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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.176 by root, Sun Dec 16 01:25:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 return; 48 return;
88 49
89 motd[0] = '\0'; 50 motd[0] = '\0';
90 size = 0; 51 size = 0;
91 52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
96 57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 77 return;
117 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
120 81
121 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
122 { 83 {
123 if (*buf == '#') 84 if (*buf == '#')
124 continue; 85 continue;
125 86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
153 114
154 news[0] = '\0'; 115 news[0] = '\0';
155 subject[0] = '\0'; 116 subject[0] = '\0';
156 size = 0; 117 size = 0;
157 118
158 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
159 { 120 {
160 if (*buf == '#') 121 if (*buf == '#')
161 continue; 122 continue;
162 123
163 if (*buf == '%') 124 if (*buf == '%')
164 { /* send one news */ 125 { /* send one news */
165 if (size > 0) 126 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
167 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
168 strip_endline (subject); 130 strip_endline (subject);
169 size = 0; 131 size = 0;
170 news[0] = '\0'; 132 news[0] = '\0';
171 } 133 }
180 size += strlen (buf); 142 size += strlen (buf);
181 } 143 }
182 } 144 }
183 145
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 149}
296 150
297/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
298static void 152static void
299set_first_map (object *op) 153set_first_map (object *op)
300{ 154{
301 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
302 op->x = -1; 156 op->x = -1;
303 op->y = -1; 157 op->y = -1;
304 enter_exit (op, 0);
305} 158}
306 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370
371 ob = observe = 0;
372}
373
374player::~player ()
375{
376 /* Clear item stack */
377 free (stack_items);
378}
379
307/* Tries to add player on the connection passwd in ns. 380/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 381 * All we can really get in this is some settings like host and display
309 * mode. 382 * mode.
310 */ 383 */
311 384player *
312int 385player::create ()
313add_player (client *ns)
314{ 386{
315 player *p = new player; 387 player *pl = new player;
316 388
317 p->socket = ns; 389 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 390
320 p->next = first_player; 391 pl->ob->roll_stats ();
321 first_player = p; 392 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */
322 394
323 p = get_player (p);
324
325 set_first_map (p->ob); 395 set_first_map (pl->ob);
326 396
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 397 return pl;
335} 398}
336 399
337/* 400/*
338 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
341 */ 404 */
342archetype * 405archetype *
343get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
344{ 407{
345 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
346 409
347 for (;;) 410 for (;;)
348 { 411 {
349 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
350 at = first_archetype; 413 i = archetypes.begin ();
351 else 414 else if (*i == at)
352 at = at->next; 415 cleanup ("not a single player archetype found");
353 416
354 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
355 return at; 418 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 419 }
363} 420}
364 421
365object * 422object *
366get_nearest_player (object *mon) 423get_nearest_player (object *mon)
367{ 424{
368 object *op = NULL; 425 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 426 objectlink *ol;
371 unsigned lastdist; 427 unsigned lastdist;
372 rv_vector rv; 428 rv_vector rv;
373 429
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 431 {
376 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop.
380 */
381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
383 object *tmp = ol->ob;
384
385 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared.
387 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389 ol = ol->next;
390 remove_friendly_object (tmp);
391 if (!ol)
392 return op;
393 }
394
395 /* Remove special check for player from this. First, it looks to cause
396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
397 * complicated method of state checking would be needed in any case -
398 * as it was, a clever player could type quit, and the function would
399 * skip them over while waiting for confirmation. Remove
400 * on_same_map check, as can_detect_enemy also does this
401 */
402 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue; 433 continue;
404 434
405 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
406 { 436 {
407 op = ol->ob; 437 op = ol->ob;
408 lastdist = rv.distance; 438 lastdist = rv.distance;
409 } 439 }
410 } 440 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 441
412 { 442 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 443 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
417 { 445 {
418 op = pl->ob; 446 op = pl->ob;
419 lastdist = rv.distance; 447 lastdist = rv.distance;
420 } 448 }
421 } 449
422 }
423#if 0 450#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 452#endif
426 return op; 453 return op;
427} 454}
445 * circling behaviour. Unfortunately, this function is also used to determined 472 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 473 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 474 * is probably not a good thing.
448 */ 475 */
449#define MAX_SPACES 50 476#define MAX_SPACES 50
450
451 477
452/* 478/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 480 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 481 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 512 x = mon->x;
487 y = mon->y; 513 y = mon->y;
488 m = mon->map; 514 m = mon->map;
489 dir = rv.direction; 515 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518
492 /* If we can't solve it within the search distance, return now. */ 519 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 520 if (diff > max)
494 return 0; 521 return 0;
522
495 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
496 { 524 {
497 lastx = x; 525 lastx = x;
498 lasty = y; 526 lasty = y;
499 lastmap = m; 527 lastmap = m;
581 max--; 609 max--;
582 lastdir = dir; 610 lastdir = dir;
583 if (!firstdir) 611 if (!firstdir)
584 firstdir = dir; 612 firstdir = dir;
585 } 613 }
614
586 if (diff <= 1) 615 if (diff <= 1)
587 { 616 {
588 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 618 * headed toward player for entire distance.
590 */ 619 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 622 }
623
594 if (diff > max) 624 if (diff > max)
595 return 0; 625 return 0;
596 } 626 }
627
597 /* If we reached the max, didn't find a direction in time */ 628 /* If we reached the max, didn't find a direction in time */
598 if (!max) 629 if (!max)
599 return 0; 630 return 0;
600 631
601 return firstdir; 632 return firstdir;
602} 633}
603 634
604void 635void
605give_initial_items (object *pl, treasurelist * items) 636give_initial_items (object *pl, treasurelist * items)
606{ 637{
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL) 638 if (pl->randomitems)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611 640
612 for (op = pl->inv; op; op = next) 641 for (object *next, *op = pl->inv; op; op = next)
613 { 642 {
614 next = op->below; 643 next = op->below;
615 644
616 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
617 * flag "neutral" set. Sorry but I can't think of a better way 646 * flag "neutral" set. Sorry but I can't think of a better way
659 if (op->nrof > 1) 688 if (op->nrof > 1)
660 op->nrof = 1; 689 op->nrof = 1;
661 } 690 }
662 691
663 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
664 {
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667 694
668 /* Give starting characters identified, uncursed, and undamned 695 /* Give starting characters identified, uncursed, and undamned
669 * items. Just don't identify gold or silver, or it won't be 696 * items. Just don't identify gold or silver, or it won't be
670 * merged properly. 697 * merged properly.
671 */ 698 */
694 /* Need to set up the skill pointers */ 721 /* Need to set up the skill pointers */
695 link_player_skills (pl); 722 link_player_skills (pl);
696} 723}
697 724
698void 725void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 726get_party_password (object *op, partylist *party)
783{ 727{
784 if (party == NULL) 728 if (party == NULL)
785 { 729 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 730 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 731 return;
788 } 732 }
733
789 op->contr->write_buf[0] = '\0'; 734 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 735 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 736 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 737 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 738}
794
795 739
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 740/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 741static int
798roll_stat (void) 742roll_stat (void)
799{ 743{
800 int a[4], i, j, k; 744 int a[4], i, j, k;
801 745
802 for (i = 0; i < 4; i++) 746 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 747 a[i] = (int) rndm (6) + 1;
804 748
805 for (i = 0, j = 0, k = 7; i < 4; i++) 749 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 750 if (a[i] < k)
807 k = a[i], j = i; 751 k = a[i], j = i;
808 752
809 for (i = 0, k = 0; i < 4; i++) 753 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 754 if (i != j)
812 k += a[i]; 755 k += a[i];
813 } 756
814 return k; 757 return k;
815} 758}
816 759
817void 760void
818roll_stats (object *op) 761object::roll_stats ()
819{ 762{
763 int statsort [NUM_STATS];
764
765 for (;;)
766 {
820 int sum = 0; 767 int sum = 0;
821 int i = 0, j = 0; 768 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 769 sum += statsort [i] = roll_stat ();
823 770
824 do 771 if (sum >= 82 && sum <= 116)
772 break;
825 { 773 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 774
837 /* Sort the stats so that rerolling is easier... */ 775 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 776 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 777
846 /* a quick and dirty bubblesort? */ 778 for (int i = 0; i < NUM_STATS; ++i)
847 do 779 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 780
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 781 stats.exp = 0;
882 op->stats.ac = 0; 782 stats.ac = 0;
883 783
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 784 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 785 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
790 contr->levhp[1] = 9;
791 contr->levsp[1] = 6;
792 contr->levgrace[1] = 3;
793
892 op->contr->orig_stats = op->stats; 794 contr->orig_stats = stats;
795 }
893} 796}
894 797
895void 798void
896Roll_Again (object *op) 799object::swap_stats (int a, int b)
897{ 800{
898 esrv_new_player (op->contr, 0); 801 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 802
903void 803 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 804 stats.stat (i) = contr->orig_stats.stat (i);
805
806 //TODO: the following code looks so borked and should, at the very least,
807 // be merged with the similar code in roll_stats
808 stats.ac = 0;
809
810 level = 1;
811 stats.exp = 0;
812 stats.ac = 0;
813
814 stats.hp = stats.maxhp;
815 stats.sp = stats.maxsp;
816 stats.grace = stats.maxgrace;
817
818 if (contr)
819 {
820 contr->levhp[1] = 9;
821 contr->levsp[1] = 6;
822 contr->levgrace[1] = 3;
823
824 contr->orig_stats = stats;
825 }
826}
827
828static void
829start_info (object *op)
905{ 830{
906 signed char tmp;
907 char buf[MAX_BUF]; 831 char buf[MAX_BUF];
908 832
909 if (op->contr->Swap_First == -1) 833 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 834 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 835 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 836 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 837}
1024 838
1025/* This function takes the key that is passed, and does the 839/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 840 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 841 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 842 * separate race and class; this actually changes the RACE,
1029 * not the class. 843 * not the class.
1030 */ 844 */
1031 845void
1032int 846player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 847{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 848 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 849 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 850
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 851 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 852 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 853 create_treasure (tl, ob, 0, 0, 0);
1053 854
1054 INVOKE_PLAYER (BIRTH, op->contr); 855 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 856 INVOKE_PLAYER (LOGIN, ob->contr);
1056 857
1057 op->contr->state = ST_PLAYING; 858 ob->contr->ns->state = ST_PLAYING;
1058 859
1059 if (op->msg) 860 if (ob->msg)
1060 op->msg = NULL; 861 ob->msg = 0;
1061 862
1062 /* We create this now because some of the unique maps will need it 863 /* We create this now because some of the unique maps will need it
1063 * to save here. 864 * to save here.
1064 */ 865 */
866 {
867 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 869 make_path_to_file (buf);
870 }
1067 871
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 872 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 875 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 876 esrv_send_inventory (ob, ob);
1076 fix_player (op); 877 ob->update_stats ();
1077 878
1078 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1079 * is one for this race 880 * is one for this race
1080 */ 881 */
1081 if (*first_map_ext_path) 882 if (*first_map_ext_path)
1082 { 883 {
1083 object *tmp; 884 object *tmp;
1084 char mapname[MAX_BUF]; 885 char mapname[MAX_BUF];
1085 886
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 887 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1087 tmp = object::create (); 888 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 889 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 890 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 891 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 892 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 893 * if the map isn't there, then stay on the
1093 * default initial map */ 894 * default initial map */
1094 tmp->destroy (); 895 tmp->destroy ();
1095 } 896 }
1096 else 897 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 898 LOG (llevDebug, "first_map_ext_path not set\n");
899}
1098 900
1099 return 0; 901void
1100 } 902player::chargen_race_next ()
1101 903{
1102 /* Following actually changes the race - this is the default command 904 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 905 * if we don't match with one of the options above.
1104 */ 906 */
1105 907
1106 tmp_loop = 0; 908 do
1107 while (!tmp_loop)
1108 { 909 {
1109 shstr name = op->name; 910 shstr name = ob->name;
1110 int x = op->x, y = op->y; 911 int x = ob->x, y = ob->y;
1111 912
1112 remove_statbonus (op); 913 ob->remove_statbonus ();
1113 op->remove (); 914 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 915 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 916 ob->arch->copy_to (ob);
1116 op->instantiate (); 917 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 918 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 919 ob->name = ob->name_pl = name;
1119 op->x = x; 920 ob->x = x;
1120 op->y = y; 921 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 922 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 923 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 924 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 925 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 926 }
927 while (!allowed_class (ob));
1127 928
1128 update_object (op, UP_OBJ_FACE); 929 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 930 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 931 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 932 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 933 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 934 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 935}
1190 936
1191void 937void
1192flee_player (object *op) 938flee_player (object *op)
1193{ 939{
1223 { 969 {
1224 op->enemy = NULL; 970 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 971 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 972 return;
1227 } 973 }
974
1228 get_rangevector (op, op->enemy, &rv, 0); 975 get_rangevector (op, op->enemy, &rv, 0);
1229 976
1230 dir = absdir (4 + rv.direction); 977 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 978 for (diff = 0; diff < 3; diff++)
1232 { 979 {
1233 int m = 1 - (RANDOM () & 2); 980 int m = 1 - (RANDOM () & 2);
1234 981
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 982 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 983 return;
1238 }
1239 } 984 }
985
1240 /* Cornered, get rid of scared */ 986 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 987 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 988 op->enemy = NULL;
1243} 989}
1244 990
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 991/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 992 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 993 * stop.
1249 */ 994 */
1250int 995int
1251check_pick (object *op) 996check_pick (object *op)
1252{ 997{
1253 object *tmp, *next; 998 object *tmp, *next;
1254 int stop = 0; 999 int stop = 0;
1255 int j, k, wvratio; 1000 int wvratio;
1256 char putstring[128], tmpstr[16]; 1001 char putstring[128];
1257 1002
1258 /* if you're flying, you cna't pick up anything */ 1003 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1004 if (op->move_type & MOVE_FLYING)
1260 return 1; 1005 return 1;
1261 1006
1262 next = op->below; 1007 next = op->below;
1263 1008
1009 int cnt = MAX_ITEM_PER_DROP;
1010#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1011
1264 /* loop while there are items on the floor that are not marked as 1012 /* loop while there are items on the floor that are not marked as
1265 * destroyed */ 1013 * destroyed */
1266 while (next && !next->destroyed ()) 1014 while (next && !next->destroyed ())
1267 { 1015 {
1268 tmp = next; 1016 tmp = next;
1269 next = tmp->below; 1017 next = tmp->below;
1270 1018
1019 if (cnt <= 0)
1020 {
1021 op->failmsg ("Couldn't pickup all items at once.");
1022 return 0;
1023 }
1024
1271 if (op->destroyed ()) 1025 if (op->destroyed ())
1272 return 0; 1026 return 0;
1273 1027
1274 if (!can_pick (op, tmp)) 1028 if (!can_pick (op, tmp))
1275 continue; 1029 continue;
1276 1030
1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1031 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1278 { 1032 {
1279 if (item_matched_string (op, tmp, op->contr->search_str)) 1033 if (item_matched_string (op, tmp, op->contr->search_str))
1280 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1281 continue; 1035 continue;
1282 } 1036 }
1283 1037
1284 /* high not bit set? We're using the old autopickup model */ 1038 /* high not bit set? We're using the old autopickup model */
1285 if (!(op->contr->mode & PU_NEWMODE)) 1039 if (!(op->contr->mode & PU_NEWMODE))
1287 switch (op->contr->mode) 1041 switch (op->contr->mode)
1288 { 1042 {
1289 case 0: 1043 case 0:
1290 return 1; /* don't pick up */ 1044 return 1; /* don't pick up */
1291 case 1: 1045 case 1:
1292 pick_up (op, tmp); 1046 CHK_PICK_PICKUP;
1293 return 1; 1047 return 1;
1294 case 2: 1048 case 2:
1295 pick_up (op, tmp); 1049 CHK_PICK_PICKUP;
1296 return 0; 1050 return 0;
1297 case 3: 1051 case 3:
1298 return 0; /* stop before pickup */ 1052 return 0; /* stop before pickup */
1299 case 4: 1053 case 4:
1300 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1301 break; 1055 break;
1302 case 5: 1056 case 5:
1303 pick_up (op, tmp); 1057 CHK_PICK_PICKUP;
1304 stop = 1; 1058 stop = 1;
1305 break; 1059 break;
1306 case 6: 1060 case 6:
1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1061 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1308 pick_up (op, tmp); 1062 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1063 CHK_PICK_PICKUP;
1309 break; 1064 break;
1310 1065
1311 case 7: 1066 case 7:
1312 if (tmp->type == MONEY || tmp->type == GEM) 1067 if (tmp->type == MONEY || tmp->type == GEM)
1313 pick_up (op, tmp); 1068 CHK_PICK_PICKUP;
1314 break; 1069 break;
1315 1070
1316 default: 1071 default:
1317 /* use value density */ 1072 /* use value density */
1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1073 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1074 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1320 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1321 } 1076 }
1322 } 1077 }
1323 else 1078 else
1324 { /* old model */ 1079 { /* old model */
1325 /* NEW pickup handling */ 1080 /* NEW pickup handling */
1329 if (tmp->name != NULL) 1084 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1085 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1086 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1087 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1088 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1089 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1090
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1091 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1092 }
1093
1366 /* philosophy: 1094 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1095 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1096 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1097 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1098 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1099 * example.
1372 * The drawback: right now it has no frontend, so you need to 1100 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1101 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1102 * convert to decimal and then 'pickup <#>
1407 /* all food and drink if desired */ 1135 /* all food and drink if desired */
1408 /* question: don't pick up known-poisonous stuff? */ 1136 /* question: don't pick up known-poisonous stuff? */
1409 if (op->contr->mode & PU_FOOD) 1137 if (op->contr->mode & PU_FOOD)
1410 if (tmp->type == FOOD) 1138 if (tmp->type == FOOD)
1411 { 1139 {
1412 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1413 continue; 1141 continue;
1414 } 1142 }
1415 1143
1416 if (op->contr->mode & PU_DRINK) 1144 if (op->contr->mode & PU_DRINK)
1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1145 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1418 { 1146 {
1419 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1420 continue; 1148 continue;
1421 } 1149 }
1422 1150
1423 if (op->contr->mode & PU_POTION) 1151 if (op->contr->mode & PU_POTION)
1424 if (tmp->type == POTION) 1152 if (tmp->type == POTION)
1425 { 1153 {
1426 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1427 continue; 1155 continue;
1428 } 1156 }
1429 1157
1430 /* spellbooks, skillscrolls and normal books/scrolls */ 1158 /* spellbooks, skillscrolls and normal books/scrolls */
1431 if (op->contr->mode & PU_SPELLBOOK) 1159 if (op->contr->mode & PU_SPELLBOOK)
1432 if (tmp->type == SPELLBOOK) 1160 if (tmp->type == SPELLBOOK)
1433 { 1161 {
1434 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1435 continue; 1163 continue;
1436 } 1164 }
1437 1165
1438 if (op->contr->mode & PU_SKILLSCROLL) 1166 if (op->contr->mode & PU_SKILLSCROLL)
1439 if (tmp->type == SKILLSCROLL) 1167 if (tmp->type == SKILLSCROLL)
1440 { 1168 {
1441 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1442 continue; 1170 continue;
1443 } 1171 }
1444 1172
1445 if (op->contr->mode & PU_READABLES) 1173 if (op->contr->mode & PU_READABLES)
1446 if (tmp->type == BOOK || tmp->type == SCROLL) 1174 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1447 { 1175 {
1448 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1449 continue; 1177 continue;
1450 } 1178 }
1451 1179
1452 /* wands/staves/rods/horns */ 1180 /* wands/staves/rods/horns */
1453 if (op->contr->mode & PU_MAGIC_DEVICE) 1181 if (op->contr->mode & PU_MAGIC_DEVICE)
1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1182 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1455 { 1183 {
1456 pick_up (op, tmp); 1184 CHK_PICK_PICKUP;
1457 continue; 1185 continue;
1458 } 1186 }
1459 1187
1460 /* pick up all magical items */ 1188 /* pick up all magical items */
1461 if (op->contr->mode & PU_MAGICAL) 1189 if (op->contr->mode & PU_MAGICAL)
1462 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1190 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1463 { 1191 {
1464 pick_up (op, tmp); 1192 CHK_PICK_PICKUP;
1465 continue; 1193 continue;
1466 } 1194 }
1467 1195
1468 if (op->contr->mode & PU_VALUABLES) 1196 if (op->contr->mode & PU_VALUABLES)
1469 { 1197 {
1470 if (tmp->type == MONEY || tmp->type == GEM) 1198 if (tmp->type == MONEY || tmp->type == GEM)
1471 { 1199 {
1472 pick_up (op, tmp); 1200 CHK_PICK_PICKUP;
1473 continue; 1201 continue;
1474 } 1202 }
1475 } 1203 }
1476 1204
1477 /* rings & amulets - talismans seems to be typed AMULET */ 1205 /* rings & amulets - talismans seems to be typed AMULET */
1478 if (op->contr->mode & PU_JEWELS) 1206 if (op->contr->mode & PU_JEWELS)
1479 if (tmp->type == RING || tmp->type == AMULET) 1207 if (tmp->type == RING || tmp->type == AMULET)
1480 { 1208 {
1481 pick_up (op, tmp); 1209 CHK_PICK_PICKUP;
1482 continue; 1210 continue;
1483 } 1211 }
1484 1212
1485 /* we don't forget dragon food */ 1213 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH) 1214 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH) 1215 if (tmp->type == FLESH)
1488 { 1216 {
1489 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1490 continue; 1218 continue;
1491 } 1219 }
1492 1220
1493 /* bows and arrows. Bows are good for selling! */ 1221 /* bows and arrows. Bows are good for selling! */
1494 if (op->contr->mode & PU_BOW) 1222 if (op->contr->mode & PU_BOW)
1495 if (tmp->type == BOW) 1223 if (tmp->type == BOW)
1496 { 1224 {
1497 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1498 continue; 1226 continue;
1499 } 1227 }
1500 1228
1501 if (op->contr->mode & PU_ARROW) 1229 if (op->contr->mode & PU_ARROW)
1502 if (tmp->type == ARROW) 1230 if (tmp->type == ARROW)
1503 { 1231 {
1504 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1505 continue; 1233 continue;
1506 } 1234 }
1507 1235
1508 /* all kinds of armor etc. */ 1236 /* all kinds of armor etc. */
1509 if (op->contr->mode & PU_ARMOUR) 1237 if (op->contr->mode & PU_ARMOUR)
1510 if (tmp->type == ARMOUR) 1238 if (tmp->type == ARMOUR)
1511 { 1239 {
1512 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1513 continue; 1241 continue;
1514 } 1242 }
1515 1243
1516 if (op->contr->mode & PU_HELMET) 1244 if (op->contr->mode & PU_HELMET)
1517 if (tmp->type == HELMET) 1245 if (tmp->type == HELMET)
1518 { 1246 {
1519 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1520 continue; 1248 continue;
1521 } 1249 }
1522 1250
1523 if (op->contr->mode & PU_SHIELD) 1251 if (op->contr->mode & PU_SHIELD)
1524 if (tmp->type == SHIELD) 1252 if (tmp->type == SHIELD)
1525 { 1253 {
1526 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1527 continue; 1255 continue;
1528 } 1256 }
1529 1257
1530 if (op->contr->mode & PU_BOOTS) 1258 if (op->contr->mode & PU_BOOTS)
1531 if (tmp->type == BOOTS) 1259 if (tmp->type == BOOTS)
1532 { 1260 {
1533 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1534 continue; 1262 continue;
1535 } 1263 }
1536 1264
1537 if (op->contr->mode & PU_GLOVES) 1265 if (op->contr->mode & PU_GLOVES)
1538 if (tmp->type == GLOVES) 1266 if (tmp->type == GLOVES)
1539 { 1267 {
1540 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1541 continue; 1269 continue;
1542 } 1270 }
1543 1271
1544 if (op->contr->mode & PU_CLOAK) 1272 if (op->contr->mode & PU_CLOAK)
1545 if (tmp->type == CLOAK) 1273 if (tmp->type == CLOAK)
1546 { 1274 {
1547 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1548 continue; 1276 continue;
1549 } 1277 }
1550 1278
1551 /* hoping to catch throwing daggers here */ 1279 /* hoping to catch throwing daggers here */
1552 if (op->contr->mode & PU_MISSILEWEAPON) 1280 if (op->contr->mode & PU_MISSILEWEAPON)
1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1281 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1554 { 1282 {
1555 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1556 continue; 1284 continue;
1557 } 1285 }
1558 1286
1559 /* careful: chairs and tables are weapons! */ 1287 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON) 1288 if (op->contr->mode & PU_ALLWEAPON)
1561 { 1289 {
1562 if (tmp->type == WEAPON && tmp->name != NULL) 1290 if (tmp->type == WEAPON && tmp->name != NULL)
1563 { 1291 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1292 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1293 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1566 { 1294 {
1567 pick_up (op, tmp); 1295 CHK_PICK_PICKUP;
1568 continue; 1296 continue;
1569 } 1297 }
1570 } 1298 }
1571 1299
1572 if (tmp->type == WEAPON && tmp->name == NULL) 1300 if (tmp->type == WEAPON && tmp->name == NULL)
1573 { 1301 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1302 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1575 { 1303 {
1576 pick_up (op, tmp); 1304 CHK_PICK_PICKUP;
1577 continue; 1305 continue;
1578 } 1306 }
1579 } 1307 }
1580 } 1308 }
1581 1309
1582 /* misc stuff that's useful */ 1310 /* misc stuff that's useful */
1583 if (op->contr->mode & PU_KEY) 1311 if (op->contr->mode & PU_KEY)
1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1312 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1585 { 1313 {
1586 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1587 continue; 1315 continue;
1588 } 1316 }
1589 1317
1590 /* any of the last 4 bits set means we use the ratio for value 1318 /* any of the last 4 bits set means we use the ratio for value
1591 * pickups */ 1319 * pickups */
1596 /* >=7 is the old standard setting. Now we take the last 4 bits 1324 /* >=7 is the old standard setting. Now we take the last 4 bits
1597 * and multiply them by 5, giving 0..15*5== 5..75 */ 1325 * and multiply them by 5, giving 0..15*5== 5..75 */
1598 wvratio = (op->contr->mode & PU_RATIO) * 5; 1326 wvratio = (op->contr->mode & PU_RATIO) * 5;
1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1327 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1600 { 1328 {
1601 pick_up (op, tmp); 1329 CHK_PICK_PICKUP;
1602#if 0 1330#if 0
1603 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1331 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1604 if (tmp->name != NULL) 1332 if (tmp->name != NULL)
1605 { 1333 {
1606 fprintf (stderr, "%s", tmp->name); 1334 fprintf (stderr, "%s", tmp->name);
1607 } 1335 }
1608 else 1336 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1337 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1338 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1339 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612#endif 1340#endif
1613 continue; 1341 continue;
1614 } 1342 }
1625 * found object is returned. 1353 * found object is returned.
1626 */ 1354 */
1627object * 1355object *
1628find_arrow (object *op, const char *type) 1356find_arrow (object *op, const char *type)
1629{ 1357{
1630 object *tmp = NULL; 1358 object *tmp = 0;
1631 1359
1632 for (op = op->inv; op; op = op->below) 1360 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1361 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1362 tmp = find_arrow (splay (op), type);
1635 else if (op->type == ARROW && op->race == type) 1363 else if (op->type == ARROW && op->race == type)
1636 return op; 1364 return splay (op);
1365
1637 return tmp; 1366 return tmp;
1638} 1367}
1639 1368
1640/* 1369/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1370 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1371 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1372 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1373 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1374 */
1646
1647object * 1375object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1376find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1377{
1650 object *tmp = NULL, *arrow, *ntmp; 1378 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1379 int attacknum, attacktype, betterby = 0, i;
1684 else 1412 else
1685 { 1413 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1414 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1415 {
1688 attacktype = 1 << attacknum; 1416 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1417 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1418 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1419 {
1692 tmp = arrow; 1420 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1421 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1422 }
1695 } 1423 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1424 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1425 {
1698 tmp = arrow; 1426 tmp = arrow;
1717 * find_better_arrow to find a decent arrow to use. 1445 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1446 * op = the shooter
1719 * type = bow->race 1447 * type = bow->race
1720 * dir = fire direction 1448 * dir = fire direction
1721 */ 1449 */
1722
1723object * 1450object *
1724pick_arrow_target (object *op, const char *type, int dir) 1451pick_arrow_target (object *op, const char *type, int dir)
1725{ 1452{
1726 object *tmp = NULL; 1453 object *tmp = NULL;
1727 maptile *m; 1454 maptile *m;
1792 */ 1519 */
1793int 1520int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1521fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1522{
1796 object *left, *bow; 1523 object *left, *bow;
1797 int bowspeed, mflags; 1524 int mflags;
1798 maptile *m; 1525 maptile *m;
1799 1526
1800 if (!dir) 1527 if (!dir)
1801 { 1528 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1529 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1530 return 0;
1804 } 1531 }
1805 1532
1806 if (op->type == PLAYER) 1533 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1534 bow = op->current_weapon;
1808 else 1535 else
1809 { 1536 {
1810 for (bow = op->inv; bow; bow = bow->below) 1537 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1538 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1539 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1544 if (!bow)
1818 { 1545 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1546 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1547 return 0;
1821 } 1548 }
1549
1550 // optimisation: move object to top so we will find it quickly again
1551 if (bow->below)
1552 {
1553 bow->remove ();
1554 op->insert (bow);
1555 }
1556
1822 } 1557 }
1823 1558
1824 if (!bow->race || !bow->skill) 1559 if (!bow->race || !bow->skill)
1825 { 1560 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1561 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1562 return 0;
1828 } 1563 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1564
1839 if (arrow == NULL) 1565 if (arrow == NULL)
1840 { 1566 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1567 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1568 {
1843 if (op->type == PLAYER) 1569 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1571 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1572 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1573 CLEAR_FLAG (op, FLAG_READY_BOW);
1574
1848 return 0; 1575 return 0;
1849 } 1576 }
1850 } 1577 }
1851 1578
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1579 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1601 return 0;
1875 } 1602 }
1876 1603
1877 arrow->set_owner (op); 1604 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1605 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1606 arrow->direction = dir;
1881 arrow->x = sx; 1607
1882 arrow->y = sy; 1608 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1609 arrow->stats.hp = arrow->stats.dam;
1610 arrow->stats.grace = arrow->attacktype;
1611
1612 if (arrow->slaying)
1613 arrow->spellarg = strdup (arrow->slaying);
1614
1615#if 0
1616 if (player *pl = op->contr)
1617 {
1618 float speed = pl->weapon_sp;
1619
1620 /* penalize ROF for bestarrow */
1621 if (pl->bowtype == bow_bestarrow)
1622 speed *= .9f;
1623 else
1624 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1625
1626 op->speed_left += speed - op->speed;
1627 }
1628#endif
1629
1630 SET_ANIMATION (arrow, arrow->direction);
1631
1632 /* update the speed */
1633 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1634 + bow->stats.dam / 7.f;
1635
1636 arrow->set_speed (max (arrow->speed, 2.f));
1637 arrow->speed_left = 0;
1638
1639 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1640
1884 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1885 { 1642 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1643 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1644 wc -= dex_bonus[op->stats.Dex];
1645
1646 if (!arrow->slaying)
1647 arrow->slaying = op->slaying;
1648
1649 arrow->attacktype |= op->attacktype;
1919 } 1650 }
1920 else 1651 else
1921 { 1652 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1653 arrow->level = op->level;
1924 } 1654 arrow->stats.wc -= bow->magic;
1925 1655
1926 if (arrow->attacktype == AT_PHYSICAL) 1656 if (!arrow->slaying)
1657 arrow->slaying = bow->slaying;
1658
1927 arrow->attacktype |= bow->attacktype; 1659 arrow->attacktype |= bow->attacktype;
1660 }
1928 1661
1929 if (bow->slaying) 1662 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1663 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1664
1932 arrow->map = m; 1665 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1666 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1667 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1668
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1669 op->play_sound (sound_find ("fire_arrow"));
1937 insert_ob_in_map (arrow, m, op, 0); 1670 m->insert (arrow, sx, sy, op);
1938 1671
1939 if (!arrow->destroyed ()) 1672 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1673 move_arrow (arrow);
1941 1674
1942 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1962{ 1695{
1963 int ret = 0, wcmod = 0; 1696 int ret = 0, wcmod = 0;
1964 1697
1965 if (op->contr->bowtype == bow_bestarrow) 1698 if (op->contr->bowtype == bow_bestarrow)
1966 { 1699 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1700 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1701 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1702 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1703 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1704 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1705 wcmod = -1;
1706
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1707 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1708 }
1975 else if (op->contr->bowtype == bow_threewide) 1709 else if (op->contr->bowtype == bow_threewide)
1976 { 1710 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1711 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1715 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1716 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1718 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1719 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1720 }
1988 else 1721 else
1989 { 1722 {
1990 /* Simple case */ 1723 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1724 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1725 }
1726
1993 return ret; 1727 return ret;
1994} 1728}
1995
1996 1729
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1730/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1731 * Broken apart from 'fire' to keep it more readable.
1999 */ 1732 */
2000void 1733void
2001fire_misc_object (object *op, int dir) 1734fire_misc_object (object *op, int dir)
2002{ 1735{
2003 object *item; 1736 object *item = op->contr->ranged_ob;
2004 1737
2005 if (!op->contr->ranges[range_misc]) 1738 if (!item)
2006 { 1739 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1740 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1741 return;
2009 } 1742 }
2010 1743
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1744 if (!item->inv)
2013 { 1745 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1746 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1747 return;
2016 } 1748 }
1749
1750 if (!op->change_weapon (item))
1751 return;
1752
2017 if (item->type == WAND) 1753 if (item->type == WAND)
2018 { 1754 {
2019 if (item->stats.food <= 0) 1755 if (item->stats.food <= 0)
2020 { 1756 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1757 op->contr->play_sound (sound_find ("wand_poof"));
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1759
2023 return; 1760 return;
2024 } 1761 }
2025 } 1762 }
2026 else if (item->type == ROD || item->type == HORN) 1763 else if (item->type == ROD || item->type == HORN)
2027 { 1764 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1765 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1766 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1767 op->contr->play_sound (sound_find ("wand_poof"));
1768
2031 if (item->type == ROD) 1769 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1771 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1772 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1773
2035 return; 1774 return;
2036 } 1775 }
2037 } 1776 }
2038 1777
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1778 if (cast_spell (op, item, dir, item->inv, NULL))
2046 object *tmp; 1785 object *tmp;
2047 1786
2048 if (item->arch) 1787 if (item->arch)
2049 { 1788 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1789 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1790 item->face = item->arch->face;
2052 item->speed = 0; 1791 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1792 }
1793
2055 if ((tmp = is_player_inv (item))) 1794 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1795 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1796 }
2058 } 1797 }
2059 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1799 drain_rod_charge (item);
2062 }
2063 } 1800 }
2064} 1801}
2065 1802
2066/* Received a fire command for the player - go and do it. 1803/* Received a fire command for the player - go and do it.
2067 */ 1804 */
2068void 1805bool
2069fire (object *op, int dir) 1806fire (object *op, int dir)
2070{ 1807{
2071 int spellcost = 0; 1808 int spellcost = 0;
2072 1809
2073 /* check for loss of invisiblity/hide */ 1810 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1811 if (action_makes_visible (op))
2075 make_visible (op); 1812 make_visible (op);
2076 1813
2077 switch (op->contr->shoottype) 1814 player *pl = op->contr;
1815
1816 if (pl->golem)
1817 {
1818 control_golem (op->contr->golem, dir);
1819 return false;
2078 { 1820 }
2079 case range_none:
2080 return;
2081 1821
2082 case range_bow: 1822 object *ob = pl->ranged_ob;
1823
1824 if (!ob)
1825 return false;
1826
1827 if (!op->change_weapon (ob))
1828 return false;
1829
1830 if (op->speed_left > 0.f)
1831 --op->speed_left;
1832 else
1833 return false;
1834
1835 switch (ob->type)
1836 {
1837 case BOW:
2083 player_fire_bow (op, dir); 1838 player_fire_bow (op, dir);
2084 return; 1839 break;
2085 1840
2086 case range_magic: /* Casting spells */ 1841 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1842 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1843 break;
2089 1844
2090 case range_misc: 1845 case BUILDER:
1846 apply_map_builder (op, dir);
1847 break;
1848
1849 case SKILL:
1850 do_skill (op, op, ob, dir, 0);
1851 break;
1852
1853 default:
2091 fire_misc_object (op, dir); 1854 fire_misc_object (op, dir);
2092 return; 1855 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1856 }
2120}
2121 1857
2122 1858 return true;
1859}
2123 1860
2124/* find_key 1861/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1862 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1863 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1864 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1866 * pl is the player,
2130 * inv is the objects inventory to searched 1867 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1868 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1869 * This function can be called recursively to search containers.
2133 */ 1870 */
2134
2135object * 1871object *
2136find_key (object *pl, object *container, object *door) 1872find_key (object *pl, object *container, object *door)
2137{ 1873{
2138 object *tmp, *key; 1874 object *tmp, *key;
2139 1875
2140 /* Should not happen, but sanity checking is never bad */ 1876 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1877 if (!container->inv)
2142 return NULL; 1878 return 0;
2143 1879
2144 /* First, lets try to find a key in the top level inventory */ 1880 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1881 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1882 {
2147 if (door->type == DOOR && tmp->type == KEY) 1883 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1884 break;
2149 /* For sanity, we should really check door type, but other stuff 1885 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1886 * (like containers) can be locked with special keys
2151 */ 1887 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1888 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1889 break;
2154 } 1890 }
1891
2155 /* No key found - lets search inventories now */ 1892 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1893 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1894 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1895 * a key, return
2159 */ 1896 */
2160 if (!tmp) 1897 if (!tmp)
2161 { 1898 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1900 {
2164 /* No reason to search empty containers */ 1901 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1902 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1903 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1904 if ((key = find_key (pl, tmp, door)))
2168 return key; 1905 return key;
2169 } 1906 }
2170 } 1907 }
1908
2171 if (!tmp) 1909 if (!tmp)
2172 return NULL; 1910 return NULL;
2173 } 1911 }
1912
2174 /* We get down here if we have found a key. Now if its in a container, 1913 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1914 * see if we actually want to use it
2176 */ 1915 */
2177 if (pl != container) 1916 if (pl != container)
2178 { 1917 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1938 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1939 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1940 return NULL;
2202 } 1941 }
2203 } 1942 }
1943
2204 return tmp; 1944 return tmp;
2205} 1945}
2206 1946
2207/* moved door processing out of move_player_attack. 1947/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1948 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1950 * 0 otherwise
2211 */ 1951 */
2212static int 1952static int
2213player_attack_door (object *op, object *door) 1953player_attack_door (object *op, object *door)
2214{ 1954{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1955 /* If its a door, try to find a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1956 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1957 * otherwise, we fall through to the rest of the code.
2219 */ 1958 */
2220 object *key = find_key (op, op, door); 1959 object *key = find_key (op, op, door);
2221 1960
2222 /* IF we found a key, do some extra work */ 1961 /* If we found a key, do some extra work */
2223 if (key) 1962 if (key)
2224 { 1963 {
2225 object *container = key->env; 1964 object *container = key->env;
2226 1965
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2228 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2229 make_visible (op); 1967 make_visible (op);
1968
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1971
2232 if (door->type == DOOR) 1972 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1973 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2237 { 1975 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1976 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2239 remove_door2 (door); /* remove door without violence ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
2240 } 1978 }
1979
2241 /* Do this after we print the message */ 1980 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 1982 /* Need to update the weight the container the key was in */
2244 if (container != op) 1983 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 1984 esrv_update_item (UPD_WEIGHT, op, container);
1985
2246 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2247 } 1987 }
2248 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2249 { 1989 {
2250 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2252 return 1; 1992 return 1;
2253 } 1993 }
1994
2254 return 0; 1995 return 0;
2255} 1996}
2256 1997
2257/* This function is just part of a breakup from move_player. 1998/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2000 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2001 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2002 * going to try and move (not fire weapons).
2262 */ 2003 */
2263 2004bool
2264void
2265move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2266{ 2006{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2007 int on_battleground;
2270 maptile *m;
2271 2008
2272 nx = freearr_x[dir] + op->x; 2009 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2010 sint16 ny = freearr_y[dir] + op->y;
2274 2011
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2012 on_battleground = op_on_battleground (op, 0, 0);
2013
2014 if (out_of_map (op->map, nx, ny))
2015 return false;
2016
2017 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2018 {
2019 --op->speed_left;
2020 return true;
2021 }
2276 2022
2277 /* If braced, or can't move to the square, and it is not out of the 2023 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2024 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2025 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2026 * player. This is a pretty nasty hack, because if we could
2281 * move to some space, it then means that if we are braced, we should 2027 * move to some space, it then means that if we are braced, we should
2282 * do nothing at all. As it is, if we are braced, we go through 2028 * do nothing at all. As it is, if we are braced, we go through
2283 * quite a bit of processing. However, it probably is less than what 2029 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2030 * move_ob uses.
2285 */ 2031 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2032 maptile *m = op->map->xy_find (nx, ny);
2287 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2292 return; /* Don't think this should happen */
2293 }
2294 else
2295 m = op->map;
2296 2033
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return;
2301 }
2302
2303 mon = NULL;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2034 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2035 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2036 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2037 * on the space
2308 */ 2038 */
2309 while (tmp != NULL) 2039 object *mon;
2310 { 2040 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2041 {
2312 { 2042 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2043 || mon->type == LOCKED_DOOR
2314 continue; 2044 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2045 && mon != op)
2320 break; 2046 break;
2321 } 2047 }
2322 2048
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2049 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2050 return false; /* into a wall */
2331 2051
2332 if (mon->head != NULL)
2333 mon = mon->head; 2052 mon = mon->head_ ();
2334 2053
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2054 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2055 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2056 if (player_attack_door (op, mon))
2057 {
2058 --op->contr->weapon_sp_left;
2337 return; 2059 return true;
2060 }
2338 2061
2339 /* The following deals with possibly attacking peaceful 2062 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2063 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2064 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2065 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2066 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2067 * and thus will not push them.
2345 */ 2068 */
2346 2069
2347 /* If the creature is a pet, push it even if the player is not 2070 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the 2071 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2072 * player owns it and it is either friendly or unagressive.
2350 */ 2073 */
2351 if ((op->type == PLAYER) 2074 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2075 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2076 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2077 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2078 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2079 {
2361 /* If we're braced, we don't want to switch places with it */ 2080 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2081 if (op->contr->braced)
2363 return; 2082 return false;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2083
2084 if (op->speed_left > 0.f)
2085 {
2086 --op->speed_left;
2087
2088 op->play_sound (sound_find ("push_player"));
2365 (void) push_ob (mon, dir, op); 2089 push_ob (mon, dir, op);
2090
2366 if (op->contr->tmp_invis || op->hide) 2091 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2092 make_visible (op);
2093
2368 return; 2094 return true;
2369 } 2095 }
2096 else
2097 return false;
2098 }
2370 2099
2371 /* in certain circumstances, you shouldn't attack friendly 2100 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2101 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2102 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2103 * attack them either.
2375 */ 2104 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2105 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2106 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 2107 && ((op->contr->peaceful
2379 (op->contr->peaceful 2108 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 2109 && !on_battleground))
2381 && mon->contr-> 2110 {
2382 peaceful)) && 2111 if (op->speed_left > 0.f)
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 2112 {
2113 --op->speed_left;
2114
2388 if (!op->contr->braced) 2115 if (!op->contr->braced)
2389 { 2116 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2117 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 2118 push_ob (mon, dir, op);
2392 } 2119 }
2393 else 2120 else
2394 { 2121 op->statusmsg ("You withhold your attack");
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2122
2396 }
2397 if (op->contr->tmp_invis || op->hide) 2123 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2124 make_visible (op);
2399 }
2400 2125
2126 return true;
2127 }
2128 }
2401 /* If the object is a boulder or other rollable object, then 2129 /* If the object is a boulder or other rollable object, then
2402 * roll it if not braced. You can't roll it if you are braced. 2130 * roll it if not braced. You can't roll it if you are braced.
2403 */ 2131 */
2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2132 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2133 {
2134 if (op->speed_left > 0.f)
2405 { 2135 {
2136 --op->speed_left;
2137
2406 recursive_roll (mon, dir, op); 2138 recursive_roll (mon, dir, op);
2407 if (action_makes_visible (op)) 2139 if (action_makes_visible (op))
2408 make_visible (op); 2140 make_visible (op);
2409 }
2410 2141
2142 return true;
2143 }
2144 }
2411 /* Any generic living creature. Including things like doors. 2145 /* Any generic living creature. Including things like doors.
2412 * Way it works is like this: First, it must have some hit points 2146 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2147 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note 2148 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen. 2149 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2150 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2151 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2152 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2153 {
2421 2154 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2422 /* If the player hasn't hit something this tick, and does
2423 * so, give them speed boost based on weapon speed. Doing
2424 * it here is better than process_players2, which basically
2425 * incurred a 1 tick offset.
2426 */
2427 if (!op->contr->has_hit)
2428 { 2155 {
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2156 --op->contr->weapon_sp_left;
2430 2157
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 }
2433
2434 skill_attack (mon, op, 0, NULL, NULL); 2158 skill_attack (mon, op, 0, 0, 0);
2435 2159
2436 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is
2439 * the wiz.
2440 */
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 {
2443 short luck = mon->stats.luck;
2444
2445 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL);
2447 mon->stats.luck = luck;
2448 }
2449 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2450 make_visible (op); 2161 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2162
2455int 2163 return true;
2164 }
2165 }
2166
2167 return false;
2168}
2169
2170bool
2456move_player (object *op, int dir) 2171move_player (object *op, int dir)
2457{ 2172{
2458 int pick; 2173 int pick;
2459 2174
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2175 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2176 return 0;
2462 2177
2463 /* Sanity check: make sure dir is valid */ 2178 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2179 if ((dir < 0) || (dir >= 9))
2465 { 2180 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2181 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2182 return 0;
2468 } 2183 }
2469 2184
2470 /* peterm: added following line */ 2185 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2186 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2187 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2188
2474 op->facing = dir; 2189 op->facing = dir;
2475 2190
2476 if (op->hide) 2191 if (op->hide)
2477 do_hidden_move (op); 2192 do_hidden_move (op);
2478 2193
2194 bool retval;
2195
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2197 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2198 else if (op->contr->fire_on)
2482 fire (op, dir); 2199 retval = fire (op, dir);
2483 else 2200 else
2484 { 2201 {
2485 move_player_attack (op, dir); 2202 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2203 pick = check_pick (op);
2487 } 2204 }
2488 2205
2489 /* Add special check for newcs players and fire on - this way, the 2206 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2207 * server can handle repeat firing.
2491 */ 2208 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2209 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2210 op->direction = dir;
2495 }
2496 else 2211 else
2497 {
2498 op->direction = 0; 2212 op->direction = 0;
2499 } 2213
2500 /* Update how the player looks. Use the facing, so direction may 2214 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2215 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2216 * for players.
2503 */ 2217 */
2504 animate_object (op, op->facing); 2218 animate_object (op, op->facing);
2505 return 0; 2219
2220 return retval;
2506} 2221}
2507 2222
2508/* This is similar to handle_player, below, but is only used by the 2223/* This is similar to handle_player, below, but is only used by the
2509 * new client/server stuff. 2224 * new client/server stuff.
2510 * This is sort of special, in that the new client/server actually uses 2225 * This is sort of special, in that the new client/server actually uses
2511 * the new speed values for commands. 2226 * the new speed values for commands.
2512 * 2227 *
2513 * Returns true if there are more actions we can do. 2228 * Returns true if there are more actions we can do. Should not do
2229 * many actions in a row, as that would be too unfair to other
2230 * players.
2514 */ 2231 */
2515int 2232bool
2516handle_newcs_player (object *op) 2233handle_newcs_player (object *op)
2517{ 2234{
2518 if (op->contr->hidden)
2519 {
2520 op->invisible = 1000;
2521 /* the socket code flashes the player visible/invisible
2522 * depending on the value of invisible, so we need to
2523 * alternate it here for it to work correctly.
2524 */
2525 if (pticks & 2)
2526 op->invisible--;
2527 }
2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2530 op->invisible--;
2531 if (!op->invisible)
2532 {
2533 make_visible (op);
2534 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2535 }
2536 }
2537
2538 if (QUERY_FLAG (op, FLAG_SCARED)) 2235 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2236 {
2540 flee_player (op); 2237 if (op->speed_left > 0.f)
2541 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED))
2543 { 2238 {
2544 op->speed_left--; 2239 --op->speed_left;
2240 flee_player (op);
2241
2545 return 0; 2242 return true;
2546 } 2243 }
2244 else
2245 return false;
2547 } 2246 }
2548
2549 /* I've been seeing crashes where the golem has been destroyed, but
2550 * the player object still points to the defunct golem. The code that
2551 * destroys the golem looks correct, and it doesn't always happen, so
2552 * put this in a a workaround to clean up the golem pointer.
2553 */
2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2555 op->contr->ranges[range_golem] = 0;
2556 2247
2557 /* call this here - we also will call this in do_ericserver, but 2248 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2249 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2250 * called, so we recheck it here.
2560 */ 2251 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2252 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2563 ;
2564
2565 if (op->speed_left < 0)
2566 return 0; 2253 return true;
2567 2254
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2255 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 {
2570 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--;
2572
2573 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff.
2576 */
2577 move_player (op, op->direction); 2256 return move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2581 return 0;
2582 }
2583 2257
2584 return 0; 2258 return false;
2585} 2259}
2586 2260
2587int 2261int
2588save_life (object *op) 2262save_life (object *op)
2589{ 2263{
2591 return 0; 2265 return 0;
2592 2266
2593 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2267 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2594 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2268 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2595 { 2269 {
2596 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2270 op->play_sound (sound_find ("ob_evaporate"));
2597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2271 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2598 2272
2599 if (op->contr) 2273 if (op->contr)
2600 esrv_del_item (op->contr, tmp->count); 2274 esrv_del_item (op->contr, tmp->count);
2601 2275
2606 op->stats.hp = op->stats.maxhp; 2280 op->stats.hp = op->stats.maxhp;
2607 2281
2608 if (op->stats.food < 0) 2282 if (op->stats.food < 0)
2609 op->stats.food = 999; 2283 op->stats.food = 999;
2610 2284
2611 fix_player (op); 2285 op->update_stats ();
2612 return 1; 2286 return 1;
2613 } 2287 }
2614 2288
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2289 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2290 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621/* This goes throws the inventory and removes unpaid objects, and puts them 2295/* This goes throws the inventory and removes unpaid objects, and puts them
2622 * back in the map (location and map determined by values of env). This 2296 * back in the map (location and map determined by values of env). This
2623 * function will descend into containers. op is the object to start the search 2297 * function will descend into containers. op is the object to start the search
2624 * from. 2298 * from.
2625 */ 2299 */
2626void 2300static void
2627remove_unpaid_objects (object *op, object *env) 2301drop_unpaid_items (object *op, object *env)
2628{ 2302{
2629 object *next;
2630
2631 while (op) 2303 while (op)
2632 { 2304 {
2633 next = op->below; /* Make sure we have a good value, in case 2305 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2306
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2307 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2308 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2309 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2310 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2311
2312 op->insert_at (env);
2644 } 2313 }
2645 else if (op->inv) 2314 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2315 drop_unpaid_items (op->inv, env);
2647 2316
2648 op = next; 2317 op = next;
2649 } 2318 }
2650} 2319}
2651 2320
2321void
2322object::drop_unpaid_items ()
2323{
2324 if (!flag [FLAG_REMOVED])
2325 ::drop_unpaid_items (inv, this);
2326}
2652 2327
2653/* 2328/*
2654 * Returns pointer a static string containing gravestone text 2329 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2330 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2331 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2366 strcat (buf2, buf);
2692 2367
2693 return buf2; 2368 return buf2;
2694} 2369}
2695
2696
2697 2370
2698void 2371void
2699do_some_living (object *op) 2372do_some_living (object *op)
2700{ 2373{
2701 int last_food = op->stats.food; 2374 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2380 int rate_grace = 2000;
2708 const int max_hp = 1; 2381 const int max_hp = 1;
2709 const int max_sp = 1; 2382 const int max_sp = 1;
2710 const int max_grace = 1; 2383 const int max_grace = 1;
2711 2384
2712 if (op->contr->outputs_sync) 2385 if (op->contr->hidden)
2713 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2386 {
2387 op->invisible = 1000;
2388 /* the socket code flashes the player visible/invisible
2389 * depending on the value of invisible, so we need to
2390 * alternate it here for it to work correctly.
2391 */
2392 if (pticks & 2)
2393 op->invisible--;
2394 }
2395 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2396 {
2397 if (!op->invisible--)
2398 {
2399 make_visible (op);
2400 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2401 }
2402 }
2718 2403
2719 if (op->contr->state == ST_PLAYING) 2404 if (op->contr->ns->state == ST_PLAYING)
2720 { 2405 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2406 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2407 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2408 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2409 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2410 else
2727 { 2411 {
2728 gen_hp = op->stats.maxhp; 2412 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2413 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2414 }
2415
2731 if (op->contr->gen_sp >= 0) 2416 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2417 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2418 else
2734 { 2419 {
2735 gen_sp = op->stats.maxsp; 2420 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2421 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2422 }
2423
2738 if (op->contr->gen_grace >= 0) 2424 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2425 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2426 else
2741 { 2427 {
2742 gen_grace = op->stats.maxgrace; 2428 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2429 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2430 }
2745 2431
2746 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2748 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2750 if (op->stats.sp < op->stats.maxsp)
2751 {
2752 op->stats.sp++;
2753 /* dms do not consume food */
2754 if (!QUERY_FLAG (op, FLAG_WIZ))
2755 {
2756 op->stats.food--;
2757 if (op->contr->digestion < 0)
2758 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food;
2761 }
2762 }
2763 if (max_sp > 1)
2764 {
2765 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0)
2767 {
2768 if (op->stats.sp < op->stats.maxsp)
2769 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--;
2773 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp;
2775 }
2776 op->last_sp = 0;
2777 }
2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 }
2783 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 }
2788
2789 /* Regenerate Grace */ 2432 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2433 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2434 if (--op->last_grace < 0)
2792 { 2435 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2436 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2437 op->stats.grace++; /* no penalty in food for regaining grace */
2438
2795 if (max_grace > 1) 2439 if (max_grace > 1)
2796 { 2440 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2441 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2442 if (over_grace > 0)
2799 { 2443 {
2811 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2455 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2812 } 2456 }
2813 /* wearing stuff doesn't detract from grace generation. */ 2457 /* wearing stuff doesn't detract from grace generation. */
2814 } 2458 }
2815 2459
2460 if (op->stats.food > 0)
2461 {
2816 /* Regenerate Hit Points */ 2462 /* Regenerate Spell Points */
2817 if (--op->last_heal < 0) 2463 if (!op->contr->golem && --op->last_sp < 0)
2818 {
2819 if (op->stats.hp < op->stats.maxhp)
2820 { 2464 {
2821 op->stats.hp++; 2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2822 /* dms do not consume food */ 2466
2823 if (!QUERY_FLAG (op, FLAG_WIZ)) 2467 if (op->stats.sp < op->stats.maxsp)
2824 { 2468 {
2469 op->stats.sp++;
2470
2471 /* dms do not consume food */
2472 if (!QUERY_FLAG (op, FLAG_WIZ))
2473 {
2825 op->stats.food--; 2474 op->stats.food--;
2475
2826 if (op->contr->digestion < 0) 2476 if (op->contr->digestion < 0)
2827 op->stats.food += op->contr->digestion; 2477 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2478 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2479 op->stats.food = last_food;
2480 }
2830 } 2481 }
2831 } 2482
2832 if (max_hp > 1) 2483 if (max_sp > 1)
2833 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0)
2836 { 2484 {
2837 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2485 over_sp = (gen_sp + 10) / rate_sp;
2486 if (over_sp > 0)
2487 {
2488 if (op->stats.sp < op->stats.maxsp)
2489 {
2490 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2491
2492 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2493 op->stats.sp--;
2494
2495 if (op->stats.sp > op->stats.maxsp)
2496 op->stats.sp = op->stats.maxsp;
2497 }
2498
2838 op->last_heal = 0; 2499 op->last_sp = 0;
2500 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2839 } 2503 }
2840 else 2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 }
2507
2508 /* Regenerate Hit Points */
2509 if (--op->last_heal < 0)
2510 {
2511 if (op->stats.hp < op->stats.maxhp)
2841 { 2512 {
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2513 op->stats.hp++;
2514
2515 /* dms do not consume food */
2516 if (!QUERY_FLAG (op, FLAG_WIZ))
2517 {
2518 op->stats.food--;
2519
2520 if (op->contr->digestion < 0)
2521 op->stats.food += op->contr->digestion;
2522 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2523 op->stats.food = last_food;
2524 }
2843 } 2525 }
2526
2527 if (max_hp > 1)
2528 {
2529 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2530
2531 if (over_hp > 0)
2532 {
2533 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2534 op->last_heal = 0;
2535 }
2536 else
2537 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2844 } 2538 }
2845 else 2539 else
2846 {
2847 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2848 } 2541 }
2849 } 2542 }
2850 2543
2851 /* Digestion */ 2544 /* Digestion */
2852 if (--op->last_eat < 0) 2545 if (--op->last_eat < 0)
2853 { 2546 {
2854#ifdef COZY_SERVER 2547 int bonus = max (0, op->contr->digestion),
2855 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2548 penalty = max (0, -op->contr->digestion);
2856 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2857#else
2858 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2859#endif
2860 2549
2861 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2550 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2863 else 2551
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2865 /* dms do not consume food */ 2552 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2553 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2554 op->stats.food--;
2868 } 2555 }
2869 }
2870 2556
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2557 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2558 {
2873 object *tmp, *flesh = NULL; 2559 object *tmp, *flesh = 0;
2874 2560
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2561 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 { 2562 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2563 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2564 {
2565 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2566 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2567 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2568 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2569 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2570 break;
2885 } 2571 }
2886 else if (tmp->type == FLESH) 2572 else if (tmp->type == FLESH)
2887 flesh = tmp; 2573 flesh = tmp;
2888 } /* End if paid for object */ 2574 } /* End if paid for object */
2889 } /* end of for loop */ 2575 } /* end of for loop */
2576
2890 /* If player is still starving, it means they don't have any food, so 2577 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2578 * eat flesh instead.
2892 */ 2579 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2580 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2581 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2582 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2583 manual_apply (op, flesh, 0);
2584 }
2585 }
2586
2587 if (op->stats.food < 0)
2897 } 2588 {
2898 } /* end if player is starving */ 2589 op->stats.hp += op->stats.food;
2590 op->stats.food = 0;
2591 }
2899 2592
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2593 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 op->stats.food++, op->stats.hp--;
2902
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2904 kill_player (op); 2594 kill_player (op);
2595 }
2905} 2596}
2906
2907
2908 2597
2909/* If the player should die (lack of hp, food, etc), we call this. 2598/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2599 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2600 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2601 * file.
2913 */ 2602 */
2914void 2603void
2915kill_player (object *op) 2604kill_player (object *op)
2916{ 2605{
2606 int x, y;
2917 char buf[MAX_BUF]; 2607 char buf[MAX_BUF];
2918 int x, y;
2919
2920 //int i;
2921 maptile *map; /* this is for resurrection */ 2608 maptile *map; /* this is for resurrection */
2922
2923 /* int z;
2924 int num_stats_lose;
2925 int lost_a_stat;
2926 int lose_this_stat;
2927 int this_stat; */
2928 int will_kill_again; 2609 int will_kill_again;
2929 archetype *at; 2610 archetype *at;
2930 object *tmp; 2611 object *tmp;
2931 2612
2932 if (save_life (op)) 2613 if (save_life (op))
2933 return; 2614 return;
2934
2935 2615
2936 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2937 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2938 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2939 */ 2619 */
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2624
2945 /* restore player */ 2625 /* restore player */
2946 at = archetype::find ("poisoning"); 2626 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2628 {
2950 tmp->destroy (); 2629 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2631 }
2953 2632
2954 at = archetype::find ("confusion"); 2633 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2634 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2635 {
2958 tmp->destroy (); 2636 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2638 }
2961 2639
2962 cure_disease (op, 0); /* remove any disease */ 2640 cure_disease (op, 0, 0); /* remove any disease */
2963 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2643 op->stats.food = 999;
2966 2644
2967 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2647 {
2971 sprintf (buf, "%s's finger", &op->name); 2648 tmp->name = format ("%s's finger" , &op->name);
2972 tmp->name = buf; 2649 tmp->name_pl = format ("%s's fingers", &op->name);
2973 sprintf (buf, " This finger has been cut off %s\n" 2650 tmp->msg = format (
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2651 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2976 tmp->msg = buf; 2653 );
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2655 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2656 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2657 }
2982 2658
2983 /* teleport defeated player to new destination */ 2659 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2660 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2661 op->contr->braced = 0;
2989 INVOKE_PLAYER (DEATH, op->contr); 2665 INVOKE_PLAYER (DEATH, op->contr);
2990 2666
2991 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
2992 2668
2993 if (op->stats.food < 0) 2669 if (op->stats.food < 0)
2994 {
2995 if (op->contr->explore)
2996 {
2997 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2999 op->stats.food = 999;
3000 return;
3001 }
3002 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2670 strcpy (op->contr->killer, "starvation");
2671
2672 op->contr->play_sound (sound_find ("player_dies"));
2673
2674 /* save the map location for corpse, gravestone */
2675 x = op->x;
2676 y = op->y;
2677 map = op->map;
2678
2679 /* NOT_PERMADEATH code. This basically brings the character back to
2680 * life if they are dead - it takes some exp and a random stat.
2681 * See the config.h file for a little more in depth detail about this.
2682 */
2683
2684 /* Basically two ways to go - remove a stat permanently, or just
2685 * make it depletion. This bunch of code deals with that aspect
2686 * of death.
2687 */
2688#ifndef COZY_SERVER
2689 if (settings.balanced_stat_loss)
2690 {
2691 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */
2694 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */
2697 /* GD */
2698 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3004 } 2702 }
3005 else 2703 else
3006 { 2704 num_stats_lose = 1;
3007 if (op->contr->explore) 2705
3008 { 2706 lost_a_stat = 0;
3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2707
3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2708 for (z = 0; z < num_stats_lose; z++)
3011 op->stats.hp = op->stats.maxhp;
3012 return;
3013 }
3014 sprintf (buf, "%s died.", &op->name);
3015 } 2709 {
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2710 i = RANDOM () % NUM_STATS;
3017 2711
3018 /* save the map location for corpse, gravestone */
3019 x = op->x;
3020 y = op->y;
3021 map = op->map;
3022
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this.
3029 */
3030
3031 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect
3033 * of death.
3034 */
3035#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss)
3037 {
3038 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */
3041 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */
3044 /* GD */
3045 if (settings.stat_loss_on_death) 2712 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2713 {
3047 else 2714 /* Pick a random stat and take a point off it. Tell the player
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2715 * what he lost.
2716 */
2717 change_attr_value (&(op->stats), i, -1);
2718 check_stat_bounds (&(op->stats));
2719 change_attr_value (&(op->contr->orig_stats), i, -1);
2720 check_stat_bounds (&(op->contr->orig_stats));
2721 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2722 lost_a_stat = 1;
3049 } 2723 }
3050 else 2724 else
3051 { 2725 {
3052 num_stats_lose = 1; 2726 /* deplete a stat */
3053 } 2727 archetype *deparch = archetype::find ("depletion");
3054 lost_a_stat = 0; 2728 object *dep;
3055 2729
3056 for (z = 0; z < num_stats_lose; z++) 2730 dep = present_arch_in_ob (deparch, op);
3057 { 2731 if (!dep)
3058 i = RANDOM () % NUM_STATS;
3059
3060 if (settings.stat_loss_on_death)
3061 { 2732 {
3062 /* Pick a random stat and take a point off it. Tell the player 2733 dep = arch_to_object (deparch);
3063 * what he lost. 2734 insert_ob_in_ob (dep, op);
3064 */
3065 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1;
3071 } 2735 }
3072 else 2736 lose_this_stat = 1;
2737 if (settings.balanced_stat_loss)
3073 { 2738 {
3074 /* deplete a stat */ 2739 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2740 /* Get the stat that we're about to deplete. */
3076 object *dep; 2741 this_stat = get_attr_value (&(dep->stats), i);
3077 2742 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2743 {
3081 dep = arch_to_object (deparch); 2744 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2745 int keep_chance = this_stat * this_stat;
3083 } 2746
3084 lose_this_stat = 1; 2747 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2748 if (keep_chance < 1)
2749 keep_chance = 1;
2750
2751 /* There is a maximum depletion total per level. */
2752 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2753 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2754 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2755 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2756 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2757 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2758 else
3126 if (this_stat >= -50)
3127 { 2759 {
3128 change_attr_value (&(dep->stats), i, -1); 2760 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2761 lose_this_stat = 0;
2762 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2763 this_stat, keep_chance, loss_chance,
2764 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2765 }
3134 } 2766 }
3135 } 2767 }
2768
2769 if (lose_this_stat)
2770 {
2771 this_stat = get_attr_value (&(dep->stats), i);
2772 /* We could try to do something clever like find another
2773 * stat to reduce if this fails. But chances are, if
2774 * stats have been depleted to -50, all are pretty low
2775 * and should be roughly the same, so it shouldn't make a
2776 * difference.
2777 */
2778 if (this_stat >= -50)
2779 {
2780 change_attr_value (&(dep->stats), i, -1);
2781 SET_FLAG (dep, FLAG_APPLIED);
2782 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2783 op->update_stats ();
2784 lost_a_stat = 1;
2785 }
3136 } 2786 }
2787 }
2788 }
3137 /* If no stat lost, tell the player. */ 2789 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2790 if (!lost_a_stat)
3139 { 2791 {
3140 /* determine_god() seems to not work sometimes... why is this? 2792 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2793 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2794 const char *god = determine_god (op);
3143 2795
3144 if (god && (strcmp (god, "none"))) 2796 if (god && (strcmp (god, "none")))
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2797 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2798 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2799 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2800 }
3149#else 2801#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2802 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2803#endif
3152 2804
3153 /* Put a gravestone up where the character 'almost' died. List the 2805 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2806 * exp loss on the stone.
3155 */ 2807 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2808 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2809 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2810 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2811 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2812 tmp->name_pl = buf;
3161 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); 2813 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);
3162 tmp->msg = buf; 2814 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2815 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2816 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2817
3166 /**************************************/ 2818 /**************************************/
3167 /* */ 2819 /* */
3168 /* Subtract the experience points, */ 2820 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2821 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2822 /* food, and reset HP's... */
3171 /* */ 2823 /* */
3172 /**************************************/ 2824 /**************************************/
3173 2825
3174 /* remove any poisoning and confusion the character may be suffering. */ 2826 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2827 /* restore player */
3176 at = archetype::find ("poisoning"); 2828 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2829 tmp = present_arch_in_ob (at, op);
3178 2830
3179 if (tmp) 2831 if (tmp)
3180 { 2832 {
3181 tmp->destroy (); 2833 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2834 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2835 }
3184 2836
3185 at = archetype::find ("confusion"); 2837 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2838 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2839 if (tmp)
3188 { 2840 {
3189 tmp->destroy (); 2841 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2842 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2843 }
3192 2844
3193 cure_disease (op, 0); /* remove any disease */ 2845 cure_disease (op, 0, 0); /* remove any disease */
3194 2846
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2847 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2848 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2849 if (op->stats.food < 100)
3198 op->stats.food = 900; 2850 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2851 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2852 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2853 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2854
3203 /* 2855 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2856 * Check to see if the player has any unpaid items. If so, remove them
3205 * the player has any unpaid items. If so, remove them and put them back 2857 * and put them back in the map.
3206 * in the map. 2858 */
3207 */ 2859 op->drop_unpaid_items ();
3208 2860
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op);
3211
3212 /****************************************/ 2861 /****************************************/
3213 /* */ 2862 /* */
3214 /* Move player to his current respawn- */ 2863 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2864 /* position (usually last savebed) */
3216 /* */ 2865 /* */
3217 /****************************************/ 2866 /****************************************/
3218 2867
3219 enter_player_savebed (op); 2868 enter_player_savebed (op);
3220 2869
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2870 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2871
3227 /* it is possible that the player has blown something up 2872 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2873 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2874 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2875 * on the space that might harm the player.
3231 */ 2876 */
3232 will_kill_again = 0; 2877 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2878 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2879 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2880 will_kill_again |= tmp->attacktype;
3236 2881
3237 if (will_kill_again) 2882 if (will_kill_again)
3238 { 2883 {
3239 object *force; 2884 object *force;
3240 int at; 2885 int at;
3241 2886
3242 force = get_archetype (FORCE_NAME); 2887 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2888 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2889 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2890 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2891 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2892 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2893 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2894 force->resist[at] = 100;
3250 2895
3251 insert_ob_in_ob (force, op); 2896 insert_ob_in_ob (force, op);
3252 fix_player (op); 2897 op->update_stats ();
3253 2898
3254 } 2899 }
3255 2900
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2901 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 {
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264
3265 op->contr->party = NULL;
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 2902}
3325
3326 2903
3327void 2904void
3328loot_object (object *op) 2905loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2906{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2907 object *tmp, *tmp2, *next;
3331 2908
3332 if (op->container) 2909 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2910
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2911 for (tmp = op->inv; tmp; tmp = next)
3338 { 2912 {
3339 next = tmp->below; 2913 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2914
2915 if (tmp->invisible)
3341 continue; 2916 continue;
2917
3342 tmp->remove (); 2918 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2919 tmp->x = op->x, tmp->y = op->y;
2920
3344 if (tmp->type == CONTAINER) 2921 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2922 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2923
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2924 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2925 {
3350 if (tmp->nrof > 1) 2926 if (tmp->nrof > 1)
3351 { 2927 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2928 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2929 tmp2->destroy ();
3364/* 2940/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2941 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2942 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2943 * was changed.
3368 */ 2944 */
3369
3370void 2945void
3371fix_weight (void) 2946fix_weight (void)
3372{ 2947{
3373 player *pl; 2948 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2949 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2950 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2951
3379 if (old == sum) 2952 if (old == sum)
3380 continue; 2953 continue;
3381 fix_player (pl->ob); 2954 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2955 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 2956 }
3384} 2957}
3385 2958
3386void 2959void
3387fix_luck (void) 2960fix_luck (void)
3388{ 2961{
3389 player *pl; 2962 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2963 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2964 pl->ob->change_luck (0);
3394} 2965}
3395
3396 2966
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 2967/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 2968 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 2969 * just treat this as any other spell casting object.
3400 */ 2970 */
3401
3402void 2971void
3403cast_dust (object *op, object *throw_ob, int dir) 2972cast_dust (object *op, object *throw_ob, int dir)
3404{ 2973{
3405 object *skop, *spob; 2974 object *skop, *spob;
3406 2975
3435void 3004void
3436make_visible (object *op) 3005make_visible (object *op)
3437{ 3006{
3438 op->hide = 0; 3007 op->hide = 0;
3439 op->invisible = 0; 3008 op->invisible = 0;
3009
3440 if (op->type == PLAYER) 3010 if (op->type == PLAYER)
3441 { 3011 {
3442 op->contr->tmp_invis = 0; 3012 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3013 op->contr->invis_race = 0;
3444 } 3014 }
3015
3445 update_object (op, UP_OBJ_FACE); 3016 update_object (op, UP_OBJ_CHANGE);
3446} 3017}
3447 3018
3448int 3019int
3449is_true_undead (object *op) 3020is_true_undead (object *op)
3450{ 3021{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3454 return 1; 3023 return 1;
3455 3024
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3025 return 0;
3462} 3026}
3463 3027
3464/* look at the surrounding terrain to determine 3028/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3029 * the hideability of this object. Positive levels
3466 * indicate greater hideability. 3030 * indicate greater hideability.
3467 */ 3031 */
3468
3469int 3032int
3470hideability (object *ob) 3033hideability (object *ob)
3471{ 3034{
3472 int i, level = 0, mflag; 3035 int i, level = 0, mflag;
3473 sint16 x, y; 3036 sint16 x, y;
3507/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3508 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3509 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3510 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3511 */ 3074 */
3512
3513void 3075void
3514do_hidden_move (object *op) 3076do_hidden_move (object *op)
3515{ 3077{
3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3517 object *skop; 3079 object *skop;
3521 3083
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3084 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3085
3524 /* 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! */
3525 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3528 { 3089 {
3529 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!");
3530 make_visible (op); 3091 make_visible (op);
3531 return; 3092 return;
3532 } 3093 }
3533 else 3094 else
3534 num += 20; 3095 num += 20;
3535 } 3096
3536 num += op->map->difficulty; 3097 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3099 num -= hide;
3100
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3102 {
3541 make_visible (op); 3103 make_visible (op);
3542 if (op->type == PLAYER) 3104 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3105 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3106 }
3545 else if (op->type == PLAYER && skop) 3107 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3108 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3109}
3550 3110
3551/* determine if who is standing near a hostile creature. */ 3111/* determine if who is standing near a hostile creature. */
3552 3112
3553int 3113int
3580 if (mflags & P_OUT_OF_MAP) 3140 if (mflags & P_OUT_OF_MAP)
3581 continue; 3141 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3142 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3143 continue;
3584 3144
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3145 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3146 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3147 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3148 return 1;
3589 else if (tmp->type == PLAYER) 3149 else if (tmp->type == PLAYER)
3590 { 3150 {
3601 * object op. This function works fine for monsters, 3161 * object op. This function works fine for monsters,
3602 * but we dont worry if the object isnt the top one in 3162 * but we dont worry if the object isnt the top one in
3603 * a pile (say a coin under a table would return "viewable" 3163 * a pile (say a coin under a table would return "viewable"
3604 * by this routine). Another question, should we be 3164 * by this routine). Another question, should we be
3605 * concerned with the direction the player is looking 3165 * concerned with the direction the player is looking
3606 * in? Realistically, most of use cant see stuff behind 3166 * in? Realistically, most of us can't see stuff behind
3607 * our backs...on the other hand, does the "facing" direction 3167 * our backs...on the other hand, does the "facing" direction
3608 * imply the way your head, or body is facing? Its possible 3168 * imply the way your head, or body is facing? It's possible
3609 * for them to differ. Sigh, this fctn could get a bit more complex. 3169 * for them to differ. Sigh, this fctn could get a bit more complex.
3610 * -b.t. 3170 * -b.t.
3611 * This function is now map tiling safe. 3171 * This function is now map tiling safe.
3612 */ 3172 */
3613
3614int 3173int
3615player_can_view (object *pl, object *op) 3174player_can_view (object *pl, object *op)
3616{ 3175{
3617 rv_vector rv; 3176 rv_vector rv;
3618 int dx, dy; 3177 int dx, dy;
3620 if (pl->type != PLAYER) 3179 if (pl->type != PLAYER)
3621 { 3180 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3181 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3182 return -1;
3624 } 3183 }
3184
3625 if (!pl || !op) 3185 if (!pl || !op)
3626 return 0; 3186 return 0;
3627 3187
3628 if (op->head)
3629 {
3630 op = op->head; 3188 op = op->head_ ();
3631 } 3189
3632 get_rangevector (pl, op, &rv, 0x1); 3190 get_rangevector (pl, op, &rv, 0x1);
3633 3191
3634 /* starting with the 'head' part, lets loop 3192 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3193 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3194 * part that is in the los array but isn't on
3637 * a blocked los square. 3195 * a blocked los square.
3638 * we use the archetype to figure out offsets. 3196 * we use the archetype to figure out offsets.
3639 */ 3197 */
3640 while (op) 3198 while (op)
3641 { 3199 {
3642 dx = rv.distance_x + op->arch->clone.x; 3200 dx = rv.distance_x + op->arch->x;
3643 dy = rv.distance_y + op->arch->clone.y; 3201 dy = rv.distance_y + op->arch->y;
3644 3202
3645 /* only the viewable area the player sees is updated by LOS 3203 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3204 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3205 * for any meaningful values.
3648 */ 3206 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3207 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3208 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3209 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3210 return 1;
3211
3653 op = op->more; 3212 op = op->more;
3654 } 3213 }
3214
3655 return 0; 3215 return 0;
3656} 3216}
3657 3217
3658/* routine for both players and monsters. We call this when 3218/* routine for both players and monsters. We call this when
3659 * there is a possibility for our action distrubing our hiding 3219 * there is a possibility for our action distrubing our hiding
3662 * return 0. 3222 * return 0.
3663 */ 3223 */
3664int 3224int
3665action_makes_visible (object *op) 3225action_makes_visible (object *op)
3666{ 3226{
3667
3668 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3227 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3669 { 3228 {
3670 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3229 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3671 return 0; 3230 return 0;
3672 3231
3678 { 3237 {
3679 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3238 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3680 return 1; 3239 return 1;
3681 } 3240 }
3682 } 3241 }
3242
3683 return 0; 3243 return 0;
3684} 3244}
3685 3245
3686/* op_on_battleground - checks if the given object op (usually 3246/* op_on_battleground - checks if the given object op (usually
3687 * a player) is standing on a valid battleground-tile, 3247 * a player) is standing on a valid battleground-tile,
3692 * Default is to do the same as before, so only people wanting to have different points need worry about this 3252 * Default is to do the same as before, so only people wanting to have different points need worry about this
3693 */ 3253 */
3694int 3254int
3695op_on_battleground (object *op, int *x, int *y) 3255op_on_battleground (object *op, int *x, int *y)
3696{ 3256{
3697 object *tmp;
3698
3699 /* A battleground-tile needs the following attributes to be valid: 3257 /* A battleground-tile needs the following attributes to be valid:
3700 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3258 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3701 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3259 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3702 * and the exit-coordinates sp/hp must both be > 0. 3260 * and the exit-coordinates sp/hp must both be > 0.
3703 * => The intention here is to prevent abuse of the battleground- 3261 * => The intention here is to prevent abuse of the battleground-
3704 * feature (like pickable or hidden battleground tiles). */ 3262 * feature (like pickable or hidden battleground tiles). */
3705 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3263 for (object *tmp = op->below; tmp; tmp = tmp->below)
3706 { 3264 {
3707 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3265 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3708 { 3266 {
3709 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3267 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3710 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3268 && tmp->type == BATTLEGROUND
3269 && tmp->name == shstr_battleground
3270 && EXIT_X (tmp) && EXIT_Y (tmp))
3711 { 3271 {
3712 /*before we assign the exit, check if this is a teambattle */ 3272 /* before we assign the exit, check if this is a teambattle */
3713 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3273 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3714 { 3274 {
3715 object *invtmp;
3716
3717 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3275 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3718 { 3276 {
3719 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3277 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3720 { 3278 {
3721 if (x != NULL && y != NULL) 3279 if (x && y)
3722 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3280 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3281
3723 return 1; 3282 return 1;
3724 } 3283 }
3725 } 3284 }
3726 } 3285 }
3286
3727 if (x != NULL && y != NULL) 3287 if (x && y)
3728 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3288 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3289
3729 return 1; 3290 return 1;
3730 } 3291 }
3731 } 3292 }
3732 } 3293 }
3294
3733 /* If we got here, did not find a battleground */ 3295 /* If we got here, did not find a battleground */
3734 return 0; 3296 return 0;
3735} 3297}
3736 3298
3737/* 3299/*
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3315 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3316 int i = 0, j = 0;
3755 3317
3756 /* get the appropriate treasurelist */ 3318 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3319 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3320 trlist = treasurelist::find (shstr_dragon_ability_fire);
3759 else if (atnr == ATNR_COLD) 3321 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3322 trlist = treasurelist::find (shstr_dragon_ability_cold);
3761 else if (atnr == ATNR_ELECTRICITY) 3323 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3324 trlist = treasurelist::find (shstr_dragon_ability_elec);
3763 else if (atnr == ATNR_POISON) 3325 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3326 trlist = treasurelist::find (shstr_dragon_ability_poison);
3765 3327
3766 if (trlist == NULL || who->type != PLAYER) 3328 if (trlist == NULL || who->type != PLAYER)
3767 return; 3329 return;
3768 3330
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3331 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3332
3771 if (tr == NULL || tr->item == NULL) 3333 if (!tr || !tr->item)
3772 { 3334 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3335 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3336 return;
3775 } 3337 }
3776 3338
3777 /* everything seems okay - now bring on the gift: */ 3339 /* everything seems okay - now bring on the gift: */
3778 item = &(tr->item->clone); 3340 item = tr->item;
3779 3341
3780 if (item->type == SPELL) 3342 if (item->type == SPELL)
3781 { 3343 {
3782 if (check_spell_known (who, item->name)) 3344 if (check_spell_known (who, item->name))
3783 return; 3345 return;
3842 { 3404 {
3843 /* forces in the treasurelist can alter the player's stats */ 3405 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3406 object *skin;
3845 3407
3846 /* first get the dragon skin force */ 3408 /* first get the dragon skin force */
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3409 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3410 ;
3411
3848 if (skin == NULL) 3412 if (!skin)
3849 return; 3413 return;
3850 3414
3851 /* adding new spellpath attunements */ 3415 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3416 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3417 {
3898 * not readied. 3462 * not readied.
3899 */ 3463 */
3900void 3464void
3901player_unready_range_ob (player *pl, object *ob) 3465player_unready_range_ob (player *pl, object *ob)
3902{ 3466{
3903 rangetype i; 3467 if (pl->ob->current_weapon == ob)
3468 pl->ob->current_weapon = 0;
3904 3469
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3470 if (pl->combat_ob == ob)
3906 { 3471 pl->combat_ob = 0;
3472
3907 if (pl->ranges[i] == ob) 3473 if (pl->ranged_ob == ob)
3908 { 3474 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3475}
3476
3477sint8
3478player::visibility_at (maptile *map, int x, int y) const
3479{
3480 if (!ns)
3481 return 0;
3482
3483 int dx, dy;
3484 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3485 return 0;
3486
3487 x += dx - ns->current_x + ns->mapx / 2;
3488 y += dy - ns->current_y + ns->mapy / 2;
3489
3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3491 return 0;
3492
3493 return 100 - blocked_los [x][y];
3494}
3495
3496void
3497player::infobox (const char *title, const char *msg, int color)
3498{
3499 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500}
3501
3502void
3503player::statusmsg (const char *msg, int color)
3504{
3505 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506}
3507
3508void
3509player::failmsg (const char *msg, int color)
3510{
3511 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color);
3513}
3514

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