 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2857 } 2450 }
2858 } 2451
2859 if (max_hp > 1) 2452 if (max_sp > 1)
2860 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0)
2863 { 2453 {
2864 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2454 over_sp = (gen_sp + 10) / rate_sp;
2455 if (over_sp > 0)
2456 {
2457 if (op->stats.sp < op->stats.maxsp)
2458 {
2459 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2460
2461 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2462 op->stats.sp--;
2463
2464 if (op->stats.sp > op->stats.maxsp)
2465 op->stats.sp = op->stats.maxsp;
2466 }
2467
2865 op->last_heal = 0; 2468 op->last_sp = 0;
2469 }
2470 else
2471 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2866 } 2472 }
2867 else 2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475 }
2476
2477 /* Regenerate Hit Points */
2478 if (--op->last_heal < 0)
2479 {
2480 if (op->stats.hp < op->stats.maxhp)
2868 { 2481 {
2869 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2482 op->stats.hp++;
2483
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2870 } 2494 }
2495
2496 if (max_hp > 1)
2497 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499
2500 if (over_hp > 0)
2501 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0;
2504 }
2505 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2871 } 2507 }
2872 else 2508 else
2873 {
2874 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2875 } 2510 }
2876 } 2511 }
2877 2512
2878 /* Digestion */ 2513 /* Digestion */
2879 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2880 { 2515 {
2881#ifdef COZY_SERVER 2516 int bonus = max (0, op->contr->digestion),
2882 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2517 penalty = max (0, -op->contr->digestion);
2883 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2884#else
2885 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2886#endif
2887 2518
2888 if (op->contr->gen_hp > 0)
2889 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2890 else 2520
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2892 /* dms do not consume food */ 2521 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2523 op->stats.food--;
2895 } 2524 }
2896 }
2897 2525
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2527 {
2900 object *tmp, *flesh = NULL; 2528 object *flesh = 0;
2901 2529
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2903 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 { 2531 {
2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907 { 2536 {
2908 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.>");
2909 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2542 break;
2912 } 2543 }
2913 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2914 flesh = tmp; 2545 flesh = tmp;
2915 } /* End if paid for object */ 2546 }
2916 } /* end of for loop */ 2547
2917 /* If player is still starving, it means they don't have any food, so 2548 /* If player is still starving, it means they don't have any food, so
2918 * eat flesh instead. 2549 * eat flesh instead.
2919 */ 2550 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2552 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2553 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>");
2923 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2556 }
2557
2558 // If player is still starving, alert him!
2559 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! "
2561 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2562 }
2563
2564 if (op->stats.food < 0)
2924 } 2565 {
2925 } /* end if player is starving */ 2566 op->stats.hp += op->stats.food;
2567 op->stats.food = 0;
2568 }
2926 2569
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2928 op->stats.food++, op->stats.hp--;
2929
2930 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2931 kill_player (op); 2571 kill_player (op);
2572 }
2932} 2573}
2933
2934
2935 2574
2936/* If the player should die (lack of hp, food, etc), we call this. 2575/* If the player should die (lack of hp, food, etc), we call this.
2937 * op is the player in jeopardy. If the player can not be saved (not 2576 * op is the player in jeopardy. If the player can not be saved (not
2938 * permadeath, no lifesave), this will take care of removing the player 2577 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2578 * file.
2940 */ 2579 */
2941void 2580void
2942kill_player (object *op) 2581kill_player (object *op)
2943{ 2582{
2583 int x, y;
2944 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2945 int x, y;
2946
2947 //int i;
2948 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2949
2950 /* int z;
2951 int num_stats_lose;
2952 int lost_a_stat;
2953 int lose_this_stat;
2954 int this_stat; */
2955 int will_kill_again; 2586 int will_kill_again;
2956 archetype *at; 2587 archetype *at;
2957 object *tmp; 2588 object *tmp;
2958 2589
2959 if (save_life (op)) 2590 if (save_life (op))
2960 return; 2591 return;
2961
2962 2592
2963 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2964 * in cities ONLY!!! It is very important that this doesn't get abused. 2594 * in cities ONLY!!! It is very important that this doesn't get abused.
2965 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2966 */ 2596 */
2969 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2970 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2600 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2971 2601
2972 /* restore player */ 2602 /* restore player */
2973 at = archetype::find ("poisoning"); 2603 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2604 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2605 {
2977 remove_ob (tmp); 2606 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2608 }
2981 2609
2982 at = archetype::find ("confusion"); 2610 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2611 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2612 {
2986 remove_ob (tmp); 2613 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2615 }
2990 2616
2991 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2620 op->stats.food = 999;
2995 2621
2996 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2624 {
3000 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
3001 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
3002 sprintf (buf, " This finger has been cut off %s\n"
3003 " the %s, when he was defeated at\n level %d by %s.\n",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2627 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title,
2630 (int)op->level,
2631 op->contr->killer_name ()
2632 );
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2634 tmp->materialname = "organics";
3008 tmp->x = op->x, tmp->y = op->y; 2635 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2636 }
3011 2637
3012 /* teleport defeated player to new destination */ 2638 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2640 op->contr->braced = 0;
3019 2645
3020 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
3021 2647
3022 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
3023 { 2649 {
3024 if (op->contr->explore) 2650 op->contr->killer = archetype::get ("killer_starvation");
3025 { 2651 op->contr->killer->destroy ();
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2652 }
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2653
3028 op->stats.food = 999; 2654 op->contr->play_sound (sound_find ("player_dies"));
3029 return; 2655
3030 } 2656 /* save the map location for corpse, gravestone */
3031 sprintf (buf, "%s starved to death.", &op->name); 2657 x = op->x;
3032 strcpy (op->contr->killer, "starvation"); 2658 y = op->y;
2659 map = op->map;
2660
2661 /* NOT_PERMADEATH code. This basically brings the character back to
2662 * life if they are dead - it takes some exp and a random stat.
2663 * See the config.h file for a little more in depth detail about this.
2664 */
2665
2666 /* Basically two ways to go - remove a stat permanently, or just
2667 * make it depletion. This bunch of code deals with that aspect
2668 * of death.
2669 */
2670#ifndef COZY_SERVER
2671 if (settings.balanced_stat_loss)
2672 {
2673 /* If stat loss is permanent, lose one stat only. */
2674 /* Lower level chars don't lose as many stats because they suffer
2675 more if they do. */
2676 /* Higher level characters can afford things such as potions of
2677 restoration, or better, stat potions. So we slug them that
2678 little bit harder. */
2679 /* GD */
2680 if (settings.stat_loss_on_death)
2681 num_stats_lose = 1;
2682 else
2683 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3033 } 2684 }
3034 else 2685 else
3035 { 2686 num_stats_lose = 1;
3036 if (op->contr->explore) 2687
3037 { 2688 lost_a_stat = 0;
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2689
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2690 for (z = 0; z < num_stats_lose; z++)
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name);
3044 } 2691 {
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 i = RANDOM () % NUM_STATS;
3046 2693
3047 /* save the map location for corpse, gravestone */
3048 x = op->x;
3049 y = op->y;
3050 map = op->map;
3051
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * life if they are dead - it takes some exp and a random stat.
3057 * See the config.h file for a little more in depth detail about this.
3058 */
3059
3060 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect
3062 * of death.
3063 */
3064#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss)
3066 {
3067 /* If stat loss is permanent, lose one stat only. */
3068 /* Lower level chars don't lose as many stats because they suffer
3069 more if they do. */
3070 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */
3073 /* GD */
3074 if (settings.stat_loss_on_death) 2694 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2695 {
3076 else 2696 /* Pick a random stat and take a point off it. Tell the player
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2697 * what he lost.
2698 */
2699 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds (&(op->stats));
2701 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1;
3078 } 2705 }
3079 else 2706 else
3080 { 2707 {
3081 num_stats_lose = 1; 2708 /* deplete a stat */
3082 } 2709 archetype *deparch = archetype::find ("depletion");
3083 lost_a_stat = 0; 2710 object *dep;
3084 2711
3085 for (z = 0; z < num_stats_lose; z++) 2712 dep = present_arch_in_ob (deparch, op);
3086 { 2713 if (!dep)
3087 i = RANDOM () % NUM_STATS;
3088
3089 if (settings.stat_loss_on_death)
3090 { 2714 {
3091 /* Pick a random stat and take a point off it. Tell the player 2715 dep = arch_to_object (deparch);
3092 * what he lost. 2716 insert_ob_in_ob (dep, op);
3093 */
3094 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 lost_a_stat = 1;
3100 } 2717 }
3101 else 2718 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss)
3102 { 2720 {
3103 /* deplete a stat */ 2721 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2722 /* Get the stat that we're about to deplete. */
3105 object *dep; 2723 this_stat = get_attr_value (&(dep->stats), i);
3106 2724 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2725 {
3110 dep = arch_to_object (deparch); 2726 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2727 int keep_chance = this_stat * this_stat;
3112 } 2728
3113 lose_this_stat = 1; 2729 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0) 2730 if (keep_chance < 1)
2731 keep_chance = 1;
2732
2733 /* There is a maximum depletion total per level. */
2734 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3120 { 2735 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2736 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2737 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2738 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2739 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2740 else
3155 if (this_stat >= -50)
3156 { 2741 {
3157 change_attr_value (&(dep->stats), i, -1); 2742 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 lost_a_stat = 1; 2743 lose_this_stat = 0;
2744 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2745 this_stat, keep_chance, loss_chance,
2746 lose_this_stat?"LOSE":"KEEP"); */
3162 } 2747 }
3163 } 2748 }
3164 } 2749 }
2750
2751 if (lose_this_stat)
2752 {
2753 this_stat = get_attr_value (&(dep->stats), i);
2754 /* We could try to do something clever like find another
2755 * stat to reduce if this fails. But chances are, if
2756 * stats have been depleted to -50, all are pretty low
2757 * and should be roughly the same, so it shouldn't make a
2758 * difference.
2759 */
2760 if (this_stat >= -50)
2761 {
2762 change_attr_value (&(dep->stats), i, -1);
2763 SET_FLAG (dep, FLAG_APPLIED);
2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2765 op->update_stats ();
2766 lost_a_stat = 1;
2767 }
3165 } 2768 }
2769 }
2770 }
2771
3166 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2773 if (!lost_a_stat)
3168 { 2774 {
3169 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2776 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2777 const char *god = determine_god (op);
3172 2778
3173 if (god && (strcmp (god, "none"))) 2779 if (god && (strcmp (god, "none")))
3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2781 else
3176 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3177 } 2783 }
2784#else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
3178#endif 2786#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2787
3181 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2789 * exp loss on the stone.
3183 */ 2790 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
3186 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
3187 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf;
3189 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); 2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
3190 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2797
3194 /**************************************/ 2798 /**************************************/
3195 /* */ 2799 /* */
3196 /* Subtract the experience points, */ 2800 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2801 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2802 /* food, and reset HP's... */
3199 /* */ 2803 /* */
3200
3201 /**************************************/ 2804 /**************************************/
3202 2805
3203 /* remove any poisoning and confusion the character may be suffering. */ 2806 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2807 /* restore player */
3205 at = archetype::find ("poisoning"); 2808 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2809 tmp = present_arch_in_ob (at, op);
2810
3207 if (tmp) 2811 if (tmp)
3208 { 2812 {
3209 remove_ob (tmp); 2813 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2814 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2815 }
3213 2816
3214 at = archetype::find ("confusion"); 2817 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2818 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2819 if (tmp)
3217 { 2820 {
3218 remove_ob (tmp); 2821 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2823 }
2824
3222 cure_disease (op, 0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
3223 2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2838
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
3226 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
3227 op->stats.food = 900; 2843 op->stats.food = 900;
2844
3228 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2848
3232 /* 2849 /*
3233 * Check to see if the player is in a shop. IF so, then check to see if 2850 * Check to see if the player has any unpaid items. If so, remove them
3234 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
3235 * in the map. 2852 */
3236 */ 2853 op->drop_unpaid_items ();
3237 2854
3238 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op);
3240
3241 /****************************************/ 2855 /****************************************/
3242 /* */ 2856 /* */
3243 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
3245 /* */ 2859 /* */
3246
3247 /****************************************/ 2860 /****************************************/
3248 2861
3249 enter_player_savebed (op); 2862 enter_player_savebed (op);
3250 2863
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2864 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2865
3257 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2869 * on the space that might harm the player.
3261 */ 2870 */
3262 will_kill_again = 0; 2871 will_kill_again = 0;
3263 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2872 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
3267 } 2875
3268 if (will_kill_again) 2876 if (will_kill_again)
3269 { 2877 {
3270 object *force; 2878 object *force;
3271 int at; 2879 int at;
3272 2880
3273 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2883 force->speed = 0.1f;
3276 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3277 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2888 force->resist[at] = 100;
3282 } 2889
3283 insert_ob_in_ob (force, op); 2890 insert_ob_in_ob (force, op);
3284 fix_player (op); 2891 op->update_stats ();
3285 2892
3286 } 2893 }
3287 2894
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2896}
3357
3358 2897
3359void 2898void
3360loot_object (object *op) 2899loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3363 2902
3364 if (op->container) 2903 op->close_container (); /* close open sack first */
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container);
3367 }
3368 2904
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3370 { 2906 {
3371 next = tmp->below; 2907 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2908
2909 if (tmp->invisible)
3373 continue; 2910 continue;
3374 remove_ob (tmp); 2911
2912 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3376 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3378 loot_object (tmp); 2917
3379 }
3380 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3381 { 2919 {
3382 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3383 { 2921 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
3385 free_object (tmp2);
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2924 }
3388 else 2925 else
3389 free_object (tmp); 2926 tmp->destroy ();
3390 } 2927 }
3391 else 2928 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2930 }
3394} 2931}
3396/* 2933/*
3397 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3398 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
3399 * was changed. 2936 * was changed.
3400 */ 2937 */
3401
3402void 2938void
3403fix_weight (void) 2939fix_weight (void)
3404{ 2940{
3405 player *pl; 2941 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 2942 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
3410 2944
3411 if (old == sum) 2945 pl->ob->update_weight ();
3412 continue; 2946
3413 fix_player (pl->ob); 2947 if (old != pl->ob->carrying)
2948 {
2949 pl->ob->update_stats ();
3414 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2950 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2951 }
3415 } 2952 }
3416} 2953}
3417 2954
3418void 2955void
3419fix_luck (void) 2956fix_luck (void)
3420{ 2957{
3421 player *pl; 2958 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 2959 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 2960 pl->ob->change_luck (0);
3426} 2961}
3427
3428 2962
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 2963/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 2964 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 2965 * just treat this as any other spell casting object.
3432 */ 2966 */
3433
3434void 2967void
3435cast_dust (object *op, object *throw_ob, int dir) 2968cast_dust (object *op, object *throw_ob, int dir)
3436{ 2969{
3437 object *skop, *spob; 2970 object *skop, *spob;
3438 2971
3459 if (op->type == PLAYER) 2992 if (op->type == PLAYER)
3460 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2993 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3461 2994
3462 cast_spell (op, throw_ob, dir, spob, NULL); 2995 cast_spell (op, throw_ob, dir, spob, NULL);
3463 2996
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2997 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 2998}
3468 2999
3469void 3000void
3470make_visible (object *op) 3001make_visible (object *op)
3471{ 3002{
3472 op->hide = 0; 3003 op->hide = 0;
3473 op->invisible = 0; 3004 op->invisible = 0;
3005
3474 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3475 { 3007 {
3476 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3477 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3478 } 3010 }
3011
3479 update_object (op, UP_OBJ_FACE); 3012 update_object (op, UP_OBJ_CHANGE);
3480} 3013}
3481 3014
3482int 3015int
3483is_true_undead (object *op) 3016is_true_undead (object *op)
3484{ 3017{
3485 object *tmp = NULL;
3486
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3488 return 1; 3019 return 1;
3489 3020
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3021 return 0;
3496} 3022}
3497 3023
3498/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3500 * indicate greater hideability. 3026 * indicate greater hideability.
3501 */ 3027 */
3502
3503int 3028int
3504hideability (object *ob) 3029hideability (object *ob)
3505{ 3030{
3506 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3507 sint16 x, y; 3032 sint16 x, y;
3517 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3518 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3519 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3520 3045
3521 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3522 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3047 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3523 { 3050 {
3524 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3525 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3526 {
3527 continue; 3053 continue;
3528 } 3054
3529 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3530 level += 2; 3056 level += 2;
3531 else /* open terrain! */ 3057 else /* open terrain! */
3532 level -= 1; 3058 level -= 1;
3533 } 3059 }
3541/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3542 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3543 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3544 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3545 */ 3071 */
3546
3547void 3072void
3548do_hidden_move (object *op) 3073do_hidden_move (object *op)
3549{ 3074{
3550 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3551 object *skop;
3552 3076
3553 if (!op || !op->map) 3077 if (!op || !op->map)
3554 return; 3078 return;
3555 3079
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3080 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3081 int num = random_roll (0, 19, op, PREFER_LOW);
3557 3082
3558 /* its *extremely* hard to run and sneak/hide at the same time! */ 3083 /* its *extremely* hard to run and sneak/hide at the same time! */
3559 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3562 { 3086 {
3563 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3087 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3564 make_visible (op); 3088 make_visible (op);
3565 return; 3089 return;
3566 } 3090 }
3567 else 3091 else
3568 num += 20; 3092 num += 20;
3569 } 3093
3570 num += op->map->difficulty; 3094 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3095 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3096 num -= hide;
3097
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3099 {
3575 make_visible (op); 3100 make_visible (op);
3101
3576 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3577 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3578 } 3104 }
3579 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3580 {
3581 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3582 }
3583} 3107}
3584 3108
3585/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3586 3110
3587int 3111int
3614 if (mflags & P_OUT_OF_MAP) 3138 if (mflags & P_OUT_OF_MAP)
3615 continue; 3139 continue;
3616 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3140 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3617 continue; 3141 continue;
3618 3142
3619 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3143 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3620 { 3144 {
3621 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3145 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3622 return 1; 3146 return 1;
3623 else if (tmp->type == PLAYER) 3147 else if (tmp->type == PLAYER)
3624 { 3148 {
3635 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3636 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3637 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3638 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3639 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3640 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3641 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3642 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3643 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3644 * -b.t. 3168 * -b.t.
3645 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3646 */ 3170 */
3647
3648int 3171int
3649player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3650{ 3173{
3651 rv_vector rv; 3174 rv_vector rv;
3652 int dx, dy; 3175 int dx, dy;
3654 if (pl->type != PLAYER) 3177 if (pl->type != PLAYER)
3655 { 3178 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3180 return -1;
3658 } 3181 }
3182
3659 if (!pl || !op) 3183 if (!pl || !op)
3660 return 0; 3184 return 0;
3661 3185
3662 if (op->head)
3663 {
3664 op = op->head; 3186 op = op->head_ ();
3665 } 3187
3666 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3667 3189
3668 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3191 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3671 * a blocked los square. 3193 * a blocked los square.
3672 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3673 */ 3195 */
3674 while (op) 3196 while (op)
3675 { 3197 {
3676 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3677 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3678 3200
3679 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3680 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3681 * for any meaningful values. 3203 * for any meaningful values.
3682 */ 3204 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3686 return 1; 3208 return 1;
3209
3687 op = op->more; 3210 op = op->more;
3688 } 3211 }
3212
3689 return 0; 3213 return 0;
3690} 3214}
3691 3215
3692/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3693 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3696 * return 0. 3220 * return 0.
3697 */ 3221 */
3698int 3222int
3699action_makes_visible (object *op) 3223action_makes_visible (object *op)
3700{ 3224{
3701
3702 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3703 { 3226 {
3704 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3705 return 0; 3228 return 0;
3706 3229
3712 { 3235 {
3713 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3714 return 1; 3237 return 1;
3715 } 3238 }
3716 } 3239 }
3240
3717 return 0; 3241 return 0;
3718} 3242}
3719 3243
3720/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3721 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3726 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3727 */ 3251 */
3728int 3252int
3729op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3730{ 3254{
3731 object *tmp;
3732
3733 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3734 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3735 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3736 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3737 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3738 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3739 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3740 { 3262 {
3741 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3742 { 3264 {
3743 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3744 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3745 { 3269 {
3746 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3747 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3748 { 3272 {
3749 object *invtmp;
3750
3751 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3752 { 3274 {
3753 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3754 { 3276 {
3755 if (x != NULL && y != NULL) 3277 if (x && y)
3756 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3757 return 1; 3280 return 1;
3758 } 3281 }
3759 } 3282 }
3760 } 3283 }
3284
3761 if (x != NULL && y != NULL) 3285 if (x && y)
3762 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3763 return 1; 3288 return 1;
3764 } 3289 }
3765 } 3290 }
3766 } 3291 }
3292
3767 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3768 return 0; 3294 return 0;
3769} 3295}
3770 3296
3771/* 3297/*
3787 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3788 int i = 0, j = 0; 3314 int i = 0, j = 0;
3789 3315
3790 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3791 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3792 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3793 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3794 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3795 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3796 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3797 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3798 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3799 3325
3800 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3801 return; 3327 return;
3802 3328
3803 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3804 3330
3805 if (tr == NULL || tr->item == NULL) 3331 if (!tr || !tr->item)
3806 { 3332 {
3807 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3808 return; 3334 return;
3809 } 3335 }
3810 3336
3811 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3812 item = &(tr->item->clone); 3338 item = tr->item;
3813 3339
3814 if (item->type == SPELL) 3340 if (item->type == SPELL)
3815 { 3341 {
3816 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3817 return; 3343 return;
3876 { 3402 {
3877 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3404 object *skin;
3879 3405
3880 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3408 ;
3409
3882 if (skin == NULL) 3410 if (!skin)
3883 return; 3411 return;
3884 3412
3885 /* adding new spellpath attunements */ 3413 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3414 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3415 {
3919 else 3447 else
3920 { 3448 {
3921 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3922 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3923 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3924 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3925 if (who->type == PLAYER)
3926 esrv_send_item (who, tmp);
3927 } 3453 }
3928} 3454}
3929 3455
3930/** 3456/**
3931 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was
3932 * not readied. 3458 * not readied.
3933 */ 3459 */
3934void 3460void
3935player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3936{ 3462{
3937 rangetype i; 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3938 3465
3939 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3466 if (pl->combat_ob == ob)
3940 { 3467 pl->combat_ob = 0;
3468
3941 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3942 { 3470 pl->ranged_ob = 0;
3943 pl->ranges[i] = NULL;
3944 if (pl->shoottype == i)
3945 {
3946 pl->shoottype = range_none;
3947 }
3948 }
3949 }
3950} 3471}
3472
3473sint8
3474player::visibility_at (maptile *map, int x, int y) const
3475{
3476 if (!ns)
3477 return 0;
3478
3479 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0;
3482
3483 x += dx - ns->current_x + ns->mapx / 2;
3484 y += dy - ns->current_y + ns->mapy / 2;
3485
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y];
3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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