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Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.209 by root, Thu Dec 18 05:13:38 2008 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 24#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 25#include <sproto.h>
36#endif
37#include <sounds.h> 26#include <sounds.h>
38#include <living.h> 27#include <living.h>
39#include <object.h> 28#include <object.h>
40#include <spells.h> 29#include <spells.h>
41#include <skills.h> 30#include <skills.h>
42#include <newclient.h>
43 31
44#ifdef COZY_SERVER 32#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 33#include <functional>
46#endif
47 34
48player * 35playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 36
87void 37void
88display_motd (const object *op) 38display_motd (const object *op)
89{ 39{
90 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
93 int comp; 43 int comp;
94 int size; 44 int size;
95 45
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 48 return;
100 } 49
101 motd[0] = '\0'; 50 motd[0] = '\0';
102 size = 0; 51 size = 0;
52
103 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
104 { 54 {
105 if (*buf == '#') 55 if (*buf == '#')
106 continue; 56 continue;
57
107 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 59 size += strlen (buf);
109 } 60 }
61
110 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);
111 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
112} 64}
113 65
114void 66void
120 int comp; 72 int comp;
121 int size; 73 int size;
122 74
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 77 return;
127 } 78
128 rules[0] = '\0'; 79 rules[0] = '\0';
129 size = 0; 80 size = 0;
81
130 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
131 { 83 {
132 if (*buf == '#') 84 if (*buf == '#')
133 continue; 85 continue;
86
134 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
135 { 88 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 90 break;
138 } 91 }
92
139 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 94 size += strlen (buf);
141 } 95 }
96
142 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);
143 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
144} 99}
145 100
146void 101void
154 int size; 109 int size;
155 110
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 113 return;
114
159 news[0] = '\0'; 115 news[0] = '\0';
160 subject[0] = '\0'; 116 subject[0] = '\0';
161 size = 0; 117 size = 0;
118
162 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
163 { 120 {
164 if (*buf == '#') 121 if (*buf == '#')
165 continue; 122 continue;
123
166 if (*buf == '%') 124 if (*buf == '%')
167 { /* send one news */ 125 { /* send one news */
168 if (size > 0) 126 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
170 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
171 strip_endline (subject); 133 strip_endline (subject);
172 size = 0; 134 size = 0;
173 news[0] = '\0'; 135 news[0] = '\0';
174 } 136 }
183 size += strlen (buf); 145 size += strlen (buf);
184 } 146 }
185 } 147 }
186 148
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
189 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
190}
191
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 152}
317 153
318/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
319static void 155static void
320set_first_map (object *op) 156set_first_map (object *op)
321{ 157{
322 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
323 op->x = -1; 159 op->x = -1;
324 op->y = -1; 160 op->y = -1;
325 enter_exit (op, NULL);
326} 161}
327 162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los (this);
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
328/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
330 * mode. 385 * mode.
331 */ 386 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
337 391
338 p = get_player (NULL); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 393
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 394 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 395 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 396 pl->ob->run_away = 25; /* Then we panick... */
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 397
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 398 set_first_map (pl->ob);
350 399
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 400 return pl;
358} 401}
359 402
360/* 403/*
361 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
364 */ 407 */
365archetype * 408archetype *
366get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
367{ 410{
368 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
369 418
370 for (;;) 419 for (;;)
371 { 420 {
372 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
373 at = first_archetype; 422 i = archetypes.begin ();
374 else 423 else if (*i == at)
375 at = at->next; 424 cleanup ("not a single player archetype found");
425
376 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
377 return at; 427 return *i;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 } 428 }
384} 429}
385
386 430
387object * 431object *
388get_nearest_player (object *mon) 432get_nearest_player (object *mon)
389{ 433{
390 object *op = NULL; 434 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 435 objectlink *ol;
393 unsigned lastdist; 436 unsigned lastdist;
394 rv_vector rv; 437 rv_vector rv;
395 438
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 440 {
398 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop.
402 */
403 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
404 {
405 object *tmp = ol->ob;
406
407 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared.
409 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
411 ol = ol->next;
412 remove_friendly_object (tmp);
413 if (!ol)
414 return op;
415 }
416
417 /* Remove special check for player from this. First, it looks to cause
418 * some crashes (ol->ob->contr not set properly?), but secondly, a more
419 * complicated method of state checking would be needed in any case -
420 * as it was, a clever player could type quit, and the function would
421 * skip them over while waiting for confirmation. Remove
422 * on_same_map check, as can_detect_enemy also does this
423 */
424 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
425 continue; 442 continue;
426 443
427 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
428 { 445 {
429 op = ol->ob; 446 op = ol->ob;
430 lastdist = rv.distance; 447 lastdist = rv.distance;
431 } 448 }
432 } 449 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 450
434 { 451 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
439 { 454 {
440 op = pl->ob; 455 op = pl->ob;
441 lastdist = rv.distance; 456 lastdist = rv.distance;
442 } 457 }
443 } 458
444 }
445#if 0 459#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 461#endif
448 return op; 462 return op;
449} 463}
467 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 483 * is probably not a good thing.
470 */ 484 */
471#define MAX_SPACES 50 485#define MAX_SPACES 50
472
473 486
474/* 487/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 509path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 510{
498 rv_vector rv; 511 rv_vector rv;
499 sint16 x, y; 512 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 514 maptile *m, *lastmap;
502 515
503 get_rangevector (mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
504 517
505 if (rv.distance < mindiff) 518 if (rv.distance < mindiff)
506 return 0; 519 return 0;
508 x = mon->x; 521 x = mon->x;
509 y = mon->y; 522 y = mon->y;
510 m = mon->map; 523 m = mon->map;
511 dir = rv.direction; 524 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
514 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 529 if (diff > max)
516 return 0; 530 return 0;
531
517 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
518 { 533 {
519 lastx = x; 534 lastx = x;
520 lasty = y; 535 lasty = y;
521 lastmap = m; 536 lastmap = m;
603 max--; 618 max--;
604 lastdir = dir; 619 lastdir = dir;
605 if (!firstdir) 620 if (!firstdir)
606 firstdir = dir; 621 firstdir = dir;
607 } 622 }
623
608 if (diff <= 1) 624 if (diff <= 1)
609 { 625 {
610 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 627 * headed toward player for entire distance.
612 */ 628 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 631 }
632
616 if (diff > max) 633 if (diff > max)
617 return 0; 634 return 0;
618 } 635 }
636
619 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
620 if (!max) 638 if (!max)
621 return 0; 639 return 0;
622 640
623 return firstdir; 641 return firstdir;
624} 642}
625 643
626void 644void
627give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
628{ 646{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL) 647 if (pl->randomitems)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633 649
634 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
635 { 651 {
636 next = op->below; 652 next = op->below;
637 653
638 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
644 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions 661 * by this player due to race restrictions
646 */ 662 */
647 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
648 { 664 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
650 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
651 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
652 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 672 {
655 remove_ob (op); 673 op->destroy ();
656 free_object (op);
657 continue; 674 continue;
658 } 675 }
659 } 676 }
660 677
661 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
673 break; 690 break;
674 691
675 if (tmp) 692 if (tmp)
676 { 693 {
677 remove_ob (op); 694 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 696 continue;
681 } 697 }
698
682 if (op->nrof > 1) 699 if (op->nrof > 1)
683 op->nrof = 1; 700 op->nrof = 1;
684 } 701 }
685 702
686 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
687 {
688 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
689 }
690 705
691 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
692 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
693 * merged properly. 708 * merged properly.
694 */ 709 */
695 if (need_identify (op)) 710 if (need_identify (op))
696 { 711 {
697 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
698 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 715 }
716
701 if (op->type == SPELL) 717 if (op->type == SPELL)
702 { 718 {
703 remove_ob (op); 719 op->destroy ();
704 free_object (op);
705 continue; 720 continue;
706 } 721 }
707 else if (op->type == SKILL) 722 else if (op->type == SKILL)
708 { 723 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
710 op->stats.exp = 0; 725 op->stats.exp = 0;
711 op->level = 1; 726 op->level = 1;
712 } 727 }
713 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
714 else
715 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
716 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
717 731
718 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
719 link_player_skills (pl); 733 pl->contr->link_skills ();
720}
721
722void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804} 734}
805 735
806void 736void
807get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
808{ 738{
809 if (party == NULL) 739 if (party == NULL)
810 { 740 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 742 return;
813 } 743 }
744
814 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 749}
819
820 750
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 752static int
823roll_stat (void) 753roll_stat (void)
824{ 754{
825 int a[4], i, j, k; 755 int a[4], i, j, k;
826 756
827 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
829 759
830 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 761 if (a[i] < k)
832 k = a[i], j = i; 762 k = a[i], j = i;
833 763
834 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 765 if (i != j)
837 k += a[i]; 766 k += a[i];
838 } 767
839 return k; 768 return k;
840} 769}
841 770
842void 771void
843roll_stats (object *op) 772object::roll_stats ()
844{ 773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
845 int sum = 0; 778 int sum = 0;
846 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
847 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
848 781
849 do 782 if (sum >= 82 && sum <= 116)
783 break;
850 { 784 }
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 }
860 while (sum < 82 || sum > 116);
861 785
862 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 788
871 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
872 do 790 stats.stat (i) = statsort [i];
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887 791
888 op->stats.Str = statsort[0];
889 op->stats.Dex = statsort[1];
890 op->stats.Con = statsort[2];
891 op->stats.Int = statsort[3];
892 op->stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6];
895
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 792 stats.exp = 0;
907 op->stats.ac = 0; 793 stats.ac = 0;
908 794
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 795 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 796 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
801 contr->levhp[1] = 9;
802 contr->levsp[1] = 6;
803 contr->levgrace[1] = 3;
804
917 op->contr->orig_stats = op->stats; 805 contr->orig_stats = stats;
806 }
918} 807}
919 808
920void 809void
921Roll_Again (object *op) 810object::swap_stats (int a, int b)
922{ 811{
923 esrv_new_player (op->contr, 0); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926}
927 813
928void 814 for (int i = 0; i < NUM_STATS; ++i)
929Swap_Stat (object *op, int Swap_Second) 815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
837}
838
839static void
840start_info (object *op)
930{ 841{
931 signed char tmp;
932 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
933 843
934 if (op->contr->Swap_First == -1) 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str;
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf);
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 846}
1049 847
1050/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1054 * not the class. 852 * not the class.
1055 */ 853 */
1056 854void
1057int 855player::chargen_race_done ()
1058key_change_class (object *op, char key)
1059{ 856{
1060 int tmp_loop;
1061
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D')
1069 {
1070 char buf[MAX_BUF];
1071
1072 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
1076 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
1078 866
1079 op->contr->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
1080 868
1081 if (op->msg) 869 if (ob->msg)
1082 op->msg = NULL; 870 ob->msg = 0;
1083 871
1084 /* We create this now because some of the unique maps will need it
1085 * to save here.
1086 */
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1088 make_path_to_file (buf);
1089
1090#ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092#endif
1093 start_info (op); 872 start_info (ob);
1094 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1096 link_player_skills (op);
1097 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
1098 fix_player (op); 876 ob->update_stats ();
1099 877
1100 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
1101 * is one for this race 879 * is one for this race
1102 */ 880 */
1103 if (*first_map_ext_path) 881 if (*first_map_ext_path)
1104 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1105 object *tmp;
1106 char mapname[MAX_BUF];
1107
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1109 tmp = get_object ();
1110 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x;
1112 EXIT_Y (tmp) = op->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the
1115 * default initial map */
1116 free_object (tmp);
1117 }
1118 else 883 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 885}
1122 return 0;
1123 }
1124 886
887void
888player::chargen_race_next ()
889{
1125 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1127 */ 892 */
1128 893
1129 tmp_loop = 0; 894 do
1130 while (!tmp_loop)
1131 { 895 {
1132 shstr name = op->name; 896 shstr name = ob->name;
1133 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
1134 898
1135 remove_statbonus (op); 899 ob->remove_statbonus ();
1136 remove_ob (op); 900 ob->remove ();
1137 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1138 copy_object (&op->arch->clone, op); 902 ob->arch->copy_to (ob);
1139 op->instantiate (); 903 ob->instantiate ();
1140 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1141 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
1142 op->x = x; 906 ob->x = x;
1143 op->y = y; 907 ob->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 910 assign (ob->contr->title, ob->arch->object::name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 911 ob->add_statbonus ();
1149 tmp_loop = allowed_class (op);
1150 } 912 }
913 while (!allowed_class (ob));
914
1151 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 917 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 920 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209} 921}
1210 922
1211void 923void
1212flee_player (object *op) 924flee_player (object *op)
1213{ 925{
1243 { 955 {
1244 op->enemy = NULL; 956 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 957 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 958 return;
1247 } 959 }
960
1248 get_rangevector (op, op->enemy, &rv, 0); 961 get_rangevector (op, op->enemy, &rv, 0);
1249 962
1250 dir = absdir (4 + rv.direction); 963 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 964 for (diff = 0; diff < 3; diff++)
1252 { 965 {
1253 int m = 1 - (RANDOM () & 2); 966 int m = 1 - (RANDOM () & 2);
1254 967
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 969 return;
1258 }
1259 } 970 }
971
1260 /* Cornered, get rid of scared */ 972 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 974 op->enemy = NULL;
1263} 975}
1264 976
1265
1266/* check_pick sees if there is stuff to be picked up/picks up stuff. 977/* check_pick sees if there is stuff to be picked up/picks up stuff.
1267 * IT returns 1 if the player should keep on moving, 0 if he should 978 * It returns 1 if the player should keep on moving, 0 if he should
1268 * stop. 979 * stop.
1269 */ 980 */
1270int 981int
1271check_pick (object *op) 982check_pick (object *op)
1272{ 983{
1273 object *tmp, *next; 984 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 985 int stop = 0;
1276 int j, k, wvratio; 986 int wvratio;
1277 char putstring[128], tmpstr[16]; 987 char putstring[128];
1278
1279 988
1280 /* if you're flying, you cna't pick up anything */ 989 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1282 return 1; 991 return 1;
1283 992
1284 op_tag = op->count;
1285
1286 next = op->below; 993 next = op->below;
1287 if (next) 994
1288 next_tag = next->count; 995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1289 997
1290 /* loop while there are items on the floor that are not marked as 998 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 999 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1000 while (next && !next->destroyed ())
1293 { 1001 {
1294 tmp = next; 1002 tmp = next;
1295 next = tmp->below; 1003 next = tmp->below;
1004
1296 if (next) 1005 if (cnt <= 0)
1297 next_tag = next->count; 1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1298 1010
1299 if (was_destroyed (op, op_tag)) 1011 if (op->destroyed ())
1300 return 0; 1012 return 0;
1301 1013
1302 if (!can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1303 continue; 1015 continue;
1304 1016
1305 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1306 { 1018 {
1307 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1308 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1309 continue; 1021 continue;
1310 } 1022 }
1311 1023
1312 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1025 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1026 {
1315 switch (op->contr->mode) 1027 switch (op->contr->mode)
1316 { 1028 {
1317 case 0: 1029 case 0:
1318 return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1319 case 1: 1031 case 1:
1320 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1321 return 1; 1033 return 1;
1322 case 2: 1034 case 2:
1323 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1324 return 0; 1036 return 0;
1325 case 3: 1037 case 3:
1326 return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1327 case 4: 1039 case 4:
1328 pick_up (op, tmp); 1040 CHK_PICK_PICKUP;
1329 break; 1041 break;
1330 case 5: 1042 case 5:
1331 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1332 stop = 1; 1044 stop = 1;
1333 break; 1045 break;
1334 case 6: 1046 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1336 pick_up (op, tmp); 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1337 break; 1050 break;
1338 1051
1339 case 7: 1052 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1342 break; 1055 break;
1343 1056
1344 default: 1057 default:
1345 /* use value density */ 1058 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1349 } 1062 }
1350 } 1063 }
1351 else 1064 else
1352 { /* old model */ 1065 { /* old model */
1353 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1357 if (tmp->name != NULL) 1070 if (tmp->name != NULL)
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else 1073 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1076
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 } 1078 }
1079
1394 /* philosophy: 1080 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's 1081 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups 1082 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a 1083 * and selections, select-items should be used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for 1084 * grab-as-you-run type mode that's really useful for arrows for
1399 * example. 1085 * example.
1400 * The drawback: right now it has no frontend, so you need to 1086 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then 1087 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#> 1088 * convert to decimal and then 'pickup <#>
1435 /* all food and drink if desired */ 1121 /* all food and drink if desired */
1436 /* question: don't pick up known-poisonous stuff? */ 1122 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1123 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1124 if (tmp->type == FOOD)
1439 { 1125 {
1440 pick_up (op, tmp); 1126 CHK_PICK_PICKUP;
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1127 continue;
1444 } 1128 }
1129
1445 if (op->contr->mode & PU_DRINK) 1130 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 { 1132 {
1448 pick_up (op, tmp); 1133 CHK_PICK_PICKUP;
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1134 continue;
1452 } 1135 }
1453 1136
1454 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1138 if (tmp->type == POTION)
1456 { 1139 {
1457 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1141 continue;
1461 } 1142 }
1462 1143
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1144 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1145 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1146 if (tmp->type == SPELLBOOK)
1466 { 1147 {
1467 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1149 continue;
1471 } 1150 }
1151
1472 if (op->contr->mode & PU_SKILLSCROLL) 1152 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1153 if (tmp->type == SKILLSCROLL)
1474 { 1154 {
1475 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1156 continue;
1479 } 1157 }
1158
1480 if (op->contr->mode & PU_READABLES) 1159 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1482 { 1161 {
1483 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1163 continue;
1487 } 1164 }
1488 1165
1489 /* wands/staves/rods/horns */ 1166 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1169 {
1493 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1171 continue;
1497 } 1172 }
1498 1173
1499 /* pick up all magical items */ 1174 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1175 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 { 1177 {
1503 pick_up (op, tmp); 1178 CHK_PICK_PICKUP;
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1179 continue;
1507 } 1180 }
1508 1181
1509 if (op->contr->mode & PU_VALUABLES) 1182 if (op->contr->mode & PU_VALUABLES)
1510 { 1183 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1184 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1185 {
1513 pick_up (op, tmp); 1186 CHK_PICK_PICKUP;
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1187 continue;
1517 } 1188 }
1518 } 1189 }
1519 1190
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1191 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1192 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1193 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1194 {
1524 pick_up (op, tmp); 1195 CHK_PICK_PICKUP;
1196 continue;
1525 if (0) 1197 }
1526 fprintf (stderr, "JEWELS\n"); 1198
1199 /* we don't forget dragon food */
1200 if (op->contr->mode & PU_FLESH)
1201 if (tmp->type == FLESH)
1202 {
1203 CHK_PICK_PICKUP;
1527 continue; 1204 continue;
1528 } 1205 }
1529 1206
1530 /* bows and arrows. Bows are good for selling! */ 1207 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1208 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1209 if (tmp->type == BOW)
1533 { 1210 {
1534 pick_up (op, tmp); 1211 CHK_PICK_PICKUP;
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1212 continue;
1538 } 1213 }
1214
1539 if (op->contr->mode & PU_ARROW) 1215 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1216 if (tmp->type == ARROW)
1541 { 1217 {
1542 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1219 continue;
1546 } 1220 }
1547 1221
1548 /* all kinds of armor etc. */ 1222 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1223 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1224 if (tmp->type == ARMOUR)
1551 { 1225 {
1552 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1227 continue;
1556 } 1228 }
1229
1557 if (op->contr->mode & PU_HELMET) 1230 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1231 if (tmp->type == HELMET)
1559 { 1232 {
1560 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1234 continue;
1564 } 1235 }
1236
1565 if (op->contr->mode & PU_SHIELD) 1237 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1238 if (tmp->type == SHIELD)
1567 { 1239 {
1568 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1241 continue;
1572 } 1242 }
1243
1573 if (op->contr->mode & PU_BOOTS) 1244 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1245 if (tmp->type == BOOTS)
1575 { 1246 {
1576 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1248 continue;
1580 } 1249 }
1250
1581 if (op->contr->mode & PU_GLOVES) 1251 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1252 if (tmp->type == GLOVES)
1583 { 1253 {
1584 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1255 continue;
1588 } 1256 }
1257
1589 if (op->contr->mode & PU_CLOAK) 1258 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1259 if (tmp->type == CLOAK)
1591 { 1260 {
1592 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1262 continue;
1596 } 1263 }
1597 1264
1598 /* hoping to catch throwing daggers here */ 1265 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1266 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1268 {
1602 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1270 continue;
1606 } 1271 }
1607 1272
1608 /* careful: chairs and tables are weapons! */ 1273 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1274 if (op->contr->mode & PU_ALLWEAPON)
1610 { 1275 {
1611 if (tmp->type == WEAPON && tmp->name != NULL) 1276 if (tmp->type == WEAPON && tmp->name != NULL)
1612 { 1277 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1615 { 1280 {
1616 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1282 continue;
1620 } 1283 }
1621 } 1284 }
1285
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1286 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1287 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1625 { 1289 {
1626 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1291 continue;
1630 } 1292 }
1631 } 1293 }
1632 } 1294 }
1633 1295
1634 /* misc stuff that's useful */ 1296 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1297 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1299 {
1638 pick_up (op, tmp); 1300 CHK_PICK_PICKUP;
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1301 continue;
1642 } 1302 }
1643 1303
1644 /* any of the last 4 bits set means we use the ratio for value 1304 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */ 1305 * pickups */
1646 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1647 { 1307 {
1648 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1649 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1650 /* >=7 is the old standard setting. Now we take the last 4 bits 1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1651 * and multiply them by 5, giving 0..15*5== 5..75 */ 1311 */
1652 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1653 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1654 { 1314 {
1655 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1656#if 0 1316#if 0
1657 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1658 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1659 { 1319 {
1660 fprintf (stderr, "%s", tmp->name); 1320 fprintf (stderr, "%s", tmp->name);
1661 } 1321 }
1662 else 1322 else
1663 fprintf (stderr, "%s", tmp->arch->name); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1664 fprintf (stderr, ",%d] = ", tmp->type); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1665 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1666#endif 1326#endif
1667 continue; 1327 continue;
1668 } 1328 }
1669 } 1329 }
1670 } /* the new pickup model */ 1330 } /* the new pickup model */
1671 } 1331 }
1332
1672 return !stop; 1333 return !stop;
1673} 1334}
1674 1335
1675/* 1336/*
1676 * Find an arrow in the inventory and after that 1337 * Find an arrow in the inventory and after that
1678 * found object is returned. 1339 * found object is returned.
1679 */ 1340 */
1680object * 1341object *
1681find_arrow (object *op, const char *type) 1342find_arrow (object *op, const char *type)
1682{ 1343{
1683 object *tmp = NULL;
1684
1685 for (op = op->inv; op; op = op->below) 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type) 1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp);
1347
1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1350 if (object *arrow = find_arrow (tmp, type))
1351 {
1352 splay (tmp);
1689 return op; 1353 return arrow;
1354 }
1355
1690 return tmp; 1356 return 0;
1691} 1357}
1692 1358
1693/* 1359/*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1360 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test 1361 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down 1362 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow. 1363 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */ 1364 */
1699
1700object * 1365object *
1701find_better_arrow (object *op, object *target, const char *type, int *better) 1366find_better_arrow (object *op, object *target, const char *type, int *better)
1702{ 1367{
1703 object *tmp = NULL, *arrow, *ntmp; 1368 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i; 1369 int attacknum, attacktype, betterby = 0, i;
1719 } 1384 }
1720 } 1385 }
1721 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1722 { 1387 {
1723 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1724 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1725 { 1390 {
1726 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1727 { 1392 {
1728 *better = 100; 1393 *better = 100;
1729 return arrow; 1394 return arrow;
1737 else 1402 else
1738 { 1403 {
1739 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1740 { 1405 {
1741 attacktype = 1 << attacknum; 1406 attacktype = 1 << attacknum;
1742 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1743 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1408 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1744 { 1409 {
1745 tmp = arrow; 1410 tmp = arrow;
1746 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1747 } 1412 }
1748 } 1413 }
1749 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1750 { 1415 {
1751 tmp = arrow; 1416 tmp = arrow;
1757 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1758 } 1423 }
1759 } 1424 }
1760 } 1425 }
1761 } 1426 }
1427
1762 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1763 return find_arrow (op, type); 1429 return find_arrow (op, type);
1764 1430
1765 *better = betterby; 1431 *better = betterby;
1766 return tmp; 1432 return tmp;
1770 * find_better_arrow to find a decent arrow to use. 1436 * find_better_arrow to find a decent arrow to use.
1771 * op = the shooter 1437 * op = the shooter
1772 * type = bow->race 1438 * type = bow->race
1773 * dir = fire direction 1439 * dir = fire direction
1774 */ 1440 */
1775
1776object * 1441object *
1777pick_arrow_target (object *op, const char *type, int dir) 1442pick_arrow_target (object *op, const char *type, int dir)
1778{ 1443{
1779 object *tmp = NULL; 1444 object *tmp = NULL;
1780 mapstruct *m; 1445 maptile *m;
1781 int i, mflags, found, number; 1446 int i, mflags, found, number;
1782 sint16 x, y; 1447 sint16 x, y;
1783 1448
1784 if (op->map == NULL) 1449 if (op->map == NULL)
1785 return find_arrow (op, type); 1450 return find_arrow (op, type);
1845 */ 1510 */
1846int 1511int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1512fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1513{
1849 object *left, *bow; 1514 object *left, *bow;
1850 tag_t left_tag, tag; 1515 int mflags;
1851 int bowspeed, mflags; 1516 maptile *m;
1852 mapstruct *m;
1853 1517
1854 if (!dir) 1518 if (!dir)
1855 { 1519 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1520 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1521 return 0;
1858 } 1522 }
1859 if (op->type == PLAYER) 1523
1860 bow = op->contr->ranges[range_bow]; 1524 if (op->contr)
1525 bow = op->current_weapon;
1861 else 1526 else
1862 { 1527 {
1863 for (bow = op->inv; bow; bow = bow->below) 1528 for (bow = op->inv; bow; bow = bow->below)
1864 /* Don't check for applied - monsters don't apply bows - in that way, they 1529 /* Don't check for applied - monsters don't apply bows - in that way, they
1865 * don't need to switch back and forth between bows and weapons. 1530 * don't need to switch back and forth between bows and weapons.
1870 if (!bow) 1535 if (!bow)
1871 { 1536 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1538 return 0;
1874 } 1539 }
1540
1541 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below)
1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1875 } 1548 }
1549
1876 if (!bow->race || !bow->skill) 1550 if (!bow->race || !bow->skill)
1877 { 1551 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1553 return 0;
1880 } 1554 }
1881
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883
1884 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1887 if (bowspeed < 1)
1888 bowspeed = 1;
1889 1555
1890 if (arrow == NULL) 1556 if (arrow == NULL)
1891 { 1557 {
1892 if ((arrow = find_arrow (op, bow->race)) == NULL) 1558 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 { 1559 {
1894 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1561 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1562 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897 else 1563 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1564 CLEAR_FLAG (op, FLAG_READY_BOW);
1565
1899 return 0; 1566 return 0;
1900 } 1567 }
1901 } 1568 }
1569
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1570 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1571 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1572 return 0;
1906 } 1573
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1574 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1575 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1576 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1577 return 0;
1911 } 1578 }
1912 1579
1913 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1915 { 1582 {
1916 remove_ob (arrow); 1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1917 free_object (arrow); 1584 arrow->destroy ();
1918 return 0; 1585 return 0;
1919 } 1586 }
1920 1587
1921 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count; 1589 arrow = arrow->split ();
1923 arrow = get_split_ob (arrow, 1); 1590 if (!arrow)
1924 if (arrow == NULL)
1925 { 1591 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1593 return 0;
1928 } 1594 }
1929 set_owner (arrow, op); 1595
1596 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1598 arrow->direction = dir;
1933 arrow->x = sx; 1599
1934 arrow->y = sy; 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1935 1632
1936 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1937 { 1634 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op);
1940 }
1941
1942 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying);
1948
1949 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper.
1951 */
1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1955 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958
1959 if (arrow->speed < 1.0)
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0;
1963
1964 if (op->type == PLAYER)
1965 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1971 } 1642 }
1972 else 1643 else
1973 { 1644 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1645 arrow->level = op->level;
1977 } 1646 arrow->stats.wc -= bow->magic;
1978 if (arrow->attacktype == AT_PHYSICAL) 1647
1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1979 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1980 if (bow->slaying != NULL) 1652 }
1981 arrow->slaying = bow->slaying;
1982 1653
1983 arrow->map = m; 1654 wc -= arrow->level;
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1984 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1660
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1988 tag = arrow->count; 1662 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1663
1991 if (!was_destroyed (arrow, tag)) 1664 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1665 move_arrow (arrow);
1993 1666
1994 if (op->type == PLAYER)
1995 {
1996 if (was_destroyed (left, left_tag))
1997 esrv_del_item (op->contr, left_tag);
1998 else
1999 esrv_send_item (op, left);
2000 }
2001 return 1; 1667 return 1;
2002} 1668}
2003 1669
2004/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1671 * account the special fire modes players can have
2013{ 1679{
2014 int ret = 0, wcmod = 0; 1680 int ret = 0, wcmod = 0;
2015 1681
2016 if (op->contr->bowtype == bow_bestarrow) 1682 if (op->contr->bowtype == bow_bestarrow)
2017 { 1683 {
2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2019 } 1685 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1687 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023 wcmod = -1; 1689 wcmod = -1;
1690
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1692 }
2026 else if (op->contr->bowtype == bow_threewide) 1693 else if (op->contr->bowtype == bow_threewide)
2027 { 1694 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 else if (op->contr->bowtype == bow_spreadshot) 1699 else if (op->contr->bowtype == bow_spreadshot)
2033 { 1700 {
2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1702 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1703 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2037
2038 } 1704 }
2039 else 1705 else
2040 { 1706 {
2041 /* Simple case */ 1707 /* Simple case */
2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1708 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 } 1709 }
1710
2044 return ret; 1711 return ret;
2045} 1712}
2046
2047 1713
2048/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
2049 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
2050 */ 1716 */
2051void 1717void
2052fire_misc_object (object *op, int dir) 1718fire_misc_object (object *op, int dir)
2053{ 1719{
2054 object *item; 1720 object *item = op->contr->ranged_ob;
2055 1721
2056 if (!op->contr->ranges[range_misc]) 1722 if (!item)
2057 { 1723 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1724 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2059 return; 1725 return;
2060 } 1726 }
2061 1727
2062 item = op->contr->ranges[range_misc];
2063 if (!item->inv) 1728 if (!item->inv)
2064 { 1729 {
2065 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2066 return; 1731 return;
2067 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
2068 if (item->type == WAND) 1737 if (item->type == WAND)
2069 { 1738 {
2070 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
2071 { 1740 {
2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743
2074 return; 1744 return;
2075 } 1745 }
2076 } 1746 }
2077 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
2078 { 1748 {
2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2080 { 1754 {
2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
2082 if (item->type == ROD) 1757 if (item->type == ROD)
2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2084 else 1759 else
2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1761
2086 return; 1762 return;
2087 } 1763 }
2088 } 1764 }
2089 1765
2090 if (cast_spell (op, item, dir, item->inv, NULL)) 1766 if (cast_spell (op, item, dir, item->inv, NULL))
2097 object *tmp; 1773 object *tmp;
2098 1774
2099 if (item->arch) 1775 if (item->arch)
2100 { 1776 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
2103 item->speed = 0; 1779 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1780 }
2106 if ((tmp = is_player_inv (item))) 1781
1782 if (object *pl = item->visible_to ())
2107 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
2108 } 1784 }
2109 } 1785 }
2110 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1787 drain_rod_charge (item);
2113 }
2114 } 1788 }
2115} 1789}
2116 1790
2117/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
2118 */ 1792 */
2119void 1793bool
2120fire (object *op, int dir) 1794fire (object *op, int dir)
2121{ 1795{
2122 int spellcost = 0; 1796 int spellcost = 0;
1797
1798 player *pl = op->contr;
1799
1800 if (pl->golem)
1801 {
1802 control_golem (op->contr->golem, dir);
1803 return false;
1804 }
1805
1806 object *ob = pl->ranged_ob;
1807
1808 if (!ob)
1809 return false;
1810
1811 if (op->speed_left > 0.f)
1812 --op->speed_left;
1813 else
1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
2123 1818
2124 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
2125 if (action_makes_visible (op)) 1820 if (action_makes_visible (op))
2126 make_visible (op); 1821 make_visible (op);
2127 1822
2128 switch (op->contr->shoottype) 1823 switch (ob->type)
2129 { 1824 {
2130 case range_none: 1825 case BOW:
2131 return;
2132
2133 case range_bow:
2134 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
2135 return; 1827 break;
2136 1828
2137 case range_magic: /* Casting spells */ 1829 case SPELL:
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2139 return; 1831 break;
2140 1832
2141 case range_misc: 1833 case BUILDER:
2142 fire_misc_object (op, dir);
2143 return;
2144
2145 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir);
2154 return;
2155
2156 case range_skill:
2157 if (!op->chosen_skill)
2158 {
2159 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return;
2162 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return;
2165 case range_builder:
2166 apply_map_builder (op, dir); 1834 apply_map_builder (op, dir);
2167 return; 1835 break;
1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1840
2168 default: 1841 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1842 fire_misc_object (op, dir);
2170 return; 1843 break;
2171 } 1844 }
2172}
2173 1845
2174 1846 return true;
1847}
2175 1848
2176/* find_key 1849/* find_key
2177 * We try to find a key for the door as passed. If we find a key 1850 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
2181 * pl is the player, 1854 * pl is the player,
2182 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
2185 */ 1858 */
2186
2187object * 1859object *
2188find_key (object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
2189{ 1861{
2190 object *tmp, *key; 1862 object *tmp, *key;
2191 1863
2192 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL) 1865 if (!container->inv)
2194 return NULL; 1866 return 0;
2195 1867
2196 /* First, lets try to find a key in the top level inventory */ 1868 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
2198 { 1870 {
2199 if (door->type == DOOR && tmp->type == KEY) 1871 if (door->type == DOOR && tmp->type == KEY)
2200 break; 1872 break;
2201 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
2203 */ 1875 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break; 1877 break;
2206 } 1878 }
1879
2207 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time. 1881 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find 1882 * otherwise, if we search all the inventories and still don't find
2210 * a key, return 1883 * a key, return
2211 */ 1884 */
2212 if (!tmp) 1885 if (!tmp)
2213 { 1886 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
2215 { 1888 {
2216 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv) 1890 if (tmp->type == CONTAINER && tmp->inv)
2218 { 1891 {
2219 if ((key = find_key (pl, tmp, door)) != NULL) 1892 if ((key = find_key (pl, tmp, door)))
2220 return key; 1893 return key;
2221 } 1894 }
2222 } 1895 }
1896
2223 if (!tmp) 1897 if (!tmp)
2224 return NULL; 1898 return NULL;
2225 } 1899 }
1900
2226 /* We get down here if we have found a key. Now if its in a container, 1901 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it 1902 * see if we actually want to use it
2228 */ 1903 */
2229 if (pl != container) 1904 if (pl != container)
2230 { 1905 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL; 1928 return NULL;
2254 } 1929 }
2255 } 1930 }
1931
2256 return tmp; 1932 return tmp;
2257} 1933}
2258 1934
2259/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
2262 * 0 otherwise 1938 * 0 otherwise
2263 */ 1939 */
2264static int 1940static int
2265player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
2266{ 1942{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 1943 /* If its a door, try to find a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 1944 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
2271 */ 1946 */
2272 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
2273 1948
2274 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
2275 if (key) 1950 if (key)
2276 { 1951 {
2277 object *container = key->env; 1952 object *container = key->env;
2278 1953
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2280 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2281 make_visible (op); 1955 make_visible (op);
1956
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1959
2284 if (door->type == DOOR) 1960 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1961 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
2289 { 1963 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2291 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
2292 } 1966 }
1967
2293 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */ 1970
2296 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container);
2298 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2299 } 1972 }
2300 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2301 { 1974 {
2302 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1976 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2304 return 1; 1977 return 1;
2305 } 1978 }
1979
2306 return 0; 1980 return 0;
2307} 1981}
2308 1982
2309/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2314 */ 1988 */
2315 1989bool
2316void
2317move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2318{ 1991{
2319 object *tmp, *mon;
2320 sint16 nx, ny;
2321 int on_battleground; 1992 int on_battleground;
2322 mapstruct *m;
2323 1993
2324 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2326 1996
2327 on_battleground = op_on_battleground (op, NULL, NULL); 1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny))
2000 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2328 2007
2329 /* If braced, or can't move to the square, and it is not out of the 2008 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 2009 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 2010 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2333 * move to some space, it then means that if we are braced, we should 2012 * move to some space, it then means that if we are braced, we should
2334 * do nothing at all. As it is, if we are braced, we go through 2013 * do nothing at all. As it is, if we are braced, we go through
2335 * quite a bit of processing. However, it probably is less than what 2014 * quite a bit of processing. However, it probably is less than what
2336 * move_ob uses. 2015 * move_ob uses.
2337 */ 2016 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2017 maptile *m = op->map->xy_find (nx, ny);
2018
2019 /* Go through all the objects, and find ones of interest. Only stop if
2020 * we find a monster - that is something we know we want to attack.
2021 * if its a door or barrel (can roll) see if there may be monsters
2022 * on the space
2023 */
2024 object *mon;
2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2026 {
2027 if ((mon->flag [FLAG_ALIVE]
2028 || mon->type == LOCKED_DOOR
2029 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op)
2031 break;
2339 { 2032 }
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033
2034 if (!mon) /* This happens anytime the player tries to move */
2035 return false; /* into a wall */
2036
2037 mon = mon->head_ ();
2038
2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2044 return true;
2341 { 2045 }
2342 m = get_map_from_coord (op->map, &nx, &ny); 2046
2343 if (!m) 2047 /* The following deals with possibly attacking peaceful
2344 return; /* Don't think this should happen */ 2048 * or friendly creatures. Basically, all players are considered
2049 * unaggressive. If the moving player has peaceful set, then the
2050 * object should be pushed instead of attacked. It is assumed that
2051 * if you are braced, you will not attack friends accidently,
2052 * and thus will not push them.
2053 */
2054
2055 /* If the creature is a pet, push it even if the player is not
2056 * peaceful. Our assumption is the creature is a pet if the
2057 * player owns it and it is either friendly or unagressive.
2058 */
2059 if (op->type == PLAYER
2060 && ((mon->owner && mon->owner->contr
2061 && same_party (mon->owner->contr->party, op->contr->party))
2062 || mon->owner == op)
2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2064 {
2065 /* If we're braced, we don't want to switch places with it */
2066 if (op->contr->braced)
2067 return false;
2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op);
2075
2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2077 make_visible (op);
2078
2079 return true;
2345 } 2080 }
2346 else 2081 else
2347 m = op->map;
2348
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return; 2082 return false;
2353 } 2083 }
2354 2084
2355 mon = NULL;
2356 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space
2360 */
2361 while (tmp != NULL)
2362 {
2363 if (tmp == op)
2364 {
2365 tmp = tmp->above;
2366 continue;
2367 }
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 {
2370 mon = tmp;
2371 break;
2372 }
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp;
2375 tmp = tmp->above;
2376 }
2377
2378 if (mon == NULL) /* This happens anytime the player tries to move */
2379 return; /* into a wall */
2380
2381 if (mon->head != NULL)
2382 mon = mon->head;
2383
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2385 if (player_attack_door (op, mon))
2386 return;
2387
2388 /* The following deals with possibly attacking peaceful
2389 * or frienddly creatures. Basically, all players are considered
2390 * unaggressive. If the moving player has peaceful set, then the
2391 * object should be pushed instead of attacked. It is assumed that
2392 * if you are braced, you will not attack friends accidently,
2393 * and thus will not push them.
2394 */
2395
2396 /* If the creature is a pet, push it even if the player is not
2397 * peaceful. Our assumption is the creature is a pet if the
2398 * player owns it and it is either friendly or unagressive.
2399 */
2400 if ((op->type == PLAYER)
2401#if COZY_SERVER
2402 &&
2403 ((get_owner (mon) && get_owner (mon)->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2405#else
2406 && get_owner (mon) == op
2407#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 {
2410 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced)
2412 return;
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op);
2415 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op);
2417 return;
2418 }
2419
2420 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2422 * someone, but put it inside this loop so that you won't 2087 * someone, but put it inside this loop so that you won't
2423 * attack them either. 2088 * attack them either.
2424 */ 2089 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2427#ifdef PROHIBIT_PLAYERKILL 2092 && ((op->contr->peaceful
2428 (op->contr->peaceful 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2429 || (mon->type == PLAYER 2094 && !on_battleground))
2430 && mon->contr-> 2095 {
2431 peaceful)) && 2096 if (op->speed_left > 0.f)
2432#else
2433 op->contr->peaceful &&
2434#endif
2435 !on_battleground))
2436 { 2097 {
2098 --op->speed_left;
2099
2437 if (!op->contr->braced) 2100 if (!op->contr->braced)
2438 { 2101 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2440 (void) push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2441 } 2104 }
2442 else 2105 else
2443 { 2106 op->statusmsg ("You withhold your attack");
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2107
2445 }
2446 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2447 make_visible (op); 2109 make_visible (op);
2448 }
2449 2110
2111 return true;
2112 }
2113 }
2450 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2451 * roll it if not braced. You can't roll it if you are braced. 2115 * roll it if not braced. You can't roll it if you are braced.
2452 */ 2116 */
2453 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2117 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2118 {
2119 if (op->speed_left > 0.f)
2454 { 2120 {
2121 --op->speed_left;
2122
2455 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2456 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2457 make_visible (op); 2125 make_visible (op);
2458 }
2459 2126
2127 return true;
2128 }
2129 }
2460 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2461 * Way it works is like this: First, it must have some hit points 2131 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2133 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2134 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2135 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2138 {
2470 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2471 /* If the player hasn't hit something this tick, and does
2472 * so, give them speed boost based on weapon speed. Doing
2473 * it here is better than process_players2, which basically
2474 * incurred a 1 tick offset.
2475 */
2476 if (!op->contr->has_hit)
2477 { 2140 {
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2141 --op->contr->weapon_sp_left;
2479 2142
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 }
2482
2483 skill_attack (mon, op, 0, NULL, NULL); 2143 skill_attack (mon, op, 0, 0, 0);
2484 2144
2485 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is
2488 * the wiz.
2489 */
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 {
2492 short luck = mon->stats.luck;
2493
2494 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL);
2496 mon->stats.luck = luck;
2497 }
2498 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2499 make_visible (op); 2146 make_visible (op);
2500 }
2501 } /* if player should attack something */
2502}
2503 2147
2504int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2505move_player (object *op, int dir) 2156move_player (object *op, int dir)
2506{ 2157{
2507 int pick; 2158 int pick;
2508 2159
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2510 return 0; 2161 return 0;
2511 2162
2512 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2514 { 2165 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2167 return 0;
2517 } 2168 }
2518 2169
2519 /* peterm: added following line */ 2170 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2522 2173
2523 op->facing = dir; 2174 op->facing = dir;
2524 2175
2525 if (op->hide) 2176 if (op->flag [FLAG_HIDDEN])
2526 do_hidden_move (op); 2177 do_hidden_move (op);
2527 2178
2179 bool retval;
2180
2528 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2529 /*nop */ ; 2182 retval = RESULT_INT (0);
2530 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2531 fire (op, dir); 2184 retval = fire (op, dir);
2532 else 2185 else
2533 { 2186 {
2534 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2535 pick = check_pick (op); 2188 pick = check_pick (op);
2536 } 2189 }
2537 2190
2538 /* Add special check for newcs players and fire on - this way, the 2191 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2192 * server can handle repeat firing.
2540 */ 2193 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2194 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2195 op->direction = dir;
2544 }
2545 else 2196 else
2546 {
2547 op->direction = 0; 2197 op->direction = 0;
2548 } 2198
2549 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2201 * for players.
2552 */ 2202 */
2553 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2554 return 0; 2204
2205 return retval;
2555} 2206}
2556 2207
2557/* This is similar to handle_player, below, but is only used by the 2208/* This is similar to handle_player, below, but is only used by the
2558 * new client/server stuff. 2209 * new client/server stuff.
2559 * This is sort of special, in that the new client/server actually uses 2210 * This is sort of special, in that the new client/server actually uses
2560 * the new speed values for commands. 2211 * the new speed values for commands.
2561 * 2212 *
2562 * Returns true if there are more actions we can do. 2213 * Returns true if there are more actions we can do. Should not do
2214 * many actions in a row, as that would be too unfair to other
2215 * players.
2563 */ 2216 */
2564int 2217bool
2565handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2566{ 2219{
2567 if (op->contr->hidden)
2568 {
2569 op->invisible = 1000;
2570 /* the socket code flashes the player visible/invisible
2571 * depending on the value of invisible, so we need to
2572 * alternate it here for it to work correctly.
2573 */
2574 if (pticks & 2)
2575 op->invisible--;
2576 }
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2579 op->invisible--;
2580 if (!op->invisible)
2581 {
2582 make_visible (op);
2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 }
2585 }
2586
2587 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2588 { 2221 {
2589 flee_player (op); 2222 if (op->speed_left > 0.f)
2590 /* If player is still scared, that is his action for this tick */
2591 if (QUERY_FLAG (op, FLAG_SCARED))
2592 { 2223 {
2593 op->speed_left--; 2224 --op->speed_left;
2225 flee_player (op);
2226
2594 return 0; 2227 return true;
2595 } 2228 }
2596 } 2229 else
2597 2230 return false;
2598 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer.
2602 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605 {
2606 op->contr->ranges[range_golem] = NULL;
2607 op->contr->golem_count = 0;
2608 } 2231 }
2609 2232
2610 /* call this here - we also will call this in do_ericserver, but 2233 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2235 * called, so we recheck it here.
2613 */ 2236 */
2614 HandleClient (&op->contr->socket, op->contr); 2237 if (op->contr->ns->handle_command ())
2615 if (op->speed_left < 0)
2616 return 0; 2238 return true;
2617 2239
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 {
2620 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--;
2622
2623 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff.
2626 */
2627 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2628 if (op->speed_left > 0) 2242
2629 return 1;
2630 else
2631 return 0;
2632 }
2633 return 0; 2243 return false;
2634} 2244}
2635 2245
2636int 2246int
2637save_life (object *op) 2247save_life (object *op)
2638{ 2248{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2250 return 0;
2643 2251
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2254 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2649 if (op->contr) 2257
2650 esrv_del_item (op->contr, tmp->count); 2258 tmp->destroy ();
2651 remove_ob (tmp);
2652 free_object (tmp);
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2260
2654 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2262 op->stats.hp = op->stats.maxhp;
2263
2656 if (op->stats.food < 0) 2264 if (op->stats.food < 0)
2657 op->stats.food = 999; 2265 op->stats.food = 999;
2658 fix_player (op); 2266
2267 op->update_stats ();
2659 return 1; 2268 return 1;
2660 } 2269 }
2270
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2272 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2273 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2274 return 0;
2665} 2275}
2666 2276
2667/* This goes throws the inventory and removes unpaid objects, and puts them 2277/* This goes throws the inventory and removes unpaid objects, and puts them
2668 * back in the map (location and map determined by values of env). This 2278 * back in the map (location and map determined by values of env). This
2669 * function will descend into containers. op is the object to start the search 2279 * function will descend into containers. op is the object to start the search
2670 * from. 2280 * from.
2671 */ 2281 */
2282static void
2283drop_unpaid_items (object *op, object *env)
2284{
2285 while (op)
2286 {
2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2288
2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2290 op->insert_at (env);
2291 else if (op->inv)
2292 drop_unpaid_items (op->inv, env);
2293
2294 op = next;
2295 }
2296}
2297
2672void 2298void
2673remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2674{ 2300{
2675 object *next; 2301 if (!flag [FLAG_REMOVED])
2676 2302 ::drop_unpaid_items (inv, this);
2677 while (op)
2678 {
2679 next = op->below; /* Make sure we have a good value, in case
2680 * we remove object 'op'
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0);
2690 }
2691 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env);
2693 op = next;
2694 }
2695} 2303}
2696
2697 2304
2698/* 2305/*
2699 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2702 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2703 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2704 */ 2311 */
2705char * 2312const char *
2706gravestone_text (object *op) 2313gravestone_text (object *op)
2707{ 2314{
2708 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2709 char buf[MAX_BUF];
2710 time_t now = time (NULL);
2711 2316
2712 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2713 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2715 else 2322
2716 sprintf (buf, "%s\n", &op->name); 2323 buf << "\n\n";
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324
2718 strcat (buf2, buf); 2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2719 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2721 else 2331
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2723 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf);
2725 if (op->type == PLAYER)
2726 { 2332 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2729 strcat (buf2, buf);
2730 }
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2733 strcat (buf2, buf); 2337 }
2338
2734 return buf2; 2339 return buf;
2735} 2340}
2736
2737
2738 2341
2739void 2342void
2740do_some_living (object *op) 2343do_some_living (object *op)
2741{ 2344{
2742 int last_food = op->stats.food; 2345 int last_food = op->stats.food;
2748 int rate_grace = 2000; 2351 int rate_grace = 2000;
2749 const int max_hp = 1; 2352 const int max_hp = 1;
2750 const int max_sp = 1; 2353 const int max_sp = 1;
2751 const int max_grace = 1; 2354 const int max_grace = 1;
2752 2355
2753 if (op->contr->outputs_sync) 2356 if (op->contr->hidden)
2754 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2357 {
2358 op->invisible = 1000;
2359 /* the socket code flashes the player visible/invisible
2360 * depending on the value of invisible, so we need to
2361 * alternate it here for it to work correctly.
2362 */
2363 if (pticks & 2)
2364 op->invisible--;
2365 }
2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2367 {
2368 if (!op->invisible--)
2369 {
2370 make_visible (op);
2371 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2372 }
2373 }
2759 2374
2760 if (op->contr->state == ST_PLAYING) 2375 if (op->contr->ns->state == ST_PLAYING)
2761 { 2376 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2378 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2379 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2381 else
2768 { 2382 {
2769 gen_hp = op->stats.maxhp; 2383 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2385 }
2386
2772 if (op->contr->gen_sp >= 0) 2387 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2389 else
2775 { 2390 {
2776 gen_sp = op->stats.maxsp; 2391 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2393 }
2394
2779 if (op->contr->gen_grace >= 0) 2395 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2397 else
2782 { 2398 {
2783 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785 } 2401 }
2786 2402
2787 /* Regenerate Spell Points */
2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2789 {
2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791 if (op->stats.sp < op->stats.maxsp)
2792 {
2793 op->stats.sp++;
2794 /* dms do not consume food */
2795 if (!QUERY_FLAG (op, FLAG_WIZ))
2796 {
2797 op->stats.food--;
2798 if (op->contr->digestion < 0)
2799 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food;
2802 }
2803 }
2804 if (max_sp > 1)
2805 {
2806 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0)
2808 {
2809 if (op->stats.sp < op->stats.maxsp)
2810 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--;
2814 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp;
2816 }
2817 op->last_sp = 0;
2818 }
2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2828 }
2829
2830 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2833 { 2406 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2407 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2836 if (max_grace > 1) 2410 if (max_grace > 1)
2837 { 2411 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0) 2413 if (over_grace > 0)
2840 { 2414 {
2852 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2853 } 2427 }
2854 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2855 } 2429 }
2856 2430
2431 if (op->stats.food > 0)
2432 {
2857 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2858 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2859 {
2860 if (op->stats.hp < op->stats.maxhp)
2861 { 2435 {
2862 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2863 /* dms do not consume food */ 2437
2864 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2865 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2866 op->stats.food--; 2445 op->stats.food--;
2446
2867 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2868 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2871 } 2452 }
2872 } 2453
2873 if (max_hp > 1) 2454 if (max_sp > 1)
2874 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0)
2877 { 2455 {
2878 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2879 op->last_heal = 0; 2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2880 } 2474 }
2881 else 2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2882 { 2483 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2884 } 2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2885 } 2509 }
2886 else 2510 else
2887 {
2888 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2889 } 2512 }
2890 } 2513 }
2891 2514
2892 /* Digestion */ 2515 /* Digestion */
2893 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2894 { 2517 {
2895#ifdef COZY_SERVER 2518 int bonus = max (0, op->contr->digestion),
2896 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2519 penalty = max (0, -op->contr->digestion);
2897 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2898#else
2899 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2900#endif
2901 2520
2902 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2904 else 2522
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2906 /* dms do not consume food */ 2523 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--; 2525 op->stats.food--;
2909 } 2526 }
2910 }
2911 2527
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2529 {
2914 object *tmp, *flesh = NULL; 2530 object *flesh = 0;
2915 2531
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2917 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 { 2533 {
2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2921 { 2538 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2923 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2544 break;
2926 } 2545 }
2927 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2928 flesh = tmp; 2547 flesh = tmp;
2929 } /* End if paid for object */ 2548 }
2930 } /* end of for loop */ 2549
2931 /* If player is still starving, it means they don't have any food, so 2550 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead. 2551 * eat flesh instead.
2933 */ 2552 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 { 2554 {
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2937 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2564 }
2565
2566 if (op->stats.food < 0)
2938 } 2567 {
2939 } /* end if player is starving */ 2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2940 2570
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2571 if (op->stats.hp < 0)
2942 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2943 2577
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2578 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2945 kill_player (op); 2580 kill_player (op);
2581 }
2946} 2582}
2947
2948
2949 2583
2950/* If the player should die (lack of hp, food, etc), we call this. 2584/* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not 2585 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player 2586 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2587 * file.
2954 */ 2588 */
2955void 2589void
2956kill_player (object *op) 2590kill_player (object *op)
2957{ 2591{
2592 int x, y;
2958 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2959 int x, y;
2960
2961 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2963
2964 /* int z;
2965 int num_stats_lose;
2966 int lost_a_stat;
2967 int lose_this_stat;
2968 int this_stat; */
2969 int will_kill_again; 2595 int will_kill_again;
2970 archetype *at; 2596 archetype *at;
2971 object *tmp; 2597 object *tmp;
2972 2598
2973 if (save_life (op)) 2599 if (save_life (op))
2974 return; 2600 return;
2975
2976 2601
2977 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2978 * in cities ONLY!!! It is very important that this doesn't get abused. 2603 * in cities ONLY!!! It is very important that this doesn't get abused.
2979 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2980 */ 2605 */
2982 { 2607 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2610
2986 /* restore player */ 2611 /* restore player */
2987 at = find_archetype ("poisoning"); 2612 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2989 if (tmp)
2990 { 2614 {
2991 remove_ob (tmp); 2615 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2617 }
2995 2618
2996 at = find_archetype ("confusion"); 2619 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2998 if (tmp)
2999 { 2621 {
3000 remove_ob (tmp); 2622 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2624 }
3004 2625
3005 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2629 op->stats.food = 999;
3009 2630
3010 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
3012 if (tmp != NULL)
3013 { 2633 {
3014 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
3015 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
3016 sprintf (buf, " This finger has been cut off %s\n"
3017 " the %s, when he was defeated at\n level %d by %s.\n",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019 tmp->msg = buf; 2636 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2641 );
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2643 tmp->materialname = "organics";
3022 tmp->x = op->x, tmp->y = op->y; 2644 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 } 2645 }
3025 2646
3026 /* teleport defeated player to new destination */ 2647 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2649 op->contr->braced = 0;
3031 2652
3032 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
3033 2654
3034 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
3035 2656
3036 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2658
2659 /* save the map location for corpse, gravestone */
2660 x = op->x;
2661 y = op->y;
2662 map = op->map;
2663
2664 /* NOT_PERMADEATH code. This basically brings the character back to
2665 * life if they are dead - it takes some exp and a random stat.
2666 * See the config.h file for a little more in depth detail about this.
2667 */
2668
2669 /* Basically two ways to go - remove a stat permanently, or just
2670 * make it depletion. This bunch of code deals with that aspect
2671 * of death.
2672 */
2673#ifndef COZY_SERVER
2674 if (settings.balanced_stat_loss)
3037 { 2675 {
3038 if (op->contr->explore) 2676 /* If stat loss is permanent, lose one stat only. */
3039 { 2677 /* Lower level chars don't lose as many stats because they suffer
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2678 more if they do. */
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2679 /* Higher level characters can afford things such as potions of
3042 op->stats.food = 999; 2680 restoration, or better, stat potions. So we slug them that
3043 return; 2681 little bit harder. */
3044 } 2682 /* GD */
3045 sprintf (buf, "%s starved to death.", &op->name); 2683 if (settings.stat_loss_on_death)
3046 strcpy (op->contr->killer, "starvation"); 2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3047 } 2687 }
3048 else 2688 else
3049 { 2689 num_stats_lose = 1;
3050 if (op->contr->explore) 2690
3051 { 2691 lost_a_stat = 0;
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2692
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2693 for (z = 0; z < num_stats_lose; z++)
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name);
3058 } 2694 {
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 i = RANDOM () % NUM_STATS;
3060 2696
3061 /* save the map location for corpse, gravestone */
3062 x = op->x;
3063 y = op->y;
3064 map = op->map;
3065
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this.
3072 */
3073
3074 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect
3076 * of death.
3077 */
3078#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */
3084 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */
3087 /* GD */
3088 if (settings.stat_loss_on_death) 2697 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2698 {
3090 else 2699 /* Pick a random stat and take a point off it. Tell the player
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2700 * what he lost.
2701 */
2702 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds (&(op->stats));
2704 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1;
3092 } 2708 }
3093 else 2709 else
3094 { 2710 {
3095 num_stats_lose = 1; 2711 /* deplete a stat */
3096 } 2712 archetype *deparch = archetype::find ("depletion");
3097 lost_a_stat = 0; 2713 object *dep;
3098 2714
3099 for (z = 0; z < num_stats_lose; z++) 2715 dep = present_arch_in_ob (deparch, op);
3100 { 2716 if (!dep)
3101 i = RANDOM () % NUM_STATS;
3102
3103 if (settings.stat_loss_on_death)
3104 { 2717 {
3105 /* Pick a random stat and take a point off it. Tell the player 2718 dep = arch_to_object (deparch);
3106 * what he lost. 2719 insert_ob_in_ob (dep, op);
3107 */
3108 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1;
3114 } 2720 }
3115 else 2721 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss)
3116 { 2723 {
3117 /* deplete a stat */ 2724 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2725 /* Get the stat that we're about to deplete. */
3119 object *dep; 2726 this_stat = get_attr_value (&(dep->stats), i);
3120 2727 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2728 {
3124 dep = arch_to_object (deparch); 2729 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2730 int keep_chance = this_stat * this_stat;
3126 } 2731
3127 lose_this_stat = 1; 2732 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0) 2733 if (keep_chance < 1)
2734 keep_chance = 1;
2735
2736 /* There is a maximum depletion total per level. */
2737 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2738 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2739 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2740 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2741 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2742 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2743 else
3169 if (this_stat >= -50)
3170 { 2744 {
3171 change_attr_value (&(dep->stats), i, -1); 2745 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1; 2746 lose_this_stat = 0;
2747 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2748 this_stat, keep_chance, loss_chance,
2749 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2750 }
3177 } 2751 }
3178 } 2752 }
2753
2754 if (lose_this_stat)
2755 {
2756 this_stat = get_attr_value (&(dep->stats), i);
2757 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a
2761 * difference.
2762 */
2763 if (this_stat >= -50)
2764 {
2765 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 op->update_stats ();
2769 lost_a_stat = 1;
2770 }
3179 } 2771 }
2772 }
2773 }
2774
3180 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2776 if (!lost_a_stat)
3182 { 2777 {
3183 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2779 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2780 const char *god = determine_god (op);
3186 2781
3187 if (god && (strcmp (god, "none"))) 2782 if (god && (strcmp (god, "none")))
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3189 else 2784 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3191 } 2786 }
2787#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
3192#endif 2789#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2790
3195 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2792 * exp loss on the stone.
3197 */ 2793 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
3200 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
3201 sprintf (buf, "%s's gravestones", &op->name); 2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3202 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
3203 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);
3204 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2801
3208 /**************************************/ 2802 /**************************************/
3209 /* */ 2803 /* */
3210 /* Subtract the experience points, */ 2804 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 2805 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 2806 /* food, and reset HP's... */
3213 /* */ 2807 /* */
3214
3215 /**************************************/ 2808 /**************************************/
3216 2809
3217 /* remove any poisoning and confusion the character may be suffering. */ 2810 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 2811 /* restore player */
3219 at = find_archetype ("poisoning"); 2812 at = archetype::find ("poisoning");
3220 tmp = present_arch_in_ob (at, op); 2813 tmp = present_arch_in_ob (at, op);
2814
3221 if (tmp) 2815 if (tmp)
3222 { 2816 {
3223 remove_ob (tmp); 2817 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 } 2819 }
3227 2820
3228 at = find_archetype ("confusion"); 2821 at = archetype::find ("confusion");
3229 tmp = present_arch_in_ob (at, op); 2822 tmp = present_arch_in_ob (at, op);
3230 if (tmp) 2823 if (tmp)
3231 { 2824 {
3232 remove_ob (tmp); 2825 tmp->destroy ();
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 2827 }
2828
3236 cure_disease (op, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
3237 2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2842
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
3240 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
3241 op->stats.food = 900; 2847 op->stats.food = 900;
2848
3242 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2852
3246 /* 2853 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2854 * Check to see if the player has any unpaid items. If so, remove them
3248 * the player has any unpaid items. If so, remove them and put them back 2855 * and put them back in the map.
3249 * in the map. 2856 */
3250 */ 2857 op->drop_unpaid_items ();
3251 2858
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op);
3254
3255 /****************************************/ 2859 /****************************************/
3256 /* */ 2860 /* */
3257 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
3259 /* */ 2863 /* */
3260
3261 /****************************************/ 2864 /****************************************/
3262 2865
3263 enter_player_savebed (op); 2866 enter_player_savebed (op);
3264 2867
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2868 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2869
3271 /* it is possible that the player has blown something up 2870 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2871 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2872 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2873 * on the space that might harm the player.
3275 */ 2874 */
3276 will_kill_again = 0; 2875 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2876 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2877 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2878 will_kill_again |= tmp->attacktype;
3281 } 2879
3282 if (will_kill_again) 2880 if (will_kill_again)
3283 { 2881 {
3284 object *force; 2882 object *force;
3285 int at; 2883 int at;
3286 2884
3287 force = get_archetype (FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2887 force->speed = 0.1f;
3290 force->speed_left = -5.0; 2888 force->speed_left = -5.f;
3291 SET_FLAG (force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2890 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2892 force->resist[at] = 100;
3296 } 2893
3297 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
3298 fix_player (op); 2895 op->update_stats ();
2896 }
3299 2897
3300 }
3301
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 {
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318
3319 op->contr->party = NULL;
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2899}
3380
3381 2900
3382void 2901void
3383loot_object (object *op) 2902loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2903{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2904 object *tmp, *tmp2, *next;
3386 2905
3387 if (op->container) 2906 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2907
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2908 for (tmp = op->inv; tmp; tmp = next)
3393 { 2909 {
3394 next = tmp->below; 2910 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2911
2912 if (tmp->invisible)
3396 continue; 2913 continue;
3397 remove_ob (tmp); 2914
2915 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2916 tmp->x = op->x, tmp->y = op->y;
2917
3399 if (tmp->type == CONTAINER) 2918 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2919 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2920
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3404 { 2922 {
3405 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
3406 { 2924 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
3408 free_object (tmp2);
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2927 }
3411 else 2928 else
3412 free_object (tmp); 2929 tmp->destroy ();
3413 } 2930 }
3414 else 2931 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2933 }
3417} 2934}
3419/* 2936/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 2938 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 2939 * was changed.
3423 */ 2940 */
3424
3425void 2941void
3426fix_weight (void) 2942fix_weight (void)
3427{ 2943{
3428 player *pl; 2944 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 2945 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
3433 2947
3434 if (old == sum) 2948 pl->ob->update_weight ();
3435 continue; 2949
3436 fix_player (pl->ob); 2950 if (old != pl->ob->carrying)
2951 {
2952 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954 }
3438 } 2955 }
3439} 2956}
3440 2957
3441void 2958void
3442fix_luck (void) 2959fix_luck (void)
3443{ 2960{
3444 player *pl; 2961 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 2962 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 2963 pl->ob->change_luck (0);
3449} 2964}
3450
3451 2965
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 2967 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 2968 * just treat this as any other spell casting object.
3455 */ 2969 */
3456
3457void 2970void
3458cast_dust (object *op, object *throw_ob, int dir) 2971cast_dust (object *op, object *throw_ob, int dir)
3459{ 2972{
3460 object *skop, *spob; 2973 object *skop, *spob;
3461 2974
3482 if (op->type == PLAYER) 2995 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2996 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 2997
3485 cast_spell (op, throw_ob, dir, spob, NULL); 2998 cast_spell (op, throw_ob, dir, spob, NULL);
3486 2999
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3000 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3001}
3491 3002
3492void 3003void
3493make_visible (object *op) 3004make_visible (object *op)
3494{ 3005{
3495 op->hide = 0; 3006 op->flag [FLAG_HIDDEN] = 0;
3496 op->invisible = 0; 3007 op->invisible = 0;
3008
3497 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3498 { 3010 {
3499 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3501 } 3013 }
3014
3502 update_object (op, UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3503} 3016}
3504 3017
3505int 3018int
3506is_true_undead (object *op) 3019is_true_undead (object *op)
3507{ 3020{
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3511 return 1; 3022 return 1;
3512 3023
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 3024 return 0;
3519} 3025}
3520 3026
3521/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3523 * indicate greater hideability. 3029 * indicate greater hideability.
3524 */ 3030 */
3525
3526int 3031int
3527hideability (object *ob) 3032hideability (object *ob)
3528{ 3033{
3529 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3530 sint16 x, y; 3035 sint16 x, y;
3540 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3541 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3542 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3543 3048
3544 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3545 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3050 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3546 { 3053 {
3547 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3548 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3549 {
3550 continue; 3056 continue;
3551 } 3057
3552 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3553 level += 2; 3059 level += 2;
3554 else /* open terrain! */ 3060 else /* open terrain! */
3555 level -= 1; 3061 level -= 1;
3556 } 3062 }
3564/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3565 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3566 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3567 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3568 */ 3074 */
3569
3570void 3075void
3571do_hidden_move (object *op) 3076do_hidden_move (object *op)
3572{ 3077{
3573 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3574 object *skop;
3575 3079
3576 if (!op || !op->map) 3080 if (!op || !op->map)
3577 return; 3081 return;
3578 3082
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3083 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084 int num = random_roll (0, 19, op, PREFER_LOW);
3580 3085
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 3086 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3585 { 3089 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 3091 make_visible (op);
3588 return; 3092 return;
3589 } 3093 }
3590 else 3094 else
3591 num += 20; 3095 num += 20;
3592 } 3096
3593 num += op->map->difficulty; 3097 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 3099 num -= hide;
3100
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 3102 {
3598 make_visible (op); 3103 make_visible (op);
3104
3599 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 3107 }
3602 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3109 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 3110}
3607 3111
3608/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3609 3113
3610int 3114int
3611stand_near_hostile (object *who) 3115stand_near_hostile (object *who)
3612{ 3116{
3613 object *tmp = NULL; 3117 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3118 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3119 maptile *m;
3616 sint16 x, y; 3120 sint16 x, y;
3617 3121
3618 if (!who) 3122 if (!who)
3619 return 0; 3123 return 0;
3620 3124
3637 if (mflags & P_OUT_OF_MAP) 3141 if (mflags & P_OUT_OF_MAP)
3638 continue; 3142 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3144 continue;
3641 3145
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3147 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3148 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3149 return 1;
3646 else if (tmp->type == PLAYER) 3150 else if (tmp->type == PLAYER)
3647 { 3151 {
3658 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3659 * but we dont worry if the object isnt the top one in 3163 * but we dont worry if the object isnt the top one in
3660 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3661 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3662 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3663 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3664 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3665 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3666 * for them to differ. Sigh, this fctn could get a bit more complex. 3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3667 * -b.t. 3171 * -b.t.
3668 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3669 */ 3173 */
3670
3671int 3174int
3672player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3673{ 3176{
3674 rv_vector rv; 3177 rv_vector rv;
3675 int dx, dy; 3178 int dx, dy;
3677 if (pl->type != PLAYER) 3180 if (pl->type != PLAYER)
3678 { 3181 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3183 return -1;
3681 } 3184 }
3185
3682 if (!pl || !op) 3186 if (!pl || !op)
3683 return 0; 3187 return 0;
3684 3188
3685 if (op->head)
3686 {
3687 op = op->head; 3189 op = op->head_ ();
3688 } 3190
3689 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3690 3192
3691 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3194 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3694 * a blocked los square. 3196 * a blocked los square.
3695 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3696 */ 3198 */
3697 while (op) 3199 while (op)
3698 { 3200 {
3699 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3700 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3701 3203
3702 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3205 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3206 * for any meaningful values.
3705 */ 3207 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3709 return 1; 3211 return 1;
3212
3710 op = op->more; 3213 op = op->more;
3711 } 3214 }
3215
3712 return 0; 3216 return 0;
3713} 3217}
3714 3218
3715/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3716 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3719 * return 0. 3223 * return 0.
3720 */ 3224 */
3721int 3225int
3722action_makes_visible (object *op) 3226action_makes_visible (object *op)
3723{ 3227{
3724
3725 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3726 { 3229 {
3727 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3728 return 0; 3231 return 0;
3729 3232
3730 if (op->contr && op->contr->tmp_invis == 0) 3233 if (op->contr && op->contr->tmp_invis == 0)
3731 return 0; 3234 return 0;
3732 3235
3733 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3734 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3237 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3735 { 3238 {
3736 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3737 return 1; 3240 return 1;
3738 } 3241 }
3739 } 3242 }
3243
3740 return 0; 3244 return 0;
3741} 3245}
3742 3246
3743/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3744 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3749 * Default is to do the same as before, so only people wanting to have different points need worry about this 3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3750 */ 3254 */
3751int 3255int
3752op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3753{ 3257{
3754 object *tmp;
3755
3756 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3757 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3758 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3759 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3760 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3761 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3762 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3763 { 3265 {
3764 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3765 { 3267 {
3766 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3767 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3269 && tmp->type == BATTLEGROUND
3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3768 { 3272 {
3769 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3770 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3771 { 3275 {
3772 object *invtmp;
3773
3774 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3775 { 3277 {
3776 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3777 { 3279 {
3778 if (x != NULL && y != NULL) 3280 if (x && y)
3779 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3780 return 1; 3283 return 1;
3781 } 3284 }
3782 } 3285 }
3783 } 3286 }
3287
3784 if (x != NULL && y != NULL) 3288 if (x && y)
3785 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3786 return 1; 3291 return 1;
3787 } 3292 }
3788 } 3293 }
3789 } 3294 }
3295
3790 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3791 return 0; 3297 return 0;
3792} 3298}
3793 3299
3794/* 3300/*
3810 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0; 3317 int i = 0, j = 0;
3812 3318
3813 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3816 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3818 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3820 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3822 3328
3823 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3824 return; 3330 return;
3825 3331
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3333
3828 if (tr == NULL || tr->item == NULL) 3334 if (!tr || !tr->item)
3829 { 3335 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3337 return;
3832 } 3338 }
3833 3339
3834 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3835 item = &(tr->item->clone); 3341 item = tr->item;
3836 3342
3837 if (item->type == SPELL) 3343 if (item->type == SPELL)
3838 { 3344 {
3839 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3840 return; 3346 return;
3899 { 3405 {
3900 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3407 object *skin;
3902 3408
3903 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3410 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3411 ;
3412
3905 if (skin == NULL) 3413 if (!skin)
3906 return; 3414 return;
3907 3415
3908 /* adding new spellpath attunements */ 3416 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3417 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3418 {
3942 else 3450 else
3943 { 3451 {
3944 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3945 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3946 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3947 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3948 if (who->type == PLAYER)
3949 esrv_send_item (who, tmp);
3950 } 3456 }
3951} 3457}
3952 3458
3953/** 3459/**
3954 * Unready an object for a player. This function does nothing if the object was 3460 * Unready an object for a player. This function does nothing if the object was
3955 * not readied. 3461 * not readied.
3956 */ 3462 */
3957void 3463void
3958player_unready_range_ob (player *pl, object *ob) 3464player_unready_range_ob (player *pl, object *ob)
3959{ 3465{
3960 rangetype i; 3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3961 3468
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->combat_ob == ob)
3963 { 3470 pl->combat_ob = 0;
3471
3964 if (pl->ranges[i] == ob) 3472 if (pl->ranged_ob == ob)
3965 { 3473 pl->ranged_ob = 0;
3966 pl->ranges[i] = NULL;
3967 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none;
3970 }
3971 }
3972 }
3973} 3474}
3475
3476sint8
3477player::visibility_at (maptile *map, int x, int y) const
3478{
3479 if (!ns)
3480 return 0;
3481
3482 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0;
3485
3486 x += dx - ns->current_x + ns->mapx / 2;
3487 y += dy - ns->current_y + ns->mapy / 2;
3488
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y];
3493}
3494
3495void
3496player::infobox (const char *title, const char *msg, int color)
3497{
3498 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499}
3500
3501void
3502player::statusmsg (const char *msg, int color)
3503{
3504 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505}
3506
3507void
3508player::failmsg (const char *msg, int color)
3509{
3510 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color);
3512}
3513

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