ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.26 by root, Sun Sep 17 18:19:19 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;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 391
335 if (p->socket.faces_sent == NULL) 392 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
337 395
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 396 set_first_map (pl->ob);
345 397
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 398 return pl;
354} 399}
355 400
356/* 401/*
357 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
360 */ 405 */
361archetype * 406archetype *
362get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
363{ 408{
364 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);
365 416
366 for (;;) 417 for (;;)
367 { 418 {
368 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
369 at = first_archetype; 420 i = archetypes.begin ();
370 else 421 else if (*i == at)
371 at = at->next; 422 cleanup ("not a single player archetype found");
423
372 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
373 return at; 425 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 426 }
380} 427}
381
382 428
383object * 429object *
384get_nearest_player (object *mon) 430get_nearest_player (object *mon)
385{ 431{
386 object *op = NULL; 432 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 433 objectlink *ol;
389 unsigned lastdist; 434 unsigned lastdist;
390 rv_vector rv; 435 rv_vector rv;
391 436
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 438 {
394 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop.
398 */
399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
401 object *tmp = ol->ob;
402
403 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared.
405 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
407 ol = ol->next;
408 remove_friendly_object (tmp);
409 if (!ol)
410 return op;
411 }
412
413 /* Remove special check for player from this. First, it looks to cause
414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
415 * complicated method of state checking would be needed in any case -
416 * as it was, a clever player could type quit, and the function would
417 * skip them over while waiting for confirmation. Remove
418 * on_same_map check, as can_detect_enemy also does this
419 */
420 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
421 continue; 440 continue;
422 441
423 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
424 { 443 {
425 op = ol->ob; 444 op = ol->ob;
426 lastdist = rv.distance; 445 lastdist = rv.distance;
427 } 446 }
428 } 447 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 448
430 { 449 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
435 { 452 {
436 op = pl->ob; 453 op = pl->ob;
437 lastdist = rv.distance; 454 lastdist = rv.distance;
438 } 455 }
439 } 456
440 }
441#if 0 457#if 0
442 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)");
443#endif 459#endif
444 return op; 460 return op;
445} 461}
463 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 481 * is probably not a good thing.
466 */ 482 */
467#define MAX_SPACES 50 483#define MAX_SPACES 50
468
469 484
470/* 485/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 519 x = mon->x;
505 y = mon->y; 520 y = mon->y;
506 m = mon->map; 521 m = mon->map;
507 dir = rv.direction; 522 dir = rv.direction;
508 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 */
509 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
510 /* 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. */
511 if (diff > max) 527 if (diff > max)
512 return 0; 528 return 0;
529
513 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
514 { 531 {
515 lastx = x; 532 lastx = x;
516 lasty = y; 533 lasty = y;
517 lastmap = m; 534 lastmap = m;
599 max--; 616 max--;
600 lastdir = dir; 617 lastdir = dir;
601 if (!firstdir) 618 if (!firstdir)
602 firstdir = dir; 619 firstdir = dir;
603 } 620 }
621
604 if (diff <= 1) 622 if (diff <= 1)
605 { 623 {
606 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 625 * headed toward player for entire distance.
608 */ 626 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 629 }
630
612 if (diff > max) 631 if (diff > max)
613 return 0; 632 return 0;
614 } 633 }
634
615 /* 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 */
616 if (!max) 636 if (!max)
617 return 0; 637 return 0;
618 638
619 return firstdir; 639 return firstdir;
620} 640}
621 641
622void 642void
623give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
624{ 644{
625 object *op, *next = NULL;
626
627 if (pl->randomitems != NULL) 645 if (pl->randomitems)
628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
629 647
630 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
631 { 649 {
632 next = op->below; 650 next = op->below;
633 651
634 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
635 * 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
640 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
641 * by this player due to race restrictions 659 * by this player due to race restrictions
642 */ 660 */
643 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
644 { 662 {
645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
646 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
647 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
648 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
649 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))
650 { 670 {
651 remove_ob (op); 671 op->destroy ();
652 free_object (op);
653 continue; 672 continue;
654 } 673 }
655 } 674 }
656 675
657 /* This really needs to be better - we should really give 676 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 687 if (tmp->type == op->type && tmp->name == op->name)
669 break; 688 break;
670 689
671 if (tmp) 690 if (tmp)
672 { 691 {
673 remove_ob (op); 692 op->destroy ();
674 free_object (op);
675 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);
676 continue; 694 continue;
677 } 695 }
696
678 if (op->nrof > 1) 697 if (op->nrof > 1)
679 op->nrof = 1; 698 op->nrof = 1;
680 } 699 }
681 700
682 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
683 {
684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
685 }
686 703
687 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
688 * 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
689 * merged properly. 706 * merged properly.
690 */ 707 */
691 if (need_identify (op)) 708 if (need_identify (op))
692 { 709 {
693 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
694 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 713 }
714
697 if (op->type == SPELL) 715 if (op->type == SPELL)
698 { 716 {
699 remove_ob (op); 717 op->destroy ();
700 free_object (op);
701 continue; 718 continue;
702 } 719 }
703 else if (op->type == SKILL) 720 else if (op->type == SKILL)
704 { 721 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0; 723 op->stats.exp = 0;
707 op->level = 1; 724 op->level = 1;
708 } 725 }
709 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
710 else
711 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
713 729
714 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
715 link_player_skills (pl); 731 link_player_skills (pl);
716} 732}
717 733
718void 734void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->free (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 735get_party_password (object *op, partylist *party)
803{ 736{
804 if (party == NULL) 737 if (party == NULL)
805 { 738 {
806 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);
807 return; 740 return;
808 } 741 }
742
809 op->contr->write_buf[0] = '\0'; 743 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
812 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:");
813} 747}
814
815 748
816/* 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. */
817int 750static int
818roll_stat (void) 751roll_stat (void)
819{ 752{
820 int a[4], i, j, k; 753 int a[4], i, j, k;
821 754
822 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
824 757
825 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 759 if (a[i] < k)
827 k = a[i], j = i; 760 k = a[i], j = i;
828 761
829 for (i = 0, k = 0; i < 4; i++) 762 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 763 if (i != j)
832 k += a[i]; 764 k += a[i];
833 } 765
834 return k; 766 return k;
835} 767}
836 768
837void 769void
838roll_stats (object *op) 770object::roll_stats ()
839{ 771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
840 int sum = 0; 776 int sum = 0;
841 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
843 779
844 do 780 if (sum >= 82 && sum <= 116)
781 break;
845 { 782 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 783
857 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 786
866 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
867 do 788 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 789
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 790 stats.exp = 0;
902 op->stats.ac = 0; 791 stats.ac = 0;
903 792
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 793 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 794 stats.sp = stats.maxsp;
911 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
912 op->contr->orig_stats = op->stats; 803 contr->orig_stats = stats;
804 }
913} 805}
914 806
915void 807void
916Roll_Again (object *op) 808object::swap_stats (int a, int b)
917{ 809{
918 esrv_new_player (op->contr, 0); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 811
923void 812 for (int i = 0; i < NUM_STATS; ++i)
924Swap_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)
925{ 839{
926 signed char tmp;
927 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
928 841
929 if (op->contr->Swap_First == -1) 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf);
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 844}
1044 845
1045/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
1049 * not the class. 850 * not the class.
1050 */ 851 */
1051 852void
1052int 853player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 854{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
1071 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
1073 864
1074 op->contr->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
1075 866
1076 if (op->msg) 867 if (ob->msg)
1077 op->msg = NULL; 868 ob->msg = 0;
1078 869
1079 /* We create this now because some of the unique maps will need it
1080 * to save here.
1081 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf);
1084
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 870 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 873 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
1093 fix_player (op); 875 ob->update_stats ();
1094 876
1095 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
1096 * is one for this race 878 * is one for this race
1097 */ 879 */
1098 if (*first_map_ext_path) 880 if (*first_map_ext_path)
1099 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1100 object *tmp;
1101 char mapname[MAX_BUF];
1102
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object ();
1105 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the
1110 * default initial map */
1111 free_object (tmp);
1112 }
1113 else 882 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 884}
1117 return 0;
1118 }
1119 885
886void
887player::chargen_race_next ()
888{
1120 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
1122 */ 891 */
1123 892
1124 tmp_loop = 0; 893 do
1125 while (!tmp_loop)
1126 { 894 {
1127 shstr name = op->name; 895 shstr name = ob->name;
1128 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
1129 897
1130 remove_statbonus (op); 898 ob->remove_statbonus ();
1131 remove_ob (op); 899 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 900 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 901 ob->arch->copy_to (ob);
1134 op->instantiate (); 902 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 904 ob->name = ob->name_pl = name;
1137 op->x = x; 905 ob->x = x;
1138 op->y = y; 906 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 910 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 911 }
912 while (!allowed_class (ob));
1145 913
1146 update_object (op, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 915 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 916 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 919 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 920}
1208 921
1209void 922void
1210flee_player (object *op) 923flee_player (object *op)
1211{ 924{
1241 { 954 {
1242 op->enemy = NULL; 955 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 957 return;
1245 } 958 }
959
1246 get_rangevector (op, op->enemy, &rv, 0); 960 get_rangevector (op, op->enemy, &rv, 0);
1247 961
1248 dir = absdir (4 + rv.direction); 962 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 963 for (diff = 0; diff < 3; diff++)
1250 { 964 {
1251 int m = 1 - (RANDOM () & 2); 965 int m = 1 - (RANDOM () & 2);
1252 966
1253 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)))
1254 {
1255 return; 968 return;
1256 }
1257 } 969 }
970
1258 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 973 op->enemy = NULL;
1261} 974}
1262 975
1263
1264/* 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.
1265 * 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
1266 * stop. 978 * stop.
1267 */ 979 */
1268int 980int
1269check_pick (object *op) 981check_pick (object *op)
1270{ 982{
1271 object *tmp, *next; 983 object *tmp, *next;
1272 int stop = 0; 984 int stop = 0;
1273 int j, k, wvratio; 985 int wvratio;
1274 char putstring[128], tmpstr[16]; 986 char putstring[128];
1275 987
1276 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1278 return 1; 990 return 1;
1279 991
1280 next = op->below; 992 next = op->below;
1281 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1282 /* 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
1283 * destroyed */ 998 * destroyed */
1284 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1285 { 1000 {
1286 tmp = next; 1001 tmp = next;
1287 next = tmp->below; 1002 next = tmp->below;
1288 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1289 if (op->destroyed ()) 1010 if (op->destroyed ())
1290 return 0; 1011 return 0;
1291 1012
1292 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1293 continue; 1014 continue;
1294 1015
1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1296 { 1017 {
1297 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1298 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1299 continue; 1020 continue;
1300 } 1021 }
1301 1022
1302 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1303 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1305 switch (op->contr->mode) 1026 switch (op->contr->mode)
1306 { 1027 {
1307 case 0: 1028 case 0:
1308 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1309 case 1: 1030 case 1:
1310 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1311 return 1; 1032 return 1;
1312 case 2: 1033 case 2:
1313 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1314 return 0; 1035 return 0;
1315 case 3: 1036 case 3:
1316 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1317 case 4: 1038 case 4:
1318 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1319 break; 1040 break;
1320 case 5: 1041 case 5:
1321 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1322 stop = 1; 1043 stop = 1;
1323 break; 1044 break;
1324 case 6: 1045 case 6:
1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1326 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1327 break; 1049 break;
1328 1050
1329 case 7: 1051 case 7:
1330 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1331 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1332 break; 1054 break;
1333 1055
1334 default: 1056 default:
1335 /* use value density */ 1057 /* use value density */
1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1337 && (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)
1338 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1339 } 1061 }
1340 } 1062 }
1341 else 1063 else
1342 { /* old model */ 1064 { /* old model */
1343 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1347 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1072 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1077 }
1078
1384 /* philosophy: 1079 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1081 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1082 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1084 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1087 * convert to decimal and then 'pickup <#>
1425 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1426 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1429 { 1124 {
1430 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1126 continue;
1434 } 1127 }
1128
1435 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1436 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)))
1437 { 1131 {
1438 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1133 continue;
1442 } 1134 }
1443 1135
1444 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1446 { 1138 {
1447 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1140 continue;
1451 } 1141 }
1452 1142
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1456 { 1146 {
1457 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1148 continue;
1461 } 1149 }
1150
1462 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1464 { 1153 {
1465 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1155 continue;
1469 } 1156 }
1157
1470 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1472 { 1160 {
1473 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1162 continue;
1477 } 1163 }
1478 1164
1479 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1168 {
1483 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1170 continue;
1487 } 1171 }
1488 1172
1489 /* pick up all magical items */ 1173 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1491 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))
1492 { 1176 {
1493 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1178 continue;
1497 } 1179 }
1498 1180
1499 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1500 { 1182 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1184 {
1503 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1186 continue;
1507 } 1187 }
1508 } 1188 }
1509 1189
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1193 {
1514 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1195 continue;
1515 if (0) 1196 }
1516 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;
1517 continue; 1203 continue;
1518 } 1204 }
1519 1205
1520 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1523 { 1209 {
1524 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1211 continue;
1528 } 1212 }
1213
1529 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1531 { 1216 {
1532 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1218 continue;
1536 } 1219 }
1537 1220
1538 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1541 { 1224 {
1542 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1226 continue;
1546 } 1227 }
1228
1547 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1549 { 1231 {
1550 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1233 continue;
1554 } 1234 }
1235
1555 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1557 { 1238 {
1558 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1240 continue;
1562 } 1241 }
1242
1563 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1565 { 1245 {
1566 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1247 continue;
1570 } 1248 }
1249
1571 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1573 { 1252 {
1574 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1254 continue;
1578 } 1255 }
1256
1579 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1581 { 1259 {
1582 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1261 continue;
1586 } 1262 }
1587 1263
1588 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1267 {
1592 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1269 continue;
1596 } 1270 }
1597 1271
1598 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1600 { 1274 {
1601 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1602 { 1276 {
1603 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 &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1605 { 1279 {
1606 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1281 continue;
1610 } 1282 }
1611 } 1283 }
1284
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1286 {
1614 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)
1615 { 1288 {
1616 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1290 continue;
1620 } 1291 }
1621 } 1292 }
1622 } 1293 }
1623 1294
1624 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1298 {
1628 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1300 continue;
1632 } 1301 }
1633 1302
1634 /* 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
1635 * pickups */ 1304 * pickups */
1640 /* >=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
1641 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1642 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1643 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)
1644 { 1313 {
1645 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1646#if 0 1315#if 0
1647 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1648 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1649 { 1318 {
1650 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1651 } 1320 }
1652 else 1321 else
1653 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1654 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1655 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))));
1656#endif 1325#endif
1657 continue; 1326 continue;
1658 } 1327 }
1659 } 1328 }
1660 } /* the new pickup model */ 1329 } /* the new pickup model */
1661 } 1330 }
1331
1662 return !stop; 1332 return !stop;
1663} 1333}
1664 1334
1665/* 1335/*
1666 * Find an arrow in the inventory and after that 1336 * Find an arrow in the inventory and after that
1668 * found object is returned. 1338 * found object is returned.
1669 */ 1339 */
1670object * 1340object *
1671find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1672{ 1342{
1673 object *tmp = NULL;
1674
1675 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type);
1678 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);
1679 return op; 1352 return arrow;
1353 }
1354
1680 return tmp; 1355 return 0;
1681} 1356}
1682 1357
1683/* 1358/*
1684 * 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
1685 * 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
1686 * 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
1687 * 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.
1688 */ 1363 */
1689
1690object * 1364object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1366{
1693 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1709 } 1383 }
1710 } 1384 }
1711 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1712 { 1386 {
1713 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1715 { 1389 {
1716 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1717 { 1391 {
1718 *better = 100; 1392 *better = 100;
1719 return arrow; 1393 return arrow;
1727 else 1401 else
1728 { 1402 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1404 {
1731 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 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)
1734 { 1408 {
1735 tmp = arrow; 1409 tmp = arrow;
1736 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;
1737 } 1411 }
1738 } 1412 }
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1414 {
1741 tmp = arrow; 1415 tmp = arrow;
1747 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1748 } 1422 }
1749 } 1423 }
1750 } 1424 }
1751 } 1425 }
1426
1752 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1753 return find_arrow (op, type); 1428 return find_arrow (op, type);
1754 1429
1755 *better = betterby; 1430 *better = betterby;
1756 return tmp; 1431 return tmp;
1760 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1436 * op = the shooter
1762 * type = bow->race 1437 * type = bow->race
1763 * dir = fire direction 1438 * dir = fire direction
1764 */ 1439 */
1765
1766object * 1440object *
1767pick_arrow_target (object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1768{ 1442{
1769 object *tmp = NULL; 1443 object *tmp = NULL;
1770 maptile *m; 1444 maptile *m;
1835 */ 1509 */
1836int 1510int
1837fire_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)
1838{ 1512{
1839 object *left, *bow; 1513 object *left, *bow;
1840 int bowspeed, mflags; 1514 int mflags;
1841 maptile *m; 1515 maptile *m;
1842 1516
1843 if (!dir) 1517 if (!dir)
1844 { 1518 {
1845 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!");
1846 return 0; 1520 return 0;
1847 } 1521 }
1848 if (op->type == PLAYER) 1522
1849 bow = op->contr->ranges[range_bow]; 1523 if (op->contr)
1524 bow = op->current_weapon;
1850 else 1525 else
1851 { 1526 {
1852 for (bow = op->inv; bow; bow = bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1853 /* 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
1854 * 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.
1859 if (!bow) 1534 if (!bow)
1860 { 1535 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1537 return 0;
1863 } 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
1864 } 1547 }
1548
1865 if (!bow->race || !bow->skill) 1549 if (!bow->race || !bow->skill)
1866 { 1550 {
1867 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);
1868 return 0; 1552 return 0;
1869 } 1553 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1554
1879 if (arrow == NULL) 1555 if (arrow == NULL)
1880 { 1556 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1558 {
1883 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1884 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);
1885 /* 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 */
1886 else 1562 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1888 return 0; 1565 return 0;
1889 } 1566 }
1890 } 1567 }
1568
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1570 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1571 return 0;
1895 } 1572
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1573 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1574 {
1898 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.");
1899 return 0; 1576 return 0;
1900 } 1577 }
1901 1578
1902 /* this should not happen, but sometimes does */ 1579 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1580 if (arrow->nrof == 0)
1904 { 1581 {
1905 remove_ob (arrow); 1582 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1583 return 0;
1908 } 1584 }
1909 1585
1910 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1912 if (arrow == NULL) 1588 if (!arrow)
1913 { 1589 {
1914 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);
1915 return 0; 1591 return 0;
1916 } 1592 }
1917 set_owner (arrow, op); 1593
1594 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1595 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1596 arrow->direction = dir;
1921 arrow->x = sx; 1597
1922 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;
1923 1630
1924 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1925 { 1632 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 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;
1959 } 1640 }
1960 else 1641 else
1961 { 1642 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1643 arrow->level = op->level;
1964 } 1644 arrow->stats.wc -= bow->magic;
1965 1645
1966 if (arrow->attacktype == AT_PHYSICAL) 1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1967 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1650 }
1968 1651
1969 if (bow->slaying != NULL) 1652 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1654
1972 arrow->map = m; 1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1658
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1977 insert_ob_in_map (arrow, m, op, 0); 1660 m->insert (arrow, sx, sy, op);
1978 1661
1979 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1663 move_arrow (arrow);
1981
1982 if (op->type == PLAYER)
1983 {
1984 if (left->destroyed ())
1985 esrv_del_item (op->contr, left->count);
1986 else
1987 esrv_send_item (op, left);
1988 }
1989 1664
1990 return 1; 1665 return 1;
1991} 1666}
1992 1667
1993/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
2002{ 1677{
2003 int ret = 0, wcmod = 0; 1678 int ret = 0, wcmod = 0;
2004 1679
2005 if (op->contr->bowtype == bow_bestarrow) 1680 if (op->contr->bowtype == bow_bestarrow)
2006 { 1681 {
2007 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);
2008 } 1683 }
2009 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)
2010 { 1685 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1687 wcmod = -1;
1688
2013 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);
2014 } 1690 }
2015 else if (op->contr->bowtype == bow_threewide) 1691 else if (op->contr->bowtype == bow_threewide)
2016 { 1692 {
2017 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);
2021 else if (op->contr->bowtype == bow_spreadshot) 1697 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1698 {
2023 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);
2024 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);
2025 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);
2026
2027 } 1702 }
2028 else 1703 else
2029 { 1704 {
2030 /* Simple case */ 1705 /* Simple case */
2031 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);
2032 } 1707 }
1708
2033 return ret; 1709 return ret;
2034} 1710}
2035
2036 1711
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
2039 */ 1714 */
2040void 1715void
2041fire_misc_object (object *op, int dir) 1716fire_misc_object (object *op, int dir)
2042{ 1717{
2043 object *item; 1718 object *item = op->contr->ranged_ob;
2044 1719
2045 if (!op->contr->ranges[range_misc]) 1720 if (!item)
2046 { 1721 {
2047 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.");
2048 return; 1723 return;
2049 } 1724 }
2050 1725
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1726 if (!item->inv)
2053 { 1727 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1729 return;
2056 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
2057 if (item->type == WAND) 1735 if (item->type == WAND)
2058 { 1736 {
2059 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
2060 { 1738 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
2062 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
2063 return; 1742 return;
2064 } 1743 }
2065 } 1744 }
2066 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
2067 { 1746 {
2068 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))
2069 { 1752 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
2071 if (item->type == ROD) 1755 if (item->type == ROD)
2072 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));
2073 else 1757 else
2074 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
2075 return; 1760 return;
2076 } 1761 }
2077 } 1762 }
2078 1763
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1764 if (cast_spell (op, item, dir, item->inv, NULL))
2086 object *tmp; 1771 object *tmp;
2087 1772
2088 if (item->arch) 1773 if (item->arch)
2089 { 1774 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
2092 item->speed = 0; 1777 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1778 }
2095 if ((tmp = is_player_inv (item))) 1779
1780 if (object *pl = item->visible_to ())
2096 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
2097 } 1782 }
2098 } 1783 }
2099 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1785 drain_rod_charge (item);
2102 }
2103 } 1786 }
2104} 1787}
2105 1788
2106/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
2107 */ 1790 */
2108void 1791bool
2109fire (object *op, int dir) 1792fire (object *op, int dir)
2110{ 1793{
2111 int spellcost = 0; 1794 int spellcost = 0;
2112 1795
2113 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
2115 make_visible (op); 1798 make_visible (op);
2116 1799
2117 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;
2118 { 1806 }
2119 case range_none:
2120 return;
2121 1807
2122 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:
2123 player_fire_bow (op, dir); 1824 player_fire_bow (op, dir);
2124 return; 1825 break;
2125 1826
2126 case range_magic: /* Casting spells */ 1827 case SPELL:
2127 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);
2128 return; 1829 break;
2129 1830
2130 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:
2131 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
2132 return; 1841 break;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return;
2160 } 1842 }
2161}
2162 1843
2163 1844 return true;
1845}
2164 1846
2165/* find_key 1847/* find_key
2166 * 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
2167 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1852 * pl is the player,
2171 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
2174 */ 1856 */
2175
2176object * 1857object *
2177find_key (object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
2178{ 1859{
2179 object *tmp, *key; 1860 object *tmp, *key;
2180 1861
2181 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1863 if (!container->inv)
2183 return NULL; 1864 return 0;
2184 1865
2185 /* 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 */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1868 {
2188 if (door->type == DOOR && tmp->type == KEY) 1869 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1870 break;
2190 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
2192 */ 1873 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1875 break;
2195 } 1876 }
1877
2196 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
2197 /* 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.
2198 * 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
2199 * a key, return 1881 * a key, return
2200 */ 1882 */
2201 if (!tmp) 1883 if (!tmp)
2202 { 1884 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1886 {
2205 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1888 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1889 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1890 if ((key = find_key (pl, tmp, door)))
2209 return key; 1891 return key;
2210 } 1892 }
2211 } 1893 }
1894
2212 if (!tmp) 1895 if (!tmp)
2213 return NULL; 1896 return NULL;
2214 } 1897 }
1898
2215 /* 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,
2216 * see if we actually want to use it 1900 * see if we actually want to use it
2217 */ 1901 */
2218 if (pl != container) 1902 if (pl != container)
2219 { 1903 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "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));
2242 return NULL; 1926 return NULL;
2243 } 1927 }
2244 } 1928 }
1929
2245 return tmp; 1930 return tmp;
2246} 1931}
2247 1932
2248/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1936 * 0 otherwise
2252 */ 1937 */
2253static int 1938static int
2254player_attack_door (object *op, object *door) 1939player_attack_door (object *op, object *door)
2255{ 1940{
2256
2257 /* 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,
2258 * 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 -
2259 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
2260 */ 1944 */
2261 object *key = find_key (op, op, door); 1945 object *key = find_key (op, op, door);
2262 1946
2263 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
2264 if (key) 1948 if (key)
2265 { 1949 {
2266 object *container = key->env; 1950 object *container = key->env;
2267 1951
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2269 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
2270 make_visible (op); 1953 make_visible (op);
1954
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
1957
2273 if (door->type == DOOR) 1958 if (door->type == DOOR)
2274 {
2275 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 */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
2278 { 1961 {
2279 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);
2280 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1964 }
1965
2282 /* Do this after we print the message */ 1966 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 1968
2285 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container);
2287 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
2288 } 1970 }
2289 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2290 { 1972 {
2291 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2292 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...");
2293 return 1; 1975 return 1;
2294 } 1976 }
1977
2295 return 0; 1978 return 0;
2296} 1979}
2297 1980
2298/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2303 */ 1986 */
2304 1987bool
2305void
2306move_player_attack (object *op, int dir) 1988move_player_attack (object *op, int dir)
2307{ 1989{
2308 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 1990 int on_battleground;
2311 maptile *m;
2312 1991
2313 nx = freearr_x[dir] + op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2315 1994
2316 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 }
2317 2005
2318 /* 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
2319 * 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
2320 * 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
2321 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2322 * 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
2323 * 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
2324 * 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
2325 * move_ob uses. 2013 * move_ob uses.
2326 */ 2014 */
2327 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);
2328 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2331 m = get_map_from_coord (op->map, &nx, &ny);
2332 if (!m)
2333 return; /* Don't think this should happen */
2334 }
2335 else
2336 m = op->map;
2337 2016
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return;
2342 }
2343
2344 mon = NULL;
2345 /* 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
2346 * 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.
2347 * 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
2348 * on the space 2020 * on the space
2349 */ 2021 */
2350 while (tmp != NULL) 2022 object *mon;
2351 { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2352 if (tmp == op) 2024 {
2353 { 2025 if ((mon->flag [FLAG_ALIVE]
2354 tmp = tmp->above; 2026 || mon->type == LOCKED_DOOR
2355 continue; 2027 || mon->flag [FLAG_CAN_ROLL])
2356 }
2357 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2358 {
2359 mon = tmp; 2028 && mon != op)
2360 break; 2029 break;
2361 } 2030 }
2362 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2363 mon = tmp;
2364 tmp = tmp->above;
2365 }
2366 2031
2367 if (mon == NULL) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2368 return; /* into a wall */ 2033 return false; /* into a wall */
2369 2034
2370 if (mon->head != NULL)
2371 mon = mon->head; 2035 mon = mon->head_ ();
2372 2036
2373 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)
2374 if (player_attack_door (op, mon)) 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2375 return; 2042 return true;
2043 }
2376 2044
2377 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2378 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2379 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2380 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2381 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2382 * and thus will not push them. 2050 * and thus will not push them.
2383 */ 2051 */
2384 2052
2385 /* 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
2386 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2387 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2388 */ 2056 */
2389 if ((op->type == PLAYER) 2057 if (op->type == PLAYER
2390#if COZY_SERVER 2058 && ((mon->owner && mon->owner->contr
2391 &&
2392 ((get_owner (mon) && get_owner (mon)->contr
2393 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2394#else 2060 || mon->owner == op)
2395 && get_owner (mon) == op
2396#endif
2397 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2398 { 2062 {
2399 /* 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 */
2400 if (op->contr->braced) 2064 if (op->contr->braced)
2401 return; 2065 return false;
2402 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"));
2403 (void) push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2073
2404 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2405 make_visible (op); 2075 make_visible (op);
2076
2406 return; 2077 return true;
2407 } 2078 }
2079 else
2080 return false;
2081 }
2408 2082
2409 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2410 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2411 * 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
2412 * attack them either. 2086 * attack them either.
2413 */ 2087 */
2414 if ((mon->type == PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2415 (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))
2416#ifdef PROHIBIT_PLAYERKILL 2090 && ((op->contr->peaceful
2417 (op->contr->peaceful 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2418 || (mon->type == PLAYER 2092 && !on_battleground))
2419 && mon->contr-> 2093 {
2420 peaceful)) && 2094 if (op->speed_left > 0.f)
2421#else
2422 op->contr->peaceful &&
2423#endif
2424 !on_battleground))
2425 { 2095 {
2096 --op->speed_left;
2097
2426 if (!op->contr->braced) 2098 if (!op->contr->braced)
2427 { 2099 {
2428 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2429 (void) push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2430 } 2102 }
2431 else 2103 else
2432 { 2104 op->statusmsg ("You withhold your attack");
2433 new_draw_info (0, 0, op, "You withhold your attack"); 2105
2434 }
2435 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2436 make_visible (op); 2107 make_visible (op);
2437 }
2438 2108
2109 return true;
2110 }
2111 }
2439 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2440 * 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.
2441 */ 2114 */
2442 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)
2443 { 2118 {
2119 --op->speed_left;
2120
2444 recursive_roll (mon, dir, op); 2121 recursive_roll (mon, dir, op);
2445 if (action_makes_visible (op)) 2122 if (action_makes_visible (op))
2446 make_visible (op); 2123 make_visible (op);
2447 }
2448 2124
2125 return true;
2126 }
2127 }
2449 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2450 * 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
2451 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2452 * 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
2453 * 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.
2454 */ 2133 */
2455
2456 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2457 ((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)))
2458 { 2136 {
2459 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2460 /* If the player hasn't hit something this tick, and does
2461 * so, give them speed boost based on weapon speed. Doing
2462 * it here is better than process_players2, which basically
2463 * incurred a 1 tick offset.
2464 */
2465 if (!op->contr->has_hit)
2466 { 2138 {
2467 op->speed_left += op->speed / op->contr->weapon_sp; 2139 --op->contr->weapon_sp_left;
2468 2140
2469 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2470 }
2471
2472 skill_attack (mon, op, 0, NULL, NULL); 2141 skill_attack (mon, op, 0, 0, 0);
2473 2142
2474 /* If attacking another player, that player gets automatic
2475 * hitback, and doesn't loose luck either.
2476 * Disable hitback on the battleground or if the target is
2477 * the wiz.
2478 */
2479 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2480 {
2481 short luck = mon->stats.luck;
2482
2483 mon->contr->has_hit = 1;
2484 skill_attack (op, mon, 0, NULL, NULL);
2485 mon->stats.luck = luck;
2486 }
2487 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2488 make_visible (op); 2144 make_visible (op);
2489 }
2490 } /* if player should attack something */
2491}
2492 2145
2493int 2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2494move_player (object *op, int dir) 2154move_player (object *op, int dir)
2495{ 2155{
2496 int pick; 2156 int pick;
2497 2157
2498 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2499 return 0; 2159 return 0;
2500 2160
2501 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2502 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2503 { 2163 {
2504 LOG (llevError, "move_player: invalid direction %d\n", dir); 2164 LOG (llevError, "move_player: invalid direction %d\n", dir);
2505 return 0; 2165 return 0;
2506 } 2166 }
2507 2167
2508 /* peterm: added following line */ 2168 /* peterm: added following line */
2509 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2510 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2170 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2511 2171
2512 op->facing = dir; 2172 op->facing = dir;
2513 2173
2514 if (op->hide) 2174 if (op->hide)
2515 do_hidden_move (op); 2175 do_hidden_move (op);
2516 2176
2177 bool retval;
2178
2517 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2518 /*nop */ ; 2180 retval = RESULT_INT (0);
2519 else if (op->contr->fire_on) 2181 else if (op->contr->fire_on)
2520 fire (op, dir); 2182 retval = fire (op, dir);
2521 else 2183 else
2522 { 2184 {
2523 move_player_attack (op, dir); 2185 retval = move_player_attack (op, dir);
2524 pick = check_pick (op); 2186 pick = check_pick (op);
2525 } 2187 }
2526 2188
2527 /* 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
2528 * server can handle repeat firing. 2190 * server can handle repeat firing.
2529 */ 2191 */
2530 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2192 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2531 {
2532 op->direction = dir; 2193 op->direction = dir;
2533 }
2534 else 2194 else
2535 {
2536 op->direction = 0; 2195 op->direction = 0;
2537 } 2196
2538 /* Update how the player looks. Use the facing, so direction may 2197 /* Update how the player looks. Use the facing, so direction may
2539 * get reset to zero. This allows for full animation capabilities 2198 * get reset to zero. This allows for full animation capabilities
2540 * for players. 2199 * for players.
2541 */ 2200 */
2542 animate_object (op, op->facing); 2201 animate_object (op, op->facing);
2543 return 0; 2202
2203 return retval;
2544} 2204}
2545 2205
2546/* 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
2547 * new client/server stuff. 2207 * new client/server stuff.
2548 * 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
2549 * the new speed values for commands. 2209 * the new speed values for commands.
2550 * 2210 *
2551 * 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.
2552 */ 2214 */
2553int 2215bool
2554handle_newcs_player (object *op) 2216handle_newcs_player (object *op)
2555{ 2217{
2556 if (op->contr->hidden)
2557 {
2558 op->invisible = 1000;
2559 /* the socket code flashes the player visible/invisible
2560 * depending on the value of invisible, so we need to
2561 * alternate it here for it to work correctly.
2562 */
2563 if (pticks & 2)
2564 op->invisible--;
2565 }
2566 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2567 {
2568 op->invisible--;
2569 if (!op->invisible)
2570 {
2571 make_visible (op);
2572 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2573 }
2574 }
2575
2576 if (QUERY_FLAG (op, FLAG_SCARED)) 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2577 { 2219 {
2578 flee_player (op); 2220 if (op->speed_left > 0.f)
2579 /* If player is still scared, that is his action for this tick */
2580 if (QUERY_FLAG (op, FLAG_SCARED))
2581 { 2221 {
2582 op->speed_left--; 2222 --op->speed_left;
2223 flee_player (op);
2224
2583 return 0; 2225 return true;
2584 } 2226 }
2585 } 2227 else
2586 2228 return false;
2587 /* I've been seeing crashes where the golem has been destroyed, but
2588 * the player object still points to the defunct golem. The code that
2589 * destroys the golem looks correct, and it doesn't always happen, so
2590 * put this in a a workaround to clean up the golem pointer.
2591 */
2592 if (op->contr->ranges[range_golem] &&
2593 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2594 {
2595 op->contr->ranges[range_golem] = NULL;
2596 op->contr->golem_count = 0;
2597 } 2229 }
2598 2230
2599 /* 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
2600 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2601 * called, so we recheck it here. 2233 * called, so we recheck it here.
2602 */ 2234 */
2603 HandleClient (&op->contr->socket, op->contr); 2235 if (op->contr->ns->handle_command ())
2604 if (op->speed_left < 0)
2605 return 0; 2236 return true;
2606 2237
2607 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2608 {
2609 /* All move commands take 1 tick, at least for now */
2610 op->speed_left--;
2611
2612 /* Instead of all the stuff below, let move_player take care
2613 * of it. Also, some of the skill stuff is only put in
2614 * there, as well as the confusion stuff.
2615 */
2616 move_player (op, op->direction); 2239 return move_player (op, op->direction);
2617 if (op->speed_left > 0) 2240
2618 return 1;
2619 else
2620 return 0;
2621 }
2622 return 0; 2241 return false;
2623} 2242}
2624 2243
2625int 2244int
2626save_life (object *op) 2245save_life (object *op)
2627{ 2246{
2628 object *tmp;
2629
2630 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2631 return 0; 2248 return 0;
2632 2249
2633 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2634 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2635 { 2252 {
2636 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2637 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));
2638 if (op->contr) 2255
2639 esrv_del_item (op->contr, tmp->count); 2256 tmp->destroy ();
2640 remove_ob (tmp);
2641 free_object (tmp);
2642 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2258
2643 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2644 op->stats.hp = op->stats.maxhp; 2260 op->stats.hp = op->stats.maxhp;
2261
2645 if (op->stats.food < 0) 2262 if (op->stats.food < 0)
2646 op->stats.food = 999; 2263 op->stats.food = 999;
2647 fix_player (op); 2264
2265 op->update_stats ();
2648 return 1; 2266 return 1;
2649 } 2267 }
2268
2650 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2269 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2651 CLEAR_FLAG (op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2652 enter_player_savebed (op); /* bring him home. */ 2271 enter_player_savebed (op); /* bring him home. */
2653 return 0; 2272 return 0;
2654} 2273}
2655 2274
2656/* 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
2657 * 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
2658 * 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
2659 * from. 2278 * from.
2660 */ 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
2661void 2296void
2662remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2663{ 2298{
2664 object *next; 2299 if (!flag [FLAG_REMOVED])
2665 2300 ::drop_unpaid_items (inv, this);
2666 while (op)
2667 {
2668 next = op->below; /* Make sure we have a good value, in case
2669 * we remove object 'op'
2670 */
2671 if (QUERY_FLAG (op, FLAG_UNPAID))
2672 {
2673 remove_ob (op);
2674 op->x = env->x;
2675 op->y = env->y;
2676 if (env->type == PLAYER)
2677 esrv_del_item (env->contr, op->count);
2678 insert_ob_in_map (op, env->map, NULL, 0);
2679 }
2680 else if (op->inv)
2681 remove_unpaid_objects (op->inv, env);
2682 op = next;
2683 }
2684} 2301}
2685
2686 2302
2687/* 2303/*
2688 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2689 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2690 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2691 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2692 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2693 */ 2309 */
2694char * 2310const char *
2695gravestone_text (object *op) 2311gravestone_text (object *op)
2696{ 2312{
2697 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2698 char buf[MAX_BUF];
2699 time_t now = time (NULL);
2700 2314
2701 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2702 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2703 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2704 else 2320
2705 sprintf (buf, "%s\n", &op->name); 2321 buf << "\n\n";
2706 strncat (buf2, " ", 20 - strlen (buf) / 2); 2322
2707 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
2708 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2709 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2710 else 2329
2711 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2712 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf);
2714 if (op->type == PLAYER)
2715 { 2330 {
2716 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2717 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2718 strcat (buf2, buf);
2719 }
2720 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2721 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2722 strcat (buf2, buf); 2335 }
2336
2723 return buf2; 2337 return buf;
2724} 2338}
2725
2726
2727 2339
2728void 2340void
2729do_some_living (object *op) 2341do_some_living (object *op)
2730{ 2342{
2731 int last_food = op->stats.food; 2343 int last_food = op->stats.food;
2737 int rate_grace = 2000; 2349 int rate_grace = 2000;
2738 const int max_hp = 1; 2350 const int max_hp = 1;
2739 const int max_sp = 1; 2351 const int max_sp = 1;
2740 const int max_grace = 1; 2352 const int max_grace = 1;
2741 2353
2742 if (op->contr->outputs_sync) 2354 if (op->contr->hidden)
2743 {
2744 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2745 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2746 flush_output_element (op, &op->contr->outputs[i]);
2747 } 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 }
2748 2372
2749 if (op->contr->state == ST_PLAYING) 2373 if (op->contr->ns->state == ST_PLAYING)
2750 { 2374 {
2751
2752 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2753 hp/grace/spellpoint regeneration. */ 2376 hp/grace/spellpoint regeneration. */
2754 if (op->contr->gen_hp >= 0) 2377 if (op->contr->gen_hp >= 0)
2755 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2378 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2756 else 2379 else
2757 { 2380 {
2758 gen_hp = op->stats.maxhp; 2381 gen_hp = op->stats.maxhp;
2759 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2382 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2760 } 2383 }
2384
2761 if (op->contr->gen_sp >= 0) 2385 if (op->contr->gen_sp >= 0)
2762 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2386 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2763 else 2387 else
2764 { 2388 {
2765 gen_sp = op->stats.maxsp; 2389 gen_sp = op->stats.maxsp;
2766 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2390 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2767 } 2391 }
2392
2768 if (op->contr->gen_grace >= 0) 2393 if (op->contr->gen_grace >= 0)
2769 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2770 else 2395 else
2771 { 2396 {
2772 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2773 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2774 } 2399 }
2775 2400
2776 /* Regenerate Spell Points */
2777 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2778 {
2779 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2780 if (op->stats.sp < op->stats.maxsp)
2781 {
2782 op->stats.sp++;
2783 /* dms do not consume food */
2784 if (!QUERY_FLAG (op, FLAG_WIZ))
2785 {
2786 op->stats.food--;
2787 if (op->contr->digestion < 0)
2788 op->stats.food += op->contr->digestion;
2789 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2790 op->stats.food = last_food;
2791 }
2792 }
2793 if (max_sp > 1)
2794 {
2795 over_sp = (gen_sp + 10) / rate_sp;
2796 if (over_sp > 0)
2797 {
2798 if (op->stats.sp < op->stats.maxsp)
2799 {
2800 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2801 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2802 op->stats.sp--;
2803 if (op->stats.sp > op->stats.maxsp)
2804 op->stats.sp = op->stats.maxsp;
2805 }
2806 op->last_sp = 0;
2807 }
2808 else
2809 {
2810 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2811 }
2812 }
2813 else
2814 {
2815 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2816 }
2817 }
2818
2819 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2820 /* 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. */
2821 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2822 { 2404 {
2823 if (op->stats.grace < op->stats.maxgrace / 2) 2405 if (op->stats.grace < op->stats.maxgrace / 2)
2824 op->stats.grace++; /* no penalty in food for regaining grace */ 2406 op->stats.grace++; /* no penalty in food for regaining grace */
2407
2825 if (max_grace > 1) 2408 if (max_grace > 1)
2826 { 2409 {
2827 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2410 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2828 if (over_grace > 0) 2411 if (over_grace > 0)
2829 { 2412 {
2841 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);
2842 } 2425 }
2843 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2844 } 2427 }
2845 2428
2429 if (op->stats.food > 0)
2430 {
2846 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2847 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2848 {
2849 if (op->stats.hp < op->stats.maxhp)
2850 { 2433 {
2851 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2852 /* dms do not consume food */ 2435
2853 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2854 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2855 op->stats.food--; 2443 op->stats.food--;
2444
2856 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2857 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2858 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))
2859 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2860 } 2450 }
2861 } 2451
2862 if (max_hp > 1) 2452 if (max_sp > 1)
2863 {
2864 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2865 if (over_hp > 0)
2866 { 2453 {
2867 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
2868 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);
2869 } 2472 }
2870 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)
2871 { 2481 {
2872 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 }
2873 } 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);
2874 } 2507 }
2875 else 2508 else
2876 {
2877 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);
2878 } 2510 }
2879 } 2511 }
2880 2512
2881 /* Digestion */ 2513 /* Digestion */
2882 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2883 { 2515 {
2884#ifdef COZY_SERVER 2516 int bonus = max (0, op->contr->digestion),
2885 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2517 penalty = max (0, -op->contr->digestion);
2886 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2887#else
2888 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2889#endif
2890 2518
2891 if (op->contr->gen_hp > 0)
2892 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);
2893 else 2520
2894 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2895 /* dms do not consume food */ 2521 /* dms do not consume food */
2896 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2897 op->stats.food--; 2523 op->stats.food--;
2898 } 2524 }
2899 }
2900 2525
2901 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2902 { 2527 {
2903 object *tmp, *flesh = NULL; 2528 object *flesh = 0;
2904 2529
2905 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2906 {
2907 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2908 { 2531 {
2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2909 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2910 { 2536 {
2911 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.>");
2912 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2913 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2914 break; 2542 break;
2915 } 2543 }
2916 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2917 flesh = tmp; 2545 flesh = tmp;
2918 } /* End if paid for object */ 2546 }
2919 } /* end of for loop */ 2547
2920 /* 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
2921 * eat flesh instead. 2549 * eat flesh instead.
2922 */ 2550 */
2923 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2924 { 2552 {
2925 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.>");
2926 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)
2927 } 2565 {
2928 } /* end if player is starving */ 2566 op->stats.hp += op->stats.food;
2567 op->stats.food = 0;
2568 }
2929 2569
2930 while (op->stats.food < 0 && op->stats.hp > 0) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2931 op->stats.food++, op->stats.hp--;
2932
2933 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2934 kill_player (op); 2571 kill_player (op);
2572 }
2935} 2573}
2936
2937
2938 2574
2939/* 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.
2940 * 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
2941 * permadeath, no lifesave), this will take care of removing the player 2577 * permadeath, no lifesave), this will take care of removing the player
2942 * file. 2578 * file.
2943 */ 2579 */
2944void 2580void
2945kill_player (object *op) 2581kill_player (object *op)
2946{ 2582{
2583 int x, y;
2947 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2948 int x, y;
2949
2950 //int i;
2951 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2952
2953 /* int z;
2954 int num_stats_lose;
2955 int lost_a_stat;
2956 int lose_this_stat;
2957 int this_stat; */
2958 int will_kill_again; 2586 int will_kill_again;
2959 archetype *at; 2587 archetype *at;
2960 object *tmp; 2588 object *tmp;
2961 2589
2962 if (save_life (op)) 2590 if (save_life (op))
2963 return; 2591 return;
2964
2965 2592
2966 /* 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
2967 * 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.
2968 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2969 */ 2596 */
2972 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!");
2973 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...");
2974 2601
2975 /* restore player */ 2602 /* restore player */
2976 at = archetype::find ("poisoning"); 2603 at = archetype::find ("poisoning");
2977 tmp = present_arch_in_ob (at, op); 2604 if (object *tmp = present_arch_in_ob (at, op))
2978 if (tmp)
2979 { 2605 {
2980 remove_ob (tmp); 2606 tmp->destroy ();
2981 free_object (tmp);
2982 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2983 } 2608 }
2984 2609
2985 at = archetype::find ("confusion"); 2610 at = archetype::find ("confusion");
2986 tmp = present_arch_in_ob (at, op); 2611 if (object *tmp = present_arch_in_ob (at, op))
2987 if (tmp)
2988 { 2612 {
2989 remove_ob (tmp); 2613 tmp->destroy ();
2990 free_object (tmp);
2991 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2992 } 2615 }
2993 2616
2994 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2995 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2996 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2997 op->stats.food = 999; 2620 op->stats.food = 999;
2998 2621
2999 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
3000 tmp = arch_to_object (archetype::find ("finger")); 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
3001 if (tmp != NULL)
3002 { 2624 {
3003 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
3004 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
3005 sprintf (buf, " This finger has been cut off %s\n"
3006 " the %s, when he was defeated at\n level %d by %s.\n",
3007 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3008 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 );
3009 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
3010 tmp->materialname = NULL; 2634 tmp->materialname = "organics";
3011 tmp->x = op->x, tmp->y = op->y; 2635 tmp->insert_at (op, tmp);
3012 insert_ob_in_map (tmp, op->map, op, 0);
3013 } 2636 }
3014 2637
3015 /* teleport defeated player to new destination */ 2638 /* teleport defeated player to new destination */
3016 transfer_ob (op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
3017 op->contr->braced = 0; 2640 op->contr->braced = 0;
3022 2645
3023 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
3024 2647
3025 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
3026 { 2649 {
3027 if (op->contr->explore) 2650 op->contr->killer = archetype::get ("killer_starvation");
3028 { 2651 op->contr->killer->destroy ();
3029 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2652 }
3030 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2653
3031 op->stats.food = 999; 2654 op->contr->play_sound (sound_find ("player_dies"));
3032 return; 2655
3033 } 2656 /* save the map location for corpse, gravestone */
3034 sprintf (buf, "%s starved to death.", &op->name); 2657 x = op->x;
3035 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;
3036 } 2684 }
3037 else 2685 else
3038 { 2686 num_stats_lose = 1;
3039 if (op->contr->explore) 2687
3040 { 2688 lost_a_stat = 0;
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2689
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2690 for (z = 0; z < num_stats_lose; z++)
3043 op->stats.hp = op->stats.maxhp;
3044 return;
3045 }
3046 sprintf (buf, "%s died.", &op->name);
3047 } 2691 {
3048 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 i = RANDOM () % NUM_STATS;
3049 2693
3050 /* save the map location for corpse, gravestone */
3051 x = op->x;
3052 y = op->y;
3053 map = op->map;
3054
3055
3056 if (settings.not_permadeth == TRUE)
3057 {
3058 /* NOT_PERMADEATH code. This basically brings the character back to
3059 * life if they are dead - it takes some exp and a random stat.
3060 * See the config.h file for a little more in depth detail about this.
3061 */
3062
3063 /* Basically two ways to go - remove a stat permanently, or just
3064 * make it depletion. This bunch of code deals with that aspect
3065 * of death.
3066 */
3067#ifndef COZY_SERVER
3068 if (settings.balanced_stat_loss)
3069 {
3070 /* If stat loss is permanent, lose one stat only. */
3071 /* Lower level chars don't lose as many stats because they suffer
3072 more if they do. */
3073 /* Higher level characters can afford things such as potions of
3074 restoration, or better, stat potions. So we slug them that
3075 little bit harder. */
3076 /* GD */
3077 if (settings.stat_loss_on_death) 2694 if (settings.stat_loss_on_death)
3078 num_stats_lose = 1; 2695 {
3079 else 2696 /* Pick a random stat and take a point off it. Tell the player
3080 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;
3081 } 2705 }
3082 else 2706 else
3083 { 2707 {
3084 num_stats_lose = 1; 2708 /* deplete a stat */
3085 } 2709 archetype *deparch = archetype::find ("depletion");
3086 lost_a_stat = 0; 2710 object *dep;
3087 2711
3088 for (z = 0; z < num_stats_lose; z++) 2712 dep = present_arch_in_ob (deparch, op);
3089 { 2713 if (!dep)
3090 i = RANDOM () % NUM_STATS;
3091
3092 if (settings.stat_loss_on_death)
3093 { 2714 {
3094 /* Pick a random stat and take a point off it. Tell the player 2715 dep = arch_to_object (deparch);
3095 * what he lost. 2716 insert_ob_in_ob (dep, op);
3096 */
3097 change_attr_value (&(op->stats), i, -1);
3098 check_stat_bounds (&(op->stats));
3099 change_attr_value (&(op->contr->orig_stats), i, -1);
3100 check_stat_bounds (&(op->contr->orig_stats));
3101 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3102 lost_a_stat = 1;
3103 } 2717 }
3104 else 2718 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss)
3105 { 2720 {
3106 /* deplete a stat */ 2721 /* GD */
3107 archetype *deparch = archetype::find ("depletion"); 2722 /* Get the stat that we're about to deplete. */
3108 object *dep; 2723 this_stat = get_attr_value (&(dep->stats), i);
3109 2724 if (this_stat < 0)
3110 dep = present_arch_in_ob (deparch, op);
3111 if (!dep)
3112 { 2725 {
3113 dep = arch_to_object (deparch); 2726 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3114 insert_ob_in_ob (dep, op); 2727 int keep_chance = this_stat * this_stat;
3115 } 2728
3116 lose_this_stat = 1; 2729 /* Yes, I am paranoid. Sue me. */
3117 if (settings.balanced_stat_loss)
3118 {
3119 /* GD */
3120 /* Get the stat that we're about to deplete. */
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 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)
3123 { 2735 {
3124 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 int keep_chance = this_stat * this_stat;
3126
3127 /* Yes, I am paranoid. Sue me. */
3128 if (keep_chance < 1)
3129 keep_chance = 1;
3130
3131 /* There is a maximum depletion total per level. */
3132 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3133 {
3134 lose_this_stat = 0; 2736 lose_this_stat = 0;
3135 /* Take loss chance vs keep chance to see if we 2737 /* Take loss chance vs keep chance to see if we
3136 retain the stat. */ 2738 retain the stat. */
3137 }
3138 else
3139 {
3140 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3141 lose_this_stat = 0;
3142 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3143 this_stat, keep_chance, loss_chance,
3144 lose_this_stat?"LOSE":"KEEP"); */
3145 }
3146 } 2739 }
3147 }
3148
3149 if (lose_this_stat)
3150 {
3151 this_stat = get_attr_value (&(dep->stats), i);
3152 /* We could try to do something clever like find another
3153 * stat to reduce if this fails. But chances are, if
3154 * stats have been depleted to -50, all are pretty low
3155 * and should be roughly the same, so it shouldn't make a
3156 * difference.
3157 */ 2740 else
3158 if (this_stat >= -50)
3159 { 2741 {
3160 change_attr_value (&(dep->stats), i, -1); 2742 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3161 SET_FLAG (dep, FLAG_APPLIED);
3162 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3163 fix_player (op);
3164 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"); */
3165 } 2747 }
3166 } 2748 }
3167 } 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 }
3168 } 2768 }
2769 }
2770 }
2771
3169 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
3170 if (!lost_a_stat) 2773 if (!lost_a_stat)
3171 { 2774 {
3172 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
3173 Should I be using something else? GD */ 2776 Should I be using something else? GD */
3174 const char *god = determine_god (op); 2777 const char *god = determine_god (op);
3175 2778
3176 if (god && (strcmp (god, "none"))) 2779 if (god && (strcmp (god, "none")))
3177 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);
3178 else 2781 else
3179 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.");
3180 } 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.");
3181#endif 2786#endif
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3183 2787
3184 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
3185 * exp loss on the stone. 2789 * exp loss on the stone.
3186 */ 2790 */
3187 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
3188 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
3189 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
3190 sprintf (buf, "%s's gravestones", &op->name);
3191 tmp->name_pl = buf;
3192 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 ());
3193 tmp->msg = buf;
3194 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
3195 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
3196 2797
3197 /**************************************/ 2798 /**************************************/
3198 /* */ 2799 /* */
3199 /* Subtract the experience points, */ 2800 /* Subtract the experience points, */
3200 /* if we died cause of food, give us */ 2801 /* if we died cause of food, give us */
3201 /* food, and reset HP's... */ 2802 /* food, and reset HP's... */
3202 /* */ 2803 /* */
3203
3204 /**************************************/ 2804 /**************************************/
3205 2805
3206 /* remove any poisoning and confusion the character may be suffering. */ 2806 /* remove any poisoning and confusion the character may be suffering. */
3207 /* restore player */ 2807 /* restore player */
3208 at = archetype::find ("poisoning"); 2808 at = archetype::find ("poisoning");
3209 tmp = present_arch_in_ob (at, op); 2809 tmp = present_arch_in_ob (at, op);
2810
3210 if (tmp) 2811 if (tmp)
3211 { 2812 {
3212 remove_ob (tmp); 2813 tmp->destroy ();
3213 free_object (tmp);
3214 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2814 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3215 } 2815 }
3216 2816
3217 at = archetype::find ("confusion"); 2817 at = archetype::find ("confusion");
3218 tmp = present_arch_in_ob (at, op); 2818 tmp = present_arch_in_ob (at, op);
3219 if (tmp) 2819 if (tmp)
3220 { 2820 {
3221 remove_ob (tmp); 2821 tmp->destroy ();
3222 free_object (tmp);
3223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3224 } 2823 }
2824
3225 cure_disease (op, 0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
3226 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
3227 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
3228 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
3229 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
3230 op->stats.food = 900; 2843 op->stats.food = 900;
2844
3231 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
3232 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3233 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3234 2848
3235 /* 2849 /*
3236 * 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
3237 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
3238 * in the map. 2852 */
3239 */ 2853 op->drop_unpaid_items ();
3240 2854
3241 if (is_in_shop (op))
3242 remove_unpaid_objects (op->inv, op);
3243
3244 /****************************************/ 2855 /****************************************/
3245 /* */ 2856 /* */
3246 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
3247 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
3248 /* */ 2859 /* */
3249
3250 /****************************************/ 2860 /****************************************/
3251 2861
3252 enter_player_savebed (op); 2862 enter_player_savebed (op);
3253 2863
3254 /* Save the player before inserting the force to reduce
3255 * chance of abuse.
3256 */
3257 op->contr->braced = 0; 2864 op->contr->braced = 0;
3258 save_player (op, 1);
3259 2865
3260 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
3261 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
3262 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3263 * on the space that might harm the player. 2869 * on the space that might harm the player.
3264 */ 2870 */
3265 will_kill_again = 0; 2871 will_kill_again = 0;
3266 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)
3267 {
3268 if (tmp->type == SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
3269 will_kill_again |= tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
3270 } 2875
3271 if (will_kill_again) 2876 if (will_kill_again)
3272 { 2877 {
3273 object *force; 2878 object *force;
3274 int at; 2879 int at;
3275 2880
3276 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3277 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3278 force->speed = 0.1; 2883 force->speed = 0.1f;
3279 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3280 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3281 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3282 {
3283 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3284 force->resist[at] = 100; 2888 force->resist[at] = 100;
3285 } 2889
3286 insert_ob_in_ob (force, op); 2890 insert_ob_in_ob (force, op);
3287 fix_player (op); 2891 op->update_stats ();
3288 2892
3289 } 2893 }
3290 2894
3291 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3292 return;
3293 } /* NOT_PERMADETH */
3294 else
3295 {
3296 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3297 * should probably be embedded in an else statement.
3298 */
3299
3300 op->contr->party = NULL;
3301 if (settings.set_title == TRUE)
3302 op->contr->own_title[0] = '\0';
3303 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3304 check_score (op);
3305 if (op->contr->ranges[range_golem] != NULL)
3306 {
3307 remove_friendly_object (op->contr->ranges[range_golem]);
3308 remove_ob (op->contr->ranges[range_golem]);
3309 free_object (op->contr->ranges[range_golem]);
3310 op->contr->ranges[range_golem] = NULL;
3311 op->contr->golem_count = 0;
3312 }
3313 loot_object (op); /* Remove some of the items for good */
3314 remove_ob (op);
3315 op->direction = 0;
3316
3317 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3318 {
3319 delete_character (op->name, 0);
3320 if (settings.resurrection == TRUE)
3321 {
3322 /* save playerfile sans equipment when player dies
3323 ** then save it as player.pl.dead so that future resurrection
3324 ** type spells will work on them nicely
3325 */
3326 delete_character (op->name, 0);
3327 op->stats.hp = op->stats.maxhp;
3328 op->stats.food = 999;
3329
3330 /* set the location of where the person will reappear when */
3331 /* maybe resurrection code should fix map also */
3332 strcpy (op->contr->maplevel, settings.emergency_mapname);
3333 if (op->map != NULL)
3334 op->map = NULL;
3335 op->x = settings.emergency_x;
3336 op->y = settings.emergency_y;
3337 save_player (op, 0);
3338 op->map = map;
3339 /* please see resurrection.c: peterm */
3340 dead_player (op);
3341 }
3342 else
3343 delete_character (op->name, 1);
3344 }
3345
3346 play_again (op);
3347
3348 /* peterm: added to create a corpse at deathsite. */
3349 tmp = arch_to_object (archetype::find ("corpse_pl"));
3350 sprintf (buf, "%s", &op->name);
3351 tmp->name = tmp->name_pl = buf;
3352 tmp->level = op->level;
3353 tmp->x = x;
3354 tmp->y = y;
3355 tmp->msg = gravestone_text (op);
3356 SET_FLAG (tmp, FLAG_UNIQUE);
3357 insert_ob_in_map (tmp, map, NULL, 0);
3358 }
3359} 2896}
3360
3361 2897
3362void 2898void
3363loot_object (object *op) 2899loot_object (object *op)
3364{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3365 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3366 2902
3367 if (op->container) 2903 op->close_container (); /* close open sack first */
3368 { /* close open sack first */
3369 esrv_apply_container (op, op->container);
3370 }
3371 2904
3372 for (tmp = op->inv; tmp != NULL; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3373 { 2906 {
3374 next = tmp->below; 2907 next = tmp->below;
3375 if (tmp->type == EXPERIENCE || tmp->invisible) 2908
2909 if (tmp->invisible)
3376 continue; 2910 continue;
3377 remove_ob (tmp); 2911
2912 tmp->remove ();
3378 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3379 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3380 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3381 loot_object (tmp); 2917
3382 }
3383 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))))
3384 { 2919 {
3385 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3386 { 2921 {
3387 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
3388 free_object (tmp2);
3389 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
3390 } 2924 }
3391 else 2925 else
3392 free_object (tmp); 2926 tmp->destroy ();
3393 } 2927 }
3394 else 2928 else
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2930 }
3397} 2931}
3399/* 2933/*
3400 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3401 * 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
3402 * was changed. 2936 * was changed.
3403 */ 2937 */
3404
3405void 2938void
3406fix_weight (void) 2939fix_weight (void)
3407{ 2940{
3408 player *pl; 2941 for_all_players (pl)
3409
3410 for (pl = first_player; pl != NULL; pl = pl->next)
3411 { 2942 {
3412 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
3413 2944
3414 if (old == sum) 2945 pl->ob->update_weight ();
3415 continue; 2946
3416 fix_player (pl->ob); 2947 if (old != pl->ob->carrying)
2948 {
2949 pl->ob->update_stats ();
3417 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 }
3418 } 2952 }
3419} 2953}
3420 2954
3421void 2955void
3422fix_luck (void) 2956fix_luck (void)
3423{ 2957{
3424 player *pl; 2958 for_all_players (pl)
3425
3426 for (pl = first_player; pl != NULL; pl = pl->next)
3427 if (!pl->ob->contr->state) 2959 if (!pl->ob->contr->ns->state)
3428 change_luck (pl->ob, 0); 2960 pl->ob->change_luck (0);
3429} 2961}
3430
3431 2962
3432/* cast_dust() - handles op throwing objects of type 'DUST'. 2963/* cast_dust() - handles op throwing objects of type 'DUST'.
3433 * This is much simpler in the new spell code - we basically 2964 * This is much simpler in the new spell code - we basically
3434 * just treat this as any other spell casting object. 2965 * just treat this as any other spell casting object.
3435 */ 2966 */
3436
3437void 2967void
3438cast_dust (object *op, object *throw_ob, int dir) 2968cast_dust (object *op, object *throw_ob, int dir)
3439{ 2969{
3440 object *skop, *spob; 2970 object *skop, *spob;
3441 2971
3462 if (op->type == PLAYER) 2992 if (op->type == PLAYER)
3463 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);
3464 2994
3465 cast_spell (op, throw_ob, dir, spob, NULL); 2995 cast_spell (op, throw_ob, dir, spob, NULL);
3466 2996
3467 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2997 throw_ob->destroy ();
3468 remove_ob (throw_ob);
3469 free_object (throw_ob);
3470} 2998}
3471 2999
3472void 3000void
3473make_visible (object *op) 3001make_visible (object *op)
3474{ 3002{
3475 op->hide = 0; 3003 op->hide = 0;
3476 op->invisible = 0; 3004 op->invisible = 0;
3005
3477 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3478 { 3007 {
3479 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3480 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3481 } 3010 }
3011
3482 update_object (op, UP_OBJ_FACE); 3012 update_object (op, UP_OBJ_CHANGE);
3483} 3013}
3484 3014
3485int 3015int
3486is_true_undead (object *op) 3016is_true_undead (object *op)
3487{ 3017{
3488 object *tmp = NULL;
3489
3490 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3491 return 1; 3019 return 1;
3492 3020
3493 if (op->type == PLAYER)
3494 for (tmp = op->inv; tmp; tmp = tmp->below)
3495 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3496 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3497 return 1;
3498 return 0; 3021 return 0;
3499} 3022}
3500 3023
3501/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3502 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3503 * indicate greater hideability. 3026 * indicate greater hideability.
3504 */ 3027 */
3505
3506int 3028int
3507hideability (object *ob) 3029hideability (object *ob)
3508{ 3030{
3509 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3510 sint16 x, y; 3032 sint16 x, y;
3520 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3521 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3522 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3523 3045
3524 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3525 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])
3526 { 3050 {
3527 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3528 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3529 {
3530 continue; 3053 continue;
3531 } 3054
3532 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3533 level += 2; 3056 level += 2;
3534 else /* open terrain! */ 3057 else /* open terrain! */
3535 level -= 1; 3058 level -= 1;
3536 } 3059 }
3544/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3545 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3546 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3547 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3548 */ 3071 */
3549
3550void 3072void
3551do_hidden_move (object *op) 3073do_hidden_move (object *op)
3552{ 3074{
3553 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3554 object *skop;
3555 3076
3556 if (!op || !op->map) 3077 if (!op || !op->map)
3557 return; 3078 return;
3558 3079
3559 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);
3560 3082
3561 /* 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! */
3562 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3563 {
3564 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3565 { 3086 {
3566 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!");
3567 make_visible (op); 3088 make_visible (op);
3568 return; 3089 return;
3569 } 3090 }
3570 else 3091 else
3571 num += 20; 3092 num += 20;
3572 } 3093
3573 num += op->map->difficulty; 3094 num += op->map->difficulty;
3574 hide = hideability (op); /* modify by terrain hidden level */ 3095 hide = hideability (op); /* modify by terrain hidden level */
3575 num -= hide; 3096 num -= hide;
3097
3576 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3577 { 3099 {
3578 make_visible (op); 3100 make_visible (op);
3101
3579 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3580 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!");
3581 } 3104 }
3582 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3583 {
3584 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);
3585 }
3586} 3107}
3587 3108
3588/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3589 3110
3590int 3111int
3617 if (mflags & P_OUT_OF_MAP) 3138 if (mflags & P_OUT_OF_MAP)
3618 continue; 3139 continue;
3619 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)))
3620 continue; 3141 continue;
3621 3142
3622 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)
3623 { 3144 {
3624 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))
3625 return 1; 3146 return 1;
3626 else if (tmp->type == PLAYER) 3147 else if (tmp->type == PLAYER)
3627 { 3148 {
3638 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3639 * 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
3640 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3641 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3642 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3643 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3644 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3645 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3646 * 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.
3647 * -b.t. 3168 * -b.t.
3648 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3649 */ 3170 */
3650
3651int 3171int
3652player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3653{ 3173{
3654 rv_vector rv; 3174 rv_vector rv;
3655 int dx, dy; 3175 int dx, dy;
3657 if (pl->type != PLAYER) 3177 if (pl->type != PLAYER)
3658 { 3178 {
3659 LOG (llevError, "player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3660 return -1; 3180 return -1;
3661 } 3181 }
3182
3662 if (!pl || !op) 3183 if (!pl || !op)
3663 return 0; 3184 return 0;
3664 3185
3665 if (op->head)
3666 {
3667 op = op->head; 3186 op = op->head_ ();
3668 } 3187
3669 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3670 3189
3671 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3672 * through the object and find if it has any 3191 * through the object and find if it has any
3673 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3674 * a blocked los square. 3193 * a blocked los square.
3675 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3676 */ 3195 */
3677 while (op) 3196 while (op)
3678 { 3197 {
3679 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3680 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3681 3200
3682 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3683 * 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
3684 * for any meaningful values. 3203 * for any meaningful values.
3685 */ 3204 */
3686 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3687 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3688 !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)])
3689 return 1; 3208 return 1;
3209
3690 op = op->more; 3210 op = op->more;
3691 } 3211 }
3212
3692 return 0; 3213 return 0;
3693} 3214}
3694 3215
3695/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3696 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3699 * return 0. 3220 * return 0.
3700 */ 3221 */
3701int 3222int
3702action_makes_visible (object *op) 3223action_makes_visible (object *op)
3703{ 3224{
3704
3705 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3706 { 3226 {
3707 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3708 return 0; 3228 return 0;
3709 3229
3715 { 3235 {
3716 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");
3717 return 1; 3237 return 1;
3718 } 3238 }
3719 } 3239 }
3240
3720 return 0; 3241 return 0;
3721} 3242}
3722 3243
3723/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3724 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3729 * 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
3730 */ 3251 */
3731int 3252int
3732op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3733{ 3254{
3734 object *tmp;
3735
3736 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3737 * 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),
3738 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3739 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3740 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3741 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3742 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3743 { 3262 {
3744 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3745 { 3264 {
3746 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3747 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))
3748 { 3269 {
3749 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3750 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))
3751 { 3272 {
3752 object *invtmp;
3753
3754 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3755 { 3274 {
3756 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3757 { 3276 {
3758 if (x != NULL && y != NULL) 3277 if (x && y)
3759 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3760 return 1; 3280 return 1;
3761 } 3281 }
3762 } 3282 }
3763 } 3283 }
3284
3764 if (x != NULL && y != NULL) 3285 if (x && y)
3765 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3766 return 1; 3288 return 1;
3767 } 3289 }
3768 } 3290 }
3769 } 3291 }
3292
3770 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3771 return 0; 3294 return 0;
3772} 3295}
3773 3296
3774/* 3297/*
3790 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3791 int i = 0, j = 0; 3314 int i = 0, j = 0;
3792 3315
3793 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3794 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3795 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3796 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3797 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3798 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3799 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3800 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3801 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3802 3325
3803 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3804 return; 3327 return;
3805 3328
3806 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++);
3807 3330
3808 if (tr == NULL || tr->item == NULL) 3331 if (!tr || !tr->item)
3809 { 3332 {
3810 /* 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]); */
3811 return; 3334 return;
3812 } 3335 }
3813 3336
3814 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3815 item = &(tr->item->clone); 3338 item = tr->item;
3816 3339
3817 if (item->type == SPELL) 3340 if (item->type == SPELL)
3818 { 3341 {
3819 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3820 return; 3343 return;
3879 { 3402 {
3880 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3881 object *skin; 3404 object *skin;
3882 3405
3883 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3884 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
3885 if (skin == NULL) 3410 if (!skin)
3886 return; 3411 return;
3887 3412
3888 /* adding new spellpath attunements */ 3413 /* adding new spellpath attunements */
3889 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3414 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3890 { 3415 {
3922 else 3447 else
3923 { 3448 {
3924 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3925 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3926 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));
3927 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3928 if (who->type == PLAYER)
3929 esrv_send_item (who, tmp);
3930 } 3453 }
3931} 3454}
3932 3455
3933/** 3456/**
3934 * 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
3935 * not readied. 3458 * not readied.
3936 */ 3459 */
3937void 3460void
3938player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3939{ 3462{
3940 rangetype i; 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3941 3465
3942 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3466 if (pl->combat_ob == ob)
3943 { 3467 pl->combat_ob = 0;
3468
3944 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3945 { 3470 pl->ranged_ob = 0;
3946 pl->ranges[i] = NULL;
3947 if (pl->shoottype == i)
3948 {
3949 pl->shoottype = range_none;
3950 }
3951 }
3952 }
3953} 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines