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Comparing deliantra/server/server/player.C (file contents):
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC vs.
Revision 1.179 by root, Sun Jan 13 13:20:43 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 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
333 get_name (p->ob);
334
335 return 0; 397 return pl;
336} 398}
337 399
338/* 400/*
339 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
342 */ 404 */
343archetype * 405archetype *
344get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
345{ 407{
346 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
347 409
348 for (;;) 410 for (;;)
349 { 411 {
350 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
351 at = first_archetype; 413 i = archetypes.begin ();
352 else 414 else if (*i == at)
353 at = at->next; 415 cleanup ("not a single player archetype found");
354 416
355 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
356 return at; 418 return *i;
357
358 if (at == start)
359 {
360 LOG (llevError, "No Player archetypes\n");
361 exit (-1);
362 }
363 } 419 }
364} 420}
365 421
366object * 422object *
367get_nearest_player (object *mon) 423get_nearest_player (object *mon)
368{ 424{
369 object *op = NULL; 425 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 426 objectlink *ol;
372 unsigned lastdist; 427 unsigned lastdist;
373 rv_vector rv; 428 rv_vector rv;
374 429
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 431 {
377 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop.
381 */
382 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
383 {
384 object *tmp = ol->ob;
385
386 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared.
388 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
390 ol = ol->next;
391 remove_friendly_object (tmp);
392 if (!ol)
393 return op;
394 }
395
396 /* Remove special check for player from this. First, it looks to cause
397 * some crashes (ol->ob->contr not set properly?), but secondly, a more
398 * complicated method of state checking would be needed in any case -
399 * as it was, a clever player could type quit, and the function would
400 * skip them over while waiting for confirmation. Remove
401 * on_same_map check, as can_detect_enemy also does this
402 */
403 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
404 continue; 433 continue;
405 434
406 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
407 { 436 {
408 op = ol->ob; 437 op = ol->ob;
409 lastdist = rv.distance; 438 lastdist = rv.distance;
410 } 439 }
411 } 440 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 441
413 { 442 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 443 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
418 { 445 {
419 op = pl->ob; 446 op = pl->ob;
420 lastdist = rv.distance; 447 lastdist = rv.distance;
421 } 448 }
422 } 449
423 }
424#if 0 450#if 0
425 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)");
426#endif 452#endif
427 return op; 453 return op;
428} 454}
446 * circling behaviour. Unfortunately, this function is also used to determined 472 * circling behaviour. Unfortunately, this function is also used to determined
447 * 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
448 * is probably not a good thing. 474 * is probably not a good thing.
449 */ 475 */
450#define MAX_SPACES 50 476#define MAX_SPACES 50
451
452 477
453/* 478/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * 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
456 * 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
487 x = mon->x; 512 x = mon->x;
488 y = mon->y; 513 y = mon->y;
489 m = mon->map; 514 m = mon->map;
490 dir = rv.direction; 515 dir = rv.direction;
491 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 */
492 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
493 /* 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. */
494 if (diff > max) 520 if (diff > max)
495 return 0; 521 return 0;
522
496 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
497 { 524 {
498 lastx = x; 525 lastx = x;
499 lasty = y; 526 lasty = y;
500 lastmap = m; 527 lastmap = m;
582 max--; 609 max--;
583 lastdir = dir; 610 lastdir = dir;
584 if (!firstdir) 611 if (!firstdir)
585 firstdir = dir; 612 firstdir = dir;
586 } 613 }
614
587 if (diff <= 1) 615 if (diff <= 1)
588 { 616 {
589 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 618 * headed toward player for entire distance.
591 */ 619 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 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));
594 } 622 }
623
595 if (diff > max) 624 if (diff > max)
596 return 0; 625 return 0;
597 } 626 }
627
598 /* 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 */
599 if (!max) 629 if (!max)
600 return 0; 630 return 0;
601 631
602 return firstdir; 632 return firstdir;
603} 633}
604 634
605void 635void
606give_initial_items (object *pl, treasurelist * items) 636give_initial_items (object *pl, treasurelist * items)
607{ 637{
608 object *op, *next = NULL;
609
610 if (pl->randomitems != NULL) 638 if (pl->randomitems)
611 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
612 640
613 for (op = pl->inv; op; op = next) 641 for (object *next, *op = pl->inv; op; op = next)
614 { 642 {
615 next = op->below; 643 next = op->below;
616 644
617 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
618 * 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
660 if (op->nrof > 1) 688 if (op->nrof > 1)
661 op->nrof = 1; 689 op->nrof = 1;
662 } 690 }
663 691
664 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
665 {
666 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
667 }
668 694
669 /* Give starting characters identified, uncursed, and undamned 695 /* Give starting characters identified, uncursed, and undamned
670 * 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
671 * merged properly. 697 * merged properly.
672 */ 698 */
695 /* Need to set up the skill pointers */ 721 /* Need to set up the skill pointers */
696 link_player_skills (pl); 722 link_player_skills (pl);
697} 723}
698 724
699void 725void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->state = ST_GET_NAME;
704 send_query (op->contr->socket, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->state = ST_GET_PASSWORD;
712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 726get_party_password (object *op, partylist *party)
785{ 727{
786 if (party == NULL) 728 if (party == NULL)
787 { 729 {
788 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);
789 return; 731 return;
790 } 732 }
733
791 op->contr->write_buf[0] = '\0'; 734 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 735 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 736 op->contr->party_to_join = party;
794 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:");
795} 738}
796
797 739
798/* 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. */
799int 741static int
800roll_stat (void) 742roll_stat (void)
801{ 743{
802 int a[4], i, j, k; 744 int a[4], i, j, k;
803 745
804 for (i = 0; i < 4; i++) 746 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 747 a[i] = (int) rndm (6) + 1;
806 748
807 for (i = 0, j = 0, k = 7; i < 4; i++) 749 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 750 if (a[i] < k)
809 k = a[i], j = i; 751 k = a[i], j = i;
810 752
811 for (i = 0, k = 0; i < 4; i++) 753 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 754 if (i != j)
814 k += a[i]; 755 k += a[i];
815 } 756
816 return k; 757 return k;
817} 758}
818 759
819void 760void
820roll_stats (object *op) 761object::roll_stats ()
821{ 762{
763 int statsort [NUM_STATS];
764
765 for (;;)
766 {
822 int sum = 0; 767 int sum = 0;
823 int i = 0, j = 0; 768 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 769 sum += statsort [i] = roll_stat ();
825 770
826 do 771 if (sum >= 82 && sum <= 116)
772 break;
827 { 773 }
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 }
837 while (sum < 82 || sum > 116);
838 774
839 /* Sort the stats so that rerolling is easier... */ 775 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 776 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 777
848 /* a quick and dirty bubblesort? */ 778 for (int i = 0; i < NUM_STATS; ++i)
849 do 779 stats.stat (i) = statsort [i];
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864 780
865 op->stats.Str = statsort[0];
866 op->stats.Dex = statsort[1];
867 op->stats.Con = statsort[2];
868 op->stats.Int = statsort[3];
869 op->stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6];
872
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 781 stats.exp = 0;
884 op->stats.ac = 0; 782 stats.ac = 0;
885 783
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 784 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 785 stats.sp = stats.maxsp;
893 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
894 op->contr->orig_stats = op->stats; 794 contr->orig_stats = stats;
795 }
895} 796}
896 797
897void 798void
898Roll_Again (object *op) 799object::swap_stats (int a, int b)
899{ 800{
900 esrv_new_player (op->contr, 0); 801 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904 802
905void 803 for (int i = 0; i < NUM_STATS; ++i)
906Swap_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)
907{ 830{
908 signed char tmp;
909 char buf[MAX_BUF]; 831 char buf[MAX_BUF];
910 832
911 if (op->contr->Swap_First == -1) 833 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 834 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str;
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf);
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 835}
1026 836
1027/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
1031 * not the class. 841 * not the class.
1032 */ 842 */
1033 843void
1034int 844player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 845{
1037 int tmp_loop;
1038
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D')
1046 {
1047 char buf[MAX_BUF];
1048
1049 /* this must before then initial items are given */ 846 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 847 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 848
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 849 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 850 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 851 create_treasure (tl, ob, 0, 0, 0);
1055 852
1056 INVOKE_PLAYER (BIRTH, op->contr); 853 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 854 INVOKE_PLAYER (LOGIN, ob->contr);
1058 855
1059 op->contr->state = ST_PLAYING; 856 ob->contr->ns->state = ST_PLAYING;
1060 857
1061 if (op->msg) 858 if (ob->msg)
1062 op->msg = NULL; 859 ob->msg = 0;
1063 860
1064 /* We create this now because some of the unique maps will need it 861 /* We create this now because some of the unique maps will need it
1065 * to save here. 862 * to save here.
1066 */ 863 */
864 {
865 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 867 make_path_to_file (buf);
868 }
1069 869
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 870 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 873 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
1078 fix_player (op); 875 ob->update_stats ();
1079 876
1080 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
1081 * is one for this race 878 * is one for this race
1082 */ 879 */
1083 if (*first_map_ext_path) 880 if (*first_map_ext_path)
1084 { 881 {
1085 object *tmp; 882 object *tmp;
1086 char mapname[MAX_BUF]; 883 char mapname[MAX_BUF];
1087 884
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1089 tmp = object::create (); 886 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 887 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 888 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 889 EXIT_Y (tmp) = ob->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 891 * if the map isn't there, then stay on the
1095 * default initial map */ 892 * default initial map */
1096 tmp->destroy (); 893 tmp->destroy ();
1097 } 894 }
1098 else 895 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 896 LOG (llevDebug, "first_map_ext_path not set\n");
897}
1100 898
1101 return 0; 899void
1102 } 900player::chargen_race_next ()
1103 901{
1104 /* Following actually changes the race - this is the default command 902 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 903 * if we don't match with one of the options above.
1106 */ 904 */
1107 905
1108 tmp_loop = 0; 906 do
1109 while (!tmp_loop)
1110 { 907 {
1111 shstr name = op->name; 908 shstr name = ob->name;
1112 int x = op->x, y = op->y; 909 int x = ob->x, y = ob->y;
1113 910
1114 remove_statbonus (op); 911 ob->remove_statbonus ();
1115 op->remove (); 912 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 913 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 914 ob->arch->copy_to (ob);
1118 op->instantiate (); 915 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 916 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 917 ob->name = ob->name_pl = name;
1121 op->x = x; 918 ob->x = x;
1122 op->y = y; 919 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 920 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 921 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 922 assign (ob->contr->title, ob->arch->object::name);
1126 add_statbonus (op); 923 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 924 }
925 while (!allowed_class (ob));
1129 926
1130 update_object (op, UP_OBJ_FACE); 927 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 928 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 929 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 930 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 931 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 932 ob->stats.grace = 0;
1136
1137 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 933}
1192 934
1193void 935void
1194flee_player (object *op) 936flee_player (object *op)
1195{ 937{
1242 /* Cornered, get rid of scared */ 984 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 985 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 986 op->enemy = NULL;
1245} 987}
1246 988
1247
1248/* check_pick sees if there is stuff to be picked up/picks up stuff. 989/* check_pick sees if there is stuff to be picked up/picks up stuff.
1249 * IT returns 1 if the player should keep on moving, 0 if he should 990 * It returns 1 if the player should keep on moving, 0 if he should
1250 * stop. 991 * stop.
1251 */ 992 */
1252int 993int
1253check_pick (object *op) 994check_pick (object *op)
1254{ 995{
1255 object *tmp, *next; 996 object *tmp, *next;
1256 int stop = 0; 997 int stop = 0;
1257 int j, k, wvratio; 998 int wvratio;
1258 char putstring[128], tmpstr[16]; 999 char putstring[128];
1259 1000
1260 /* if you're flying, you cna't pick up anything */ 1001 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1002 if (op->move_type & MOVE_FLYING)
1262 return 1; 1003 return 1;
1263 1004
1264 next = op->below; 1005 next = op->below;
1265 1006
1007 int cnt = MAX_ITEM_PER_DROP;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009
1266 /* loop while there are items on the floor that are not marked as 1010 /* loop while there are items on the floor that are not marked as
1267 * destroyed */ 1011 * destroyed */
1268 while (next && !next->destroyed ()) 1012 while (next && !next->destroyed ())
1269 { 1013 {
1270 tmp = next; 1014 tmp = next;
1271 next = tmp->below; 1015 next = tmp->below;
1272 1016
1017 if (cnt <= 0)
1018 {
1019 op->failmsg ("Couldn't pickup all items at once.");
1020 return 0;
1021 }
1022
1273 if (op->destroyed ()) 1023 if (op->destroyed ())
1274 return 0; 1024 return 0;
1275 1025
1276 if (!can_pick (op, tmp)) 1026 if (!can_pick (op, tmp))
1277 continue; 1027 continue;
1278 1028
1279 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1280 { 1030 {
1281 if (item_matched_string (op, tmp, op->contr->search_str)) 1031 if (item_matched_string (op, tmp, op->contr->search_str))
1282 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1283 continue; 1033 continue;
1284 } 1034 }
1285 1035
1286 /* high not bit set? We're using the old autopickup model */ 1036 /* high not bit set? We're using the old autopickup model */
1287 if (!(op->contr->mode & PU_NEWMODE)) 1037 if (!(op->contr->mode & PU_NEWMODE))
1289 switch (op->contr->mode) 1039 switch (op->contr->mode)
1290 { 1040 {
1291 case 0: 1041 case 0:
1292 return 1; /* don't pick up */ 1042 return 1; /* don't pick up */
1293 case 1: 1043 case 1:
1294 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1295 return 1; 1045 return 1;
1296 case 2: 1046 case 2:
1297 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1298 return 0; 1048 return 0;
1299 case 3: 1049 case 3:
1300 return 0; /* stop before pickup */ 1050 return 0; /* stop before pickup */
1301 case 4: 1051 case 4:
1302 pick_up (op, tmp); 1052 CHK_PICK_PICKUP;
1303 break; 1053 break;
1304 case 5: 1054 case 5:
1305 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1306 stop = 1; 1056 stop = 1;
1307 break; 1057 break;
1308 case 6: 1058 case 6:
1309 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1310 pick_up (op, tmp); 1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1311 break; 1062 break;
1312 1063
1313 case 7: 1064 case 7:
1314 if (tmp->type == MONEY || tmp->type == GEM) 1065 if (tmp->type == MONEY || tmp->type == GEM)
1315 pick_up (op, tmp); 1066 CHK_PICK_PICKUP;
1316 break; 1067 break;
1317 1068
1318 default: 1069 default:
1319 /* use value density */ 1070 /* use value density */
1320 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1321 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1322 pick_up (op, tmp); 1073 CHK_PICK_PICKUP;
1323 } 1074 }
1324 } 1075 }
1325 else 1076 else
1326 { /* old model */ 1077 { /* old model */
1327 /* NEW pickup handling */ 1078 /* NEW pickup handling */
1331 if (tmp->name != NULL) 1082 if (tmp->name != NULL)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1083 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1084 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1085 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1087 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1088
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1090 }
1091
1368 /* philosophy: 1092 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1093 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups 1094 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1095 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1096 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1097 * example.
1374 * The drawback: right now it has no frontend, so you need to 1098 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then 1099 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1100 * convert to decimal and then 'pickup <#>
1409 /* all food and drink if desired */ 1133 /* all food and drink if desired */
1410 /* question: don't pick up known-poisonous stuff? */ 1134 /* question: don't pick up known-poisonous stuff? */
1411 if (op->contr->mode & PU_FOOD) 1135 if (op->contr->mode & PU_FOOD)
1412 if (tmp->type == FOOD) 1136 if (tmp->type == FOOD)
1413 { 1137 {
1414 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1415 continue; 1139 continue;
1416 } 1140 }
1417 1141
1418 if (op->contr->mode & PU_DRINK) 1142 if (op->contr->mode & PU_DRINK)
1419 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1420 { 1144 {
1421 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1422 continue; 1146 continue;
1423 } 1147 }
1424 1148
1425 if (op->contr->mode & PU_POTION) 1149 if (op->contr->mode & PU_POTION)
1426 if (tmp->type == POTION) 1150 if (tmp->type == POTION)
1427 { 1151 {
1428 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1429 continue; 1153 continue;
1430 } 1154 }
1431 1155
1432 /* spellbooks, skillscrolls and normal books/scrolls */ 1156 /* spellbooks, skillscrolls and normal books/scrolls */
1433 if (op->contr->mode & PU_SPELLBOOK) 1157 if (op->contr->mode & PU_SPELLBOOK)
1434 if (tmp->type == SPELLBOOK) 1158 if (tmp->type == SPELLBOOK)
1435 { 1159 {
1436 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1437 continue; 1161 continue;
1438 } 1162 }
1439 1163
1440 if (op->contr->mode & PU_SKILLSCROLL) 1164 if (op->contr->mode & PU_SKILLSCROLL)
1441 if (tmp->type == SKILLSCROLL) 1165 if (tmp->type == SKILLSCROLL)
1442 { 1166 {
1443 pick_up (op, tmp); 1167 CHK_PICK_PICKUP;
1444 continue; 1168 continue;
1445 } 1169 }
1446 1170
1447 if (op->contr->mode & PU_READABLES) 1171 if (op->contr->mode & PU_READABLES)
1448 if (tmp->type == BOOK || tmp->type == SCROLL) 1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1449 { 1173 {
1450 pick_up (op, tmp); 1174 CHK_PICK_PICKUP;
1451 continue; 1175 continue;
1452 } 1176 }
1453 1177
1454 /* wands/staves/rods/horns */ 1178 /* wands/staves/rods/horns */
1455 if (op->contr->mode & PU_MAGIC_DEVICE) 1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1456 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1457 { 1181 {
1458 pick_up (op, tmp); 1182 CHK_PICK_PICKUP;
1459 continue; 1183 continue;
1460 } 1184 }
1461 1185
1462 /* pick up all magical items */ 1186 /* pick up all magical items */
1463 if (op->contr->mode & PU_MAGICAL) 1187 if (op->contr->mode & PU_MAGICAL)
1464 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1188 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1465 { 1189 {
1466 pick_up (op, tmp); 1190 CHK_PICK_PICKUP;
1467 continue; 1191 continue;
1468 } 1192 }
1469 1193
1470 if (op->contr->mode & PU_VALUABLES) 1194 if (op->contr->mode & PU_VALUABLES)
1471 { 1195 {
1472 if (tmp->type == MONEY || tmp->type == GEM) 1196 if (tmp->type == MONEY || tmp->type == GEM)
1473 { 1197 {
1474 pick_up (op, tmp); 1198 CHK_PICK_PICKUP;
1475 continue; 1199 continue;
1476 } 1200 }
1477 } 1201 }
1478 1202
1479 /* rings & amulets - talismans seems to be typed AMULET */ 1203 /* rings & amulets - talismans seems to be typed AMULET */
1480 if (op->contr->mode & PU_JEWELS) 1204 if (op->contr->mode & PU_JEWELS)
1481 if (tmp->type == RING || tmp->type == AMULET) 1205 if (tmp->type == RING || tmp->type == AMULET)
1482 { 1206 {
1483 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1484 continue; 1208 continue;
1485 } 1209 }
1486 1210
1487 /* we don't forget dragon food */ 1211 /* we don't forget dragon food */
1488 if (op->contr->mode & PU_FLESH) 1212 if (op->contr->mode & PU_FLESH)
1489 if (tmp->type == FLESH) 1213 if (tmp->type == FLESH)
1490 { 1214 {
1491 pick_up (op, tmp); 1215 CHK_PICK_PICKUP;
1492 continue; 1216 continue;
1493 } 1217 }
1494 1218
1495 /* bows and arrows. Bows are good for selling! */ 1219 /* bows and arrows. Bows are good for selling! */
1496 if (op->contr->mode & PU_BOW) 1220 if (op->contr->mode & PU_BOW)
1497 if (tmp->type == BOW) 1221 if (tmp->type == BOW)
1498 { 1222 {
1499 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1500 continue; 1224 continue;
1501 } 1225 }
1502 1226
1503 if (op->contr->mode & PU_ARROW) 1227 if (op->contr->mode & PU_ARROW)
1504 if (tmp->type == ARROW) 1228 if (tmp->type == ARROW)
1505 { 1229 {
1506 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1507 continue; 1231 continue;
1508 } 1232 }
1509 1233
1510 /* all kinds of armor etc. */ 1234 /* all kinds of armor etc. */
1511 if (op->contr->mode & PU_ARMOUR) 1235 if (op->contr->mode & PU_ARMOUR)
1512 if (tmp->type == ARMOUR) 1236 if (tmp->type == ARMOUR)
1513 { 1237 {
1514 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1515 continue; 1239 continue;
1516 } 1240 }
1517 1241
1518 if (op->contr->mode & PU_HELMET) 1242 if (op->contr->mode & PU_HELMET)
1519 if (tmp->type == HELMET) 1243 if (tmp->type == HELMET)
1520 { 1244 {
1521 pick_up (op, tmp); 1245 CHK_PICK_PICKUP;
1522 continue; 1246 continue;
1523 } 1247 }
1524 1248
1525 if (op->contr->mode & PU_SHIELD) 1249 if (op->contr->mode & PU_SHIELD)
1526 if (tmp->type == SHIELD) 1250 if (tmp->type == SHIELD)
1527 { 1251 {
1528 pick_up (op, tmp); 1252 CHK_PICK_PICKUP;
1529 continue; 1253 continue;
1530 } 1254 }
1531 1255
1532 if (op->contr->mode & PU_BOOTS) 1256 if (op->contr->mode & PU_BOOTS)
1533 if (tmp->type == BOOTS) 1257 if (tmp->type == BOOTS)
1534 { 1258 {
1535 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1536 continue; 1260 continue;
1537 } 1261 }
1538 1262
1539 if (op->contr->mode & PU_GLOVES) 1263 if (op->contr->mode & PU_GLOVES)
1540 if (tmp->type == GLOVES) 1264 if (tmp->type == GLOVES)
1541 { 1265 {
1542 pick_up (op, tmp); 1266 CHK_PICK_PICKUP;
1543 continue; 1267 continue;
1544 } 1268 }
1545 1269
1546 if (op->contr->mode & PU_CLOAK) 1270 if (op->contr->mode & PU_CLOAK)
1547 if (tmp->type == CLOAK) 1271 if (tmp->type == CLOAK)
1548 { 1272 {
1549 pick_up (op, tmp); 1273 CHK_PICK_PICKUP;
1550 continue; 1274 continue;
1551 } 1275 }
1552 1276
1553 /* hoping to catch throwing daggers here */ 1277 /* hoping to catch throwing daggers here */
1554 if (op->contr->mode & PU_MISSILEWEAPON) 1278 if (op->contr->mode & PU_MISSILEWEAPON)
1555 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1556 { 1280 {
1557 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1558 continue; 1282 continue;
1559 } 1283 }
1560 1284
1561 /* careful: chairs and tables are weapons! */ 1285 /* careful: chairs and tables are weapons! */
1562 if (op->contr->mode & PU_ALLWEAPON) 1286 if (op->contr->mode & PU_ALLWEAPON)
1563 { 1287 {
1564 if (tmp->type == WEAPON && tmp->name != NULL) 1288 if (tmp->type == WEAPON && tmp->name != NULL)
1565 { 1289 {
1566 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1568 { 1292 {
1569 pick_up (op, tmp); 1293 CHK_PICK_PICKUP;
1570 continue; 1294 continue;
1571 } 1295 }
1572 } 1296 }
1573 1297
1574 if (tmp->type == WEAPON && tmp->name == NULL) 1298 if (tmp->type == WEAPON && tmp->name == NULL)
1575 { 1299 {
1576 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1577 { 1301 {
1578 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1579 continue; 1303 continue;
1580 } 1304 }
1581 } 1305 }
1582 } 1306 }
1583 1307
1584 /* misc stuff that's useful */ 1308 /* misc stuff that's useful */
1585 if (op->contr->mode & PU_KEY) 1309 if (op->contr->mode & PU_KEY)
1586 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1587 { 1311 {
1588 pick_up (op, tmp); 1312 CHK_PICK_PICKUP;
1589 continue; 1313 continue;
1590 } 1314 }
1591 1315
1592 /* any of the last 4 bits set means we use the ratio for value 1316 /* any of the last 4 bits set means we use the ratio for value
1593 * pickups */ 1317 * pickups */
1598 /* >=7 is the old standard setting. Now we take the last 4 bits 1322 /* >=7 is the old standard setting. Now we take the last 4 bits
1599 * and multiply them by 5, giving 0..15*5== 5..75 */ 1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1600 wvratio = (op->contr->mode & PU_RATIO) * 5; 1324 wvratio = (op->contr->mode & PU_RATIO) * 5;
1601 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1602 { 1326 {
1603 pick_up (op, tmp); 1327 CHK_PICK_PICKUP;
1604#if 0 1328#if 0
1605 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1606 if (tmp->name != NULL) 1330 if (tmp->name != NULL)
1607 { 1331 {
1608 fprintf (stderr, "%s", tmp->name); 1332 fprintf (stderr, "%s", tmp->name);
1609 } 1333 }
1610 else 1334 else
1611 fprintf (stderr, "%s", tmp->arch->name); 1335 fprintf (stderr, "%s", tmp->arch->archname);
1612 fprintf (stderr, ",%d] = ", tmp->type); 1336 fprintf (stderr, ",%d] = ", tmp->type);
1613 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1337 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1614#endif 1338#endif
1615 continue; 1339 continue;
1616 } 1340 }
1627 * found object is returned. 1351 * found object is returned.
1628 */ 1352 */
1629object * 1353object *
1630find_arrow (object *op, const char *type) 1354find_arrow (object *op, const char *type)
1631{ 1355{
1632 object *tmp = NULL;
1633
1634 for (op = op->inv; op; op = op->below) 1356 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1357 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (tmp);
1359
1360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1361 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1362 if (object *arrow = find_arrow (tmp, type))
1363 {
1364 splay (tmp);
1638 return op; 1365 return arrow;
1366 }
1367
1639 return tmp; 1368 return 0;
1640} 1369}
1641 1370
1642/* 1371/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1372 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1644 * against the target. A full test is not performed, simply a basic test 1373 * against the target. A full test is not performed, simply a basic test
1645 * of resistances. The archer is making a quick guess at what he sees down 1374 * of resistances. The archer is making a quick guess at what he sees down
1646 * the hall. Failing that it does it's best to pick the highest plus arrow. 1375 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1376 */
1648
1649object * 1377object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1378find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1379{
1652 object *tmp = NULL, *arrow, *ntmp; 1380 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1381 int attacknum, attacktype, betterby = 0, i;
1686 else 1414 else
1687 { 1415 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1416 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 { 1417 {
1690 attacktype = 1 << attacknum; 1418 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1419 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1692 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1420 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1693 { 1421 {
1694 tmp = arrow; 1422 tmp = arrow;
1695 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1423 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1696 } 1424 }
1697 } 1425 }
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1426 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 { 1427 {
1700 tmp = arrow; 1428 tmp = arrow;
1719 * find_better_arrow to find a decent arrow to use. 1447 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1448 * op = the shooter
1721 * type = bow->race 1449 * type = bow->race
1722 * dir = fire direction 1450 * dir = fire direction
1723 */ 1451 */
1724
1725object * 1452object *
1726pick_arrow_target (object *op, const char *type, int dir) 1453pick_arrow_target (object *op, const char *type, int dir)
1727{ 1454{
1728 object *tmp = NULL; 1455 object *tmp = NULL;
1729 maptile *m; 1456 maptile *m;
1794 */ 1521 */
1795int 1522int
1796fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1523fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797{ 1524{
1798 object *left, *bow; 1525 object *left, *bow;
1799 int bowspeed, mflags; 1526 int mflags;
1800 maptile *m; 1527 maptile *m;
1801 1528
1802 if (!dir) 1529 if (!dir)
1803 { 1530 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1531 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805 return 0; 1532 return 0;
1806 } 1533 }
1807 1534
1808 if (op->type == PLAYER) 1535 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1536 bow = op->current_weapon;
1810 else 1537 else
1811 { 1538 {
1812 for (bow = op->inv; bow; bow = bow->below) 1539 for (bow = op->inv; bow; bow = bow->below)
1813 /* Don't check for applied - monsters don't apply bows - in that way, they 1540 /* Don't check for applied - monsters don't apply bows - in that way, they
1814 * don't need to switch back and forth between bows and weapons. 1541 * don't need to switch back and forth between bows and weapons.
1819 if (!bow) 1546 if (!bow)
1820 { 1547 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1548 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1549 return 0;
1823 } 1550 }
1551
1552 // optimisation: move object to top so we will find it quickly again
1553 if (bow->below)
1554 {
1555 bow->remove ();
1556 op->insert (bow);
1557 }
1558
1824 } 1559 }
1825 1560
1826 if (!bow->race || !bow->skill) 1561 if (!bow->race || !bow->skill)
1827 { 1562 {
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829 return 0; 1564 return 0;
1830 } 1565 }
1831
1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1833
1834 /* penalize ROF for bestarrow */
1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1838 if (bowspeed < 1)
1839 bowspeed = 1;
1840 1566
1841 if (arrow == NULL) 1567 if (arrow == NULL)
1842 { 1568 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1569 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1570 {
1845 if (op->type == PLAYER) 1571 if (op->type == PLAYER)
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1847 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1573 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848 else 1574 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1575 CLEAR_FLAG (op, FLAG_READY_BOW);
1576
1850 return 0; 1577 return 0;
1851 } 1578 }
1852 } 1579 }
1853 1580
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1581 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1603 return 0;
1877 } 1604 }
1878 1605
1879 arrow->set_owner (op); 1606 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1607 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1608 arrow->direction = dir;
1883 arrow->x = sx; 1609
1884 arrow->y = sy; 1610 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1611 arrow->stats.hp = arrow->stats.dam;
1612 arrow->stats.grace = arrow->attacktype;
1613
1614 if (arrow->slaying)
1615 arrow->spellarg = strdup (arrow->slaying);
1616
1617#if 0
1618 if (player *pl = op->contr)
1619 {
1620 float speed = pl->weapon_sp;
1621
1622 /* penalize ROF for bestarrow */
1623 if (pl->bowtype == bow_bestarrow)
1624 speed *= .9f;
1625 else
1626 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1627
1628 op->speed_left += speed - op->speed;
1629 }
1630#endif
1631
1632 SET_ANIMATION (arrow, arrow->direction);
1633
1634 /* update the speed */
1635 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1636 + bow->stats.dam / 7.f;
1637
1638 arrow->set_speed (max (arrow->speed, 2.f));
1639 arrow->speed_left = 0;
1640
1641 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1885 1642
1886 if (op->type == PLAYER) 1643 if (op->type == PLAYER)
1887 { 1644 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op);
1890 }
1891
1892 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype;
1896 if (arrow->slaying != NULL)
1897 arrow->spellarg = strdup (arrow->slaying);
1898
1899 /* Note that this was different for monsters - they got their level
1900 * added to the damage. I think the strength bonus is more proper.
1901 */
1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1905 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908
1909 if (arrow->speed < 1.0)
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0;
1913
1914 if (op->type == PLAYER)
1915 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1645 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1646 wc -= dex_bonus[op->stats.Dex];
1647
1648 if (!arrow->slaying)
1649 arrow->slaying = op->slaying;
1650
1651 arrow->attacktype |= op->attacktype;
1921 } 1652 }
1922 else 1653 else
1923 { 1654 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1655 arrow->level = op->level;
1926 } 1656 arrow->stats.wc -= bow->magic;
1927 1657
1928 if (arrow->attacktype == AT_PHYSICAL) 1658 if (!arrow->slaying)
1659 arrow->slaying = bow->slaying;
1660
1929 arrow->attacktype |= bow->attacktype; 1661 arrow->attacktype |= bow->attacktype;
1662 }
1930 1663
1931 if (bow->slaying) 1664 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1665 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1666
1934 arrow->map = m; 1667 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1668 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1669 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1670
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1671 op->play_sound (sound_find ("fire_arrow"));
1939 insert_ob_in_map (arrow, m, op, 0); 1672 m->insert (arrow, sx, sy, op);
1940 1673
1941 if (!arrow->destroyed ()) 1674 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1675 move_arrow (arrow);
1943 1676
1944 if (op->type == PLAYER) 1677 if (op->type == PLAYER)
1964{ 1697{
1965 int ret = 0, wcmod = 0; 1698 int ret = 0, wcmod = 0;
1966 1699
1967 if (op->contr->bowtype == bow_bestarrow) 1700 if (op->contr->bowtype == bow_bestarrow)
1968 { 1701 {
1969 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1702 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1970 } 1703 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1704 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1705 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1706 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1707 wcmod = -1;
1708
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1709 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1710 }
1977 else if (op->contr->bowtype == bow_threewide) 1711 else if (op->contr->bowtype == bow_threewide)
1978 { 1712 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1713 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1983 else if (op->contr->bowtype == bow_spreadshot) 1717 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1718 {
1985 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1719 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1987 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988
1989 } 1722 }
1990 else 1723 else
1991 { 1724 {
1992 /* Simple case */ 1725 /* Simple case */
1993 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 } 1727 }
1728
1995 return ret; 1729 return ret;
1996} 1730}
1997
1998 1731
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1732/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1733 * Broken apart from 'fire' to keep it more readable.
2001 */ 1734 */
2002void 1735void
2003fire_misc_object (object *op, int dir) 1736fire_misc_object (object *op, int dir)
2004{ 1737{
2005 object *item; 1738 object *item = op->contr->ranged_ob;
2006 1739
2007 if (!op->contr->ranges[range_misc]) 1740 if (!item)
2008 { 1741 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1742 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010 return; 1743 return;
2011 } 1744 }
2012 1745
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1746 if (!item->inv)
2015 { 1747 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1748 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1749 return;
2018 } 1750 }
1751
1752 if (!op->change_weapon (item))
1753 return;
1754
2019 if (item->type == WAND) 1755 if (item->type == WAND)
2020 { 1756 {
2021 if (item->stats.food <= 0) 1757 if (item->stats.food <= 0)
2022 { 1758 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
2024 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1761
2025 return; 1762 return;
2026 } 1763 }
2027 } 1764 }
2028 else if (item->type == ROD || item->type == HORN) 1765 else if (item->type == ROD || item->type == HORN)
2029 { 1766 {
2030 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1767 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031 { 1768 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1769 op->contr->play_sound (sound_find ("wand_poof"));
1770
2033 if (item->type == ROD) 1771 if (item->type == ROD)
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1772 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035 else 1773 else
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1775
2037 return; 1776 return;
2038 } 1777 }
2039 } 1778 }
2040 1779
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1780 if (cast_spell (op, item, dir, item->inv, NULL))
2048 object *tmp; 1787 object *tmp;
2049 1788
2050 if (item->arch) 1789 if (item->arch)
2051 { 1790 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1791 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1792 item->face = item->arch->face;
2054 item->speed = 0; 1793 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1794 }
1795
2057 if ((tmp = item->in_player ())) 1796 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1797 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1798 }
2060 } 1799 }
2061 else if (item->type == ROD || item->type == HORN) 1800 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1801 drain_rod_charge (item);
2064 }
2065 } 1802 }
2066} 1803}
2067 1804
2068/* Received a fire command for the player - go and do it. 1805/* Received a fire command for the player - go and do it.
2069 */ 1806 */
2070void 1807bool
2071fire (object *op, int dir) 1808fire (object *op, int dir)
2072{ 1809{
2073 int spellcost = 0; 1810 int spellcost = 0;
2074 1811
2075 /* check for loss of invisiblity/hide */ 1812 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1813 if (action_makes_visible (op))
2077 make_visible (op); 1814 make_visible (op);
2078 1815
2079 switch (op->contr->shoottype) 1816 player *pl = op->contr;
1817
1818 if (pl->golem)
1819 {
1820 control_golem (op->contr->golem, dir);
1821 return false;
2080 { 1822 }
2081 case range_none:
2082 return;
2083 1823
2084 case range_bow: 1824 object *ob = pl->ranged_ob;
1825
1826 if (!ob)
1827 return false;
1828
1829 if (!op->change_weapon (ob))
1830 return false;
1831
1832 if (op->speed_left > 0.f)
1833 --op->speed_left;
1834 else
1835 return false;
1836
1837 switch (ob->type)
1838 {
1839 case BOW:
2085 player_fire_bow (op, dir); 1840 player_fire_bow (op, dir);
2086 return; 1841 break;
2087 1842
2088 case range_magic: /* Casting spells */ 1843 case SPELL:
2089 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1844 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2090 return; 1845 break;
2091 1846
2092 case range_misc: 1847 case BUILDER:
1848 apply_map_builder (op, dir);
1849 break;
1850
1851 case SKILL:
1852 do_skill (op, op, ob, dir, 0);
1853 break;
1854
1855 default:
2093 fire_misc_object (op, dir); 1856 fire_misc_object (op, dir);
2094 return; 1857 break;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return;
2121 } 1858 }
2122}
2123 1859
2124 1860 return true;
1861}
2125 1862
2126/* find_key 1863/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1864 * We try to find a key for the door as passed. If we find a key
2128 * and successfully use it, we return the key, otherwise NULL 1865 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1866 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1868 * pl is the player,
2132 * inv is the objects inventory to searched 1869 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1870 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1871 * This function can be called recursively to search containers.
2135 */ 1872 */
2136
2137object * 1873object *
2138find_key (object *pl, object *container, object *door) 1874find_key (object *pl, object *container, object *door)
2139{ 1875{
2140 object *tmp, *key; 1876 object *tmp, *key;
2141 1877
2142 /* Should not happen, but sanity checking is never bad */ 1878 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1879 if (!container->inv)
2144 return NULL; 1880 return 0;
2145 1881
2146 /* First, lets try to find a key in the top level inventory */ 1882 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1883 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1884 {
2149 if (door->type == DOOR && tmp->type == KEY) 1885 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1886 break;
2151 /* For sanity, we should really check door type, but other stuff 1887 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1888 * (like containers) can be locked with special keys
2153 */ 1889 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1891 break;
2156 } 1892 }
1893
2157 /* No key found - lets search inventories now */ 1894 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1895 /* If we find and use a key in an inventory, return at that time.
2159 * otherwise, if we search all the inventories and still don't find 1896 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1897 * a key, return
2161 */ 1898 */
2162 if (!tmp) 1899 if (!tmp)
2163 { 1900 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1902 {
2166 /* No reason to search empty containers */ 1903 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1904 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1905 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1906 if ((key = find_key (pl, tmp, door)))
2170 return key; 1907 return key;
2171 } 1908 }
2172 } 1909 }
1910
2173 if (!tmp) 1911 if (!tmp)
2174 return NULL; 1912 return NULL;
2175 } 1913 }
1914
2176 /* We get down here if we have found a key. Now if its in a container, 1915 /* We get down here if we have found a key. Now if its in a container,
2177 * see if we actually want to use it 1916 * see if we actually want to use it
2178 */ 1917 */
2179 if (pl != container) 1918 if (pl != container)
2180 { 1919 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1940 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2202 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1941 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1942 return NULL;
2204 } 1943 }
2205 } 1944 }
1945
2206 return tmp; 1946 return tmp;
2207} 1947}
2208 1948
2209/* moved door processing out of move_player_attack. 1949/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1950 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1952 * 0 otherwise
2213 */ 1953 */
2214static int 1954static int
2215player_attack_door (object *op, object *door) 1955player_attack_door (object *op, object *door)
2216{ 1956{
2217 /* If its a door, try to find a use a key. If we do destroy the door, 1957 /* If its a door, try to find a key. If we do destroy the door,
2218 * might as well return immediately as there is nothing more to do - 1958 * might as well return immediately as there is nothing more to do -
2219 * otherwise, we fall through to the rest of the code. 1959 * otherwise, we fall through to the rest of the code.
2220 */ 1960 */
2221 object *key = find_key (op, op, door); 1961 object *key = find_key (op, op, door);
2222 1962
2223 /* IF we found a key, do some extra work */ 1963 /* If we found a key, do some extra work */
2224 if (key) 1964 if (key)
2225 { 1965 {
2226 object *container = key->env; 1966 object *container = key->env;
2227 1967
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1968 if (action_makes_visible (op))
2230 make_visible (op); 1969 make_visible (op);
1970
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1971 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1972 spring_trap (door->inv, op);
1973
2233 if (door->type == DOOR) 1974 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1975 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1976 else if (door->type == LOCKED_DOOR)
2238 { 1977 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1978 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2240 remove_door2 (door); /* remove door without violence ;-) */ 1979 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1980 }
1981
2242 /* Do this after we print the message */ 1982 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1983 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1984 /* Need to update the weight the container the key was in */
2245 if (container != op) 1985 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 1986 esrv_update_item (UPD_WEIGHT, op, container);
1987
2247 return 1; /* Nothing more to do below */ 1988 return 1; /* Nothing more to do below */
2248 } 1989 }
2249 else if (door->type == LOCKED_DOOR) 1990 else if (door->type == LOCKED_DOOR)
2250 { 1991 {
2251 /* Might as well return now - no other way to open this */ 1992 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1993 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2253 return 1; 1994 return 1;
2254 } 1995 }
1996
2255 return 0; 1997 return 0;
2256} 1998}
2257 1999
2258/* This function is just part of a breakup from move_player. 2000/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2263 */ 2005 */
2264void 2006bool
2265move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2266{ 2008{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2009 int on_battleground;
2270 maptile *m;
2271 2010
2272 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2274 2013
2275 on_battleground = op_on_battleground (op, 0, 0); 2014 on_battleground = op_on_battleground (op, 0, 0);
2015
2016 if (out_of_map (op->map, nx, ny))
2017 return false;
2018
2019 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2020 {
2021 --op->speed_left;
2022 return true;
2023 }
2276 2024
2277 /* If braced, or can't move to the square, and it is not out of the 2025 /* 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 2026 * 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 2027 * 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 2028 * 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 2029 * 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 2030 * 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 2031 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2032 * move_ob uses.
2285 */ 2033 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 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 2035
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 move there.\n"); */
2300 return;
2301 }
2302
2303 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2036 /* 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. 2037 * 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 2038 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2039 * on the space
2308 */ 2040 */
2309 while (tmp) 2041 object *mon;
2310 { 2042 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2043 {
2312 { 2044 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2045 || mon->type == LOCKED_DOOR
2314 continue; 2046 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2047 && mon != op)
2320 break; 2048 break;
2321 } 2049 }
2322 2050
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) /* This happens anytime the player tries to move */ 2051 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2052 return false; /* into a wall */
2331 2053
2332 if (mon->head)
2333 mon = mon->head; 2054 mon = mon->head_ ();
2334 2055
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2056 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2057 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2058 if (player_attack_door (op, mon))
2059 {
2060 --op->contr->weapon_sp_left;
2337 return; 2061 return true;
2062 }
2338 2063
2339 /* The following deals with possibly attacking peaceful 2064 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2065 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2066 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2067 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2068 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2069 * and thus will not push them.
2345 */ 2070 */
2346 2071
2347 /* If the creature is a pet, push it even if the player is not 2072 /* 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 2073 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2074 * player owns it and it is either friendly or unagressive.
2350 */ 2075 */
2351 if ((op->type == PLAYER) 2076 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2077 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2078 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2079 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2080 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2081 {
2361 /* If we're braced, we don't want to switch places with it */ 2082 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2083 if (op->contr->braced)
2363 return; 2084 return false;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2085
2086 if (op->speed_left > 0.f)
2087 {
2088 --op->speed_left;
2089
2090 op->play_sound (sound_find ("push_player"));
2365 (void) push_ob (mon, dir, op); 2091 push_ob (mon, dir, op);
2092
2366 if (op->contr->tmp_invis || op->hide) 2093 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2094 make_visible (op);
2095
2368 return; 2096 return true;
2369 } 2097 }
2098 else
2099 return false;
2100 }
2370 2101
2371 /* in certain circumstances, you shouldn't attack friendly 2102 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2103 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2104 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2105 * attack them either.
2375 */ 2106 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2107 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2108 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2109 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2110 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2111 && !on_battleground))
2112 {
2113 if (op->speed_left > 0.f)
2387 { 2114 {
2115 --op->speed_left;
2116
2388 if (!op->contr->braced) 2117 if (!op->contr->braced)
2389 { 2118 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2392 } 2121 }
2393 else 2122 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2123 op->statusmsg ("You withhold your attack");
2395 2124
2396 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op); 2126 make_visible (op);
2398 }
2399 2127
2128 return true;
2129 }
2130 }
2400 /* If the object is a boulder or other rollable object, then 2131 /* If the object is a boulder or other rollable object, then
2401 * roll it if not braced. You can't roll it if you are braced. 2132 * roll it if not braced. You can't roll it if you are braced.
2402 */ 2133 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2134 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2135 {
2136 if (op->speed_left > 0.f)
2404 { 2137 {
2138 --op->speed_left;
2139
2405 recursive_roll (mon, dir, op); 2140 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2141 if (action_makes_visible (op))
2407 make_visible (op); 2142 make_visible (op);
2408 }
2409 2143
2144 return true;
2145 }
2146 }
2410 /* Any generic living creature. Including things like doors. 2147 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 2148 * Way it works is like this: First, it must have some hit points
2412 * and be living. Then, it must be one of the following: 2149 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 2150 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 2151 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2152 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2153 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2154 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2155 {
2420 2156 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit)
2427 { 2157 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2158 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2159
2433 skill_attack (mon, op, 0, 0, 0); 2160 skill_attack (mon, op, 0, 0, 0);
2434
2435 /* If attacking another player, that player gets automatic
2436 * hitback, and doesn't loose luck either.
2437 * Disable hitback on the battleground or if the target is
2438 * the wiz.
2439 */
2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2441 {
2442 short luck = mon->stats.luck;
2443
2444 mon->contr->has_hit = 1;
2445 skill_attack (op, mon, 0, 0, 0);
2446 mon->stats.luck = luck;
2447 }
2448 2161
2449 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2450 make_visible (op); 2163 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2164
2455int 2165 return true;
2166 }
2167 }
2168
2169 return false;
2170}
2171
2172bool
2456move_player (object *op, int dir) 2173move_player (object *op, int dir)
2457{ 2174{
2458 int pick; 2175 int pick;
2459 2176
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2177 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2178 return 0;
2462 2179
2463 /* Sanity check: make sure dir is valid */ 2180 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2181 if ((dir < 0) || (dir >= 9))
2465 { 2182 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2183 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2184 return 0;
2468 } 2185 }
2469 2186
2470 /* peterm: added following line */ 2187 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2188 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2189 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2190
2474 op->facing = dir; 2191 op->facing = dir;
2475 2192
2476 if (op->hide) 2193 if (op->hide)
2477 do_hidden_move (op); 2194 do_hidden_move (op);
2478 2195
2196 bool retval;
2197
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2198 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2199 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2200 else if (op->contr->fire_on)
2482 fire (op, dir); 2201 retval = fire (op, dir);
2483 else 2202 else
2484 { 2203 {
2485 move_player_attack (op, dir); 2204 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2205 pick = check_pick (op);
2487 } 2206 }
2488 2207
2489 /* Add special check for newcs players and fire on - this way, the 2208 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2209 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2216 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2217 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2218 * for players.
2500 */ 2219 */
2501 animate_object (op, op->facing); 2220 animate_object (op, op->facing);
2502 return 0; 2221
2222 return retval;
2503} 2223}
2504 2224
2505/* This is similar to handle_player, below, but is only used by the 2225/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2226 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2227 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2228 * the new speed values for commands.
2509 * 2229 *
2510 * Returns true if there are more actions we can do. 2230 * Returns true if there are more actions we can do. Should not do
2231 * many actions in a row, as that would be too unfair to other
2232 * players.
2511 */ 2233 */
2512int 2234bool
2513handle_newcs_player (object *op) 2235handle_newcs_player (object *op)
2514{ 2236{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2237 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2238 {
2537 flee_player (op); 2239 if (op->speed_left > 0.f)
2538 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2240 {
2541 op->speed_left--; 2241 --op->speed_left;
2242 flee_player (op);
2243
2542 return 0; 2244 return true;
2543 } 2245 }
2246 else
2247 return false;
2544 } 2248 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2249
2554 /* call this here - we also will call this in do_ericserver, but 2250 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2251 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2252 * called, so we recheck it here.
2557 */ 2253 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2254 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0; 2255 return true;
2564 2256
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2257 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2569
2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction); 2258 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2259
2581 return 0; 2260 return false;
2582} 2261}
2583 2262
2584int 2263int
2585save_life (object *op) 2264save_life (object *op)
2586{ 2265{
2588 return 0; 2267 return 0;
2589 2268
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2269 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2270 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 { 2271 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2272 op->play_sound (sound_find ("ob_evaporate"));
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2273 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595 2274
2596 if (op->contr) 2275 if (op->contr)
2597 esrv_del_item (op->contr, tmp->count); 2276 esrv_del_item (op->contr, tmp->count);
2598 2277
2603 op->stats.hp = op->stats.maxhp; 2282 op->stats.hp = op->stats.maxhp;
2604 2283
2605 if (op->stats.food < 0) 2284 if (op->stats.food < 0)
2606 op->stats.food = 999; 2285 op->stats.food = 999;
2607 2286
2608 fix_player (op); 2287 op->update_stats ();
2609 return 1; 2288 return 1;
2610 } 2289 }
2611 2290
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2291 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2292 CLEAR_FLAG (op, FLAG_LIFESAVE);
2618/* This goes throws the inventory and removes unpaid objects, and puts them 2297/* This goes throws the inventory and removes unpaid objects, and puts them
2619 * back in the map (location and map determined by values of env). This 2298 * back in the map (location and map determined by values of env). This
2620 * function will descend into containers. op is the object to start the search 2299 * function will descend into containers. op is the object to start the search
2621 * from. 2300 * from.
2622 */ 2301 */
2623void 2302static void
2624remove_unpaid_objects (object *op, object *env) 2303drop_unpaid_items (object *op, object *env)
2625{ 2304{
2626 object *next;
2627
2628 while (op) 2305 while (op)
2629 { 2306 {
2630 next = op->below; /* Make sure we have a good value, in case 2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2308
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2309 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2310 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2311 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2312 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2313
2314 op->insert_at (env);
2641 } 2315 }
2642 else if (op->inv) 2316 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2317 drop_unpaid_items (op->inv, env);
2644 2318
2645 op = next; 2319 op = next;
2646 } 2320 }
2647} 2321}
2648 2322
2323void
2324object::drop_unpaid_items ()
2325{
2326 if (!flag [FLAG_REMOVED])
2327 ::drop_unpaid_items (inv, this);
2328}
2649 2329
2650/* 2330/*
2651 * Returns pointer a static string containing gravestone text 2331 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2332 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2333 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2368 strcat (buf2, buf);
2689 2369
2690 return buf2; 2370 return buf2;
2691} 2371}
2692
2693
2694 2372
2695void 2373void
2696do_some_living (object *op) 2374do_some_living (object *op)
2697{ 2375{
2698 int last_food = op->stats.food; 2376 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2382 int rate_grace = 2000;
2705 const int max_hp = 1; 2383 const int max_hp = 1;
2706 const int max_sp = 1; 2384 const int max_sp = 1;
2707 const int max_grace = 1; 2385 const int max_grace = 1;
2708 2386
2709 if (op->contr->outputs_sync) 2387 if (op->contr->hidden)
2710 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2388 {
2389 op->invisible = 1000;
2390 /* the socket code flashes the player visible/invisible
2391 * depending on the value of invisible, so we need to
2392 * alternate it here for it to work correctly.
2393 */
2394 if (pticks & 2)
2395 op->invisible--;
2396 }
2397 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2398 {
2399 if (!op->invisible--)
2400 {
2401 make_visible (op);
2402 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2403 }
2404 }
2715 2405
2716 if (op->contr->state == ST_PLAYING) 2406 if (op->contr->ns->state == ST_PLAYING)
2717 { 2407 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2408 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2409 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2410 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2411 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2412 else
2724 { 2413 {
2725 gen_hp = op->stats.maxhp; 2414 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2415 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2416 }
2417
2728 if (op->contr->gen_sp >= 0) 2418 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2419 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2420 else
2731 { 2421 {
2732 gen_sp = op->stats.maxsp; 2422 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2423 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2424 }
2425
2735 if (op->contr->gen_grace >= 0) 2426 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2427 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2428 else
2738 { 2429 {
2739 gen_grace = op->stats.maxgrace; 2430 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2431 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2432 }
2742 2433
2743 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2747 if (op->stats.sp < op->stats.maxsp)
2748 {
2749 op->stats.sp++;
2750 /* dms do not consume food */
2751 if (!QUERY_FLAG (op, FLAG_WIZ))
2752 {
2753 op->stats.food--;
2754 if (op->contr->digestion < 0)
2755 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food;
2758 }
2759 }
2760 if (max_sp > 1)
2761 {
2762 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0)
2764 {
2765 if (op->stats.sp < op->stats.maxsp)
2766 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--;
2770 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp;
2772 }
2773 op->last_sp = 0;
2774 }
2775 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785
2786 /* Regenerate Grace */ 2434 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2435 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2436 if (--op->last_grace < 0)
2789 { 2437 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2438 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2439 op->stats.grace++; /* no penalty in food for regaining grace */
2440
2792 if (max_grace > 1) 2441 if (max_grace > 1)
2793 { 2442 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2443 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2444 if (over_grace > 0)
2796 { 2445 {
2808 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2457 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2809 } 2458 }
2810 /* wearing stuff doesn't detract from grace generation. */ 2459 /* wearing stuff doesn't detract from grace generation. */
2811 } 2460 }
2812 2461
2462 if (op->stats.food > 0)
2463 {
2813 /* Regenerate Hit Points */ 2464 /* Regenerate Spell Points */
2814 if (--op->last_heal < 0) 2465 if (!op->contr->golem && --op->last_sp < 0)
2815 {
2816 if (op->stats.hp < op->stats.maxhp)
2817 { 2466 {
2818 op->stats.hp++; 2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2819 /* dms do not consume food */ 2468
2820 if (!QUERY_FLAG (op, FLAG_WIZ)) 2469 if (op->stats.sp < op->stats.maxsp)
2821 { 2470 {
2471 op->stats.sp++;
2472
2473 /* dms do not consume food */
2474 if (!QUERY_FLAG (op, FLAG_WIZ))
2475 {
2822 op->stats.food--; 2476 op->stats.food--;
2477
2823 if (op->contr->digestion < 0) 2478 if (op->contr->digestion < 0)
2824 op->stats.food += op->contr->digestion; 2479 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2481 op->stats.food = last_food;
2482 }
2827 } 2483 }
2828 } 2484
2829 if (max_hp > 1) 2485 if (max_sp > 1)
2830 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0)
2833 { 2486 {
2834 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2487 over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0)
2489 {
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--;
2496
2497 if (op->stats.sp > op->stats.maxsp)
2498 op->stats.sp = op->stats.maxsp;
2499 }
2500
2835 op->last_heal = 0; 2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2836 } 2505 }
2837 else 2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Hit Points */
2511 if (--op->last_heal < 0)
2512 {
2513 if (op->stats.hp < op->stats.maxhp)
2838 { 2514 {
2839 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2515 op->stats.hp++;
2516
2517 /* dms do not consume food */
2518 if (!QUERY_FLAG (op, FLAG_WIZ))
2519 {
2520 op->stats.food--;
2521
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2840 } 2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0;
2537 }
2538 else
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2841 } 2540 }
2842 else 2541 else
2843 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 } 2543 }
2846 } 2544 }
2847 2545
2848 /* Digestion */ 2546 /* Digestion */
2849 if (--op->last_eat < 0) 2547 if (--op->last_eat < 0)
2850 { 2548 {
2851#ifdef COZY_SERVER 2549 int bonus = max (0, op->contr->digestion),
2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2550 penalty = max (0, -op->contr->digestion);
2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2854#else
2855 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2551
2858 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2552 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2860 else 2553
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2862 /* dms do not consume food */ 2554 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2556 op->stats.food--;
2865 } 2557 }
2866 }
2867 2558
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2559 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2560 {
2870 object *tmp, *flesh = NULL; 2561 object *tmp, *flesh = 0;
2871 2562
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2563 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2564 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2565 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2566 {
2567 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2568 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2569 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2570 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2571 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2572 break;
2882 } 2573 }
2883 else if (tmp->type == FLESH) 2574 else if (tmp->type == FLESH)
2884 flesh = tmp; 2575 flesh = tmp;
2885 } /* End if paid for object */ 2576 } /* End if paid for object */
2886 } /* end of for loop */ 2577 } /* end of for loop */
2578
2887 /* If player is still starving, it means they don't have any food, so 2579 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2580 * eat flesh instead.
2889 */ 2581 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2582 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2583 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2584 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2585 manual_apply (op, flesh, 0);
2586 }
2587 }
2588
2589 if (op->stats.food < 0)
2894 } 2590 {
2895 } /* end if player is starving */ 2591 op->stats.hp += op->stats.food;
2592 op->stats.food = 0;
2593 }
2896 2594
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2595 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2898 op->stats.food++, op->stats.hp--;
2899
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2901 kill_player (op); 2596 kill_player (op);
2597 }
2902} 2598}
2903
2904
2905 2599
2906/* If the player should die (lack of hp, food, etc), we call this. 2600/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2601 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2602 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2603 * file.
2910 */ 2604 */
2911void 2605void
2912kill_player (object *op) 2606kill_player (object *op)
2913{ 2607{
2608 int x, y;
2914 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2915 int x, y;
2916
2917 //int i;
2918 maptile *map; /* this is for resurrection */ 2610 maptile *map; /* this is for resurrection */
2919
2920 /* int z;
2921 int num_stats_lose;
2922 int lost_a_stat;
2923 int lose_this_stat;
2924 int this_stat; */
2925 int will_kill_again; 2611 int will_kill_again;
2926 archetype *at; 2612 archetype *at;
2927 object *tmp; 2613 object *tmp;
2928 2614
2929 if (save_life (op)) 2615 if (save_life (op))
2930 return; 2616 return;
2931
2932 2617
2933 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2618 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2934 * in cities ONLY!!! It is very important that this doesn't get abused. 2619 * in cities ONLY!!! It is very important that this doesn't get abused.
2935 * Look at op_on_battleground() for more info --AndreasV 2620 * Look at op_on_battleground() for more info --AndreasV
2936 */ 2621 */
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2626
2942 /* restore player */ 2627 /* restore player */
2943 at = archetype::find ("poisoning"); 2628 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2629 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2630 {
2947 tmp->destroy (); 2631 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2632 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2633 }
2950 2634
2951 at = archetype::find ("confusion"); 2635 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2636 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2637 {
2955 tmp->destroy (); 2638 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2639 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2640 }
2958 2641
2959 cure_disease (op, 0); /* remove any disease */ 2642 cure_disease (op, 0, 0); /* remove any disease */
2960 op->stats.hp = op->stats.maxhp; 2643 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2644 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2645 op->stats.food = 999;
2963 2646
2964 /* create a bodypart-trophy to make the winner happy */ 2647 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2648 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2649 {
2968 sprintf (buf, "%s's finger", &op->name); 2650 tmp->name = format ("%s's finger" , &op->name);
2969 tmp->name = buf; 2651 tmp->name_pl = format ("%s's fingers", &op->name);
2970 sprintf (buf, " This finger has been cut off %s\n" 2652 tmp->msg = format (
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2653 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2654 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2973 tmp->msg = buf; 2655 );
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2656 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2657 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2658 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2659 }
2979 2660
2980 /* teleport defeated player to new destination */ 2661 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2662 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2663 op->contr->braced = 0;
2986 INVOKE_PLAYER (DEATH, op->contr); 2667 INVOKE_PLAYER (DEATH, op->contr);
2987 2668
2988 command_kill_pets (op, 0); 2669 command_kill_pets (op, 0);
2989 2670
2990 if (op->stats.food < 0) 2671 if (op->stats.food < 0)
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2673
2674 op->contr->play_sound (sound_find ("player_dies"));
2675
2676 /* save the map location for corpse, gravestone */
2677 x = op->x;
2678 y = op->y;
2679 map = op->map;
2680
2681 /* NOT_PERMADEATH code. This basically brings the character back to
2682 * life if they are dead - it takes some exp and a random stat.
2683 * See the config.h file for a little more in depth detail about this.
2684 */
2685
2686 /* Basically two ways to go - remove a stat permanently, or just
2687 * make it depletion. This bunch of code deals with that aspect
2688 * of death.
2689 */
2690#ifndef COZY_SERVER
2691 if (settings.balanced_stat_loss)
2692 {
2693 /* If stat loss is permanent, lose one stat only. */
2694 /* Lower level chars don't lose as many stats because they suffer
2695 more if they do. */
2696 /* Higher level characters can afford things such as potions of
2697 restoration, or better, stat potions. So we slug them that
2698 little bit harder. */
2699 /* GD */
2700 if (settings.stat_loss_on_death)
2701 num_stats_lose = 1;
2702 else
2703 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3001 } 2704 }
3002 else 2705 else
3003 { 2706 num_stats_lose = 1;
3004 if (op->contr->explore) 2707
3005 { 2708 lost_a_stat = 0;
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2709
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2710 for (z = 0; z < num_stats_lose; z++)
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name);
3012 } 2711 {
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2712 i = RANDOM () % NUM_STATS;
3014 2713
3015 /* save the map location for corpse, gravestone */
3016 x = op->x;
3017 y = op->y;
3018 map = op->map;
3019
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this.
3026 */
3027
3028 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect
3030 * of death.
3031 */
3032#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss)
3034 {
3035 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */
3038 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */
3041 /* GD */
3042 if (settings.stat_loss_on_death) 2714 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2715 {
3044 else 2716 /* Pick a random stat and take a point off it. Tell the player
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2717 * what he lost.
2718 */
2719 change_attr_value (&(op->stats), i, -1);
2720 check_stat_bounds (&(op->stats));
2721 change_attr_value (&(op->contr->orig_stats), i, -1);
2722 check_stat_bounds (&(op->contr->orig_stats));
2723 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2724 lost_a_stat = 1;
3046 } 2725 }
3047 else 2726 else
3048 { 2727 {
3049 num_stats_lose = 1; 2728 /* deplete a stat */
3050 } 2729 archetype *deparch = archetype::find ("depletion");
3051 lost_a_stat = 0; 2730 object *dep;
3052 2731
3053 for (z = 0; z < num_stats_lose; z++) 2732 dep = present_arch_in_ob (deparch, op);
3054 { 2733 if (!dep)
3055 i = RANDOM () % NUM_STATS;
3056
3057 if (settings.stat_loss_on_death)
3058 { 2734 {
3059 /* Pick a random stat and take a point off it. Tell the player 2735 dep = arch_to_object (deparch);
3060 * what he lost. 2736 insert_ob_in_ob (dep, op);
3061 */
3062 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1;
3068 } 2737 }
3069 else 2738 lose_this_stat = 1;
2739 if (settings.balanced_stat_loss)
3070 { 2740 {
3071 /* deplete a stat */ 2741 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2742 /* Get the stat that we're about to deplete. */
3073 object *dep; 2743 this_stat = get_attr_value (&(dep->stats), i);
3074 2744 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2745 {
3078 dep = arch_to_object (deparch); 2746 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2747 int keep_chance = this_stat * this_stat;
3080 } 2748
3081 lose_this_stat = 1; 2749 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2750 if (keep_chance < 1)
2751 keep_chance = 1;
2752
2753 /* There is a maximum depletion total per level. */
2754 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2755 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2756 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2757 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2758 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2759 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2760 else
3123 if (this_stat >= -50)
3124 { 2761 {
3125 change_attr_value (&(dep->stats), i, -1); 2762 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2763 lose_this_stat = 0;
2764 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2765 this_stat, keep_chance, loss_chance,
2766 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2767 }
3131 } 2768 }
3132 } 2769 }
2770
2771 if (lose_this_stat)
2772 {
2773 this_stat = get_attr_value (&(dep->stats), i);
2774 /* We could try to do something clever like find another
2775 * stat to reduce if this fails. But chances are, if
2776 * stats have been depleted to -50, all are pretty low
2777 * and should be roughly the same, so it shouldn't make a
2778 * difference.
2779 */
2780 if (this_stat >= -50)
2781 {
2782 change_attr_value (&(dep->stats), i, -1);
2783 SET_FLAG (dep, FLAG_APPLIED);
2784 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2785 op->update_stats ();
2786 lost_a_stat = 1;
2787 }
3133 } 2788 }
2789 }
2790 }
3134 /* If no stat lost, tell the player. */ 2791 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2792 if (!lost_a_stat)
3136 { 2793 {
3137 /* determine_god() seems to not work sometimes... why is this? 2794 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2795 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2796 const char *god = determine_god (op);
3140 2797
3141 if (god && (strcmp (god, "none"))) 2798 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2799 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2800 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2801 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2802 }
3146#else 2803#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2805#endif
3149 2806
3150 /* Put a gravestone up where the character 'almost' died. List the 2807 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2808 * exp loss on the stone.
3152 */ 2809 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2810 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2811 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2812 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2813 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2814 tmp->name_pl = buf;
3158 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); 2815 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);
3159 tmp->msg = buf; 2816 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2817 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2818 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2819
3163 /**************************************/ 2820 /**************************************/
3164 /* */ 2821 /* */
3165 /* Subtract the experience points, */ 2822 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2823 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2824 /* food, and reset HP's... */
3168 /* */ 2825 /* */
3169 /**************************************/ 2826 /**************************************/
3170 2827
3171 /* remove any poisoning and confusion the character may be suffering. */ 2828 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2829 /* restore player */
3173 at = archetype::find ("poisoning"); 2830 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2831 tmp = present_arch_in_ob (at, op);
3175 2832
3176 if (tmp) 2833 if (tmp)
3177 { 2834 {
3178 tmp->destroy (); 2835 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2836 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2837 }
3181 2838
3182 at = archetype::find ("confusion"); 2839 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2840 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2841 if (tmp)
3185 { 2842 {
3186 tmp->destroy (); 2843 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2845 }
3189 2846
3190 cure_disease (op, 0); /* remove any disease */ 2847 cure_disease (op, 0, 0); /* remove any disease */
3191 2848
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2849 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2850 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2851 if (op->stats.food < 100)
3195 op->stats.food = 900; 2852 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2853 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2854 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2855 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2856
3200 /* 2857 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2858 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2859 * and put them back in the map.
3203 * in the map. 2860 */
3204 */ 2861 op->drop_unpaid_items ();
3205 2862
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op);
3208
3209 /****************************************/ 2863 /****************************************/
3210 /* */ 2864 /* */
3211 /* Move player to his current respawn- */ 2865 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2866 /* position (usually last savebed) */
3213 /* */ 2867 /* */
3214 /****************************************/ 2868 /****************************************/
3215 2869
3216 enter_player_savebed (op); 2870 enter_player_savebed (op);
3217 2871
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2872 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2873
3224 /* it is possible that the player has blown something up 2874 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2875 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2876 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2877 * on the space that might harm the player.
3228 */ 2878 */
3229 will_kill_again = 0; 2879 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2881 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2882 will_kill_again |= tmp->attacktype;
3233 2883
3234 if (will_kill_again) 2884 if (will_kill_again)
3235 { 2885 {
3236 object *force; 2886 object *force;
3237 int at; 2887 int at;
3238 2888
3239 force = get_archetype (FORCE_NAME); 2889 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2890 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2891 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2892 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2893 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2894 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2895 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2896 force->resist[at] = 100;
3247 2897
3248 insert_ob_in_ob (force, op); 2898 insert_ob_in_ob (force, op);
3249 fix_player (op); 2899 op->update_stats ();
3250 2900
3251 } 2901 }
3252 2902
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2903 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2904}
3322
3323 2905
3324void 2906void
3325loot_object (object *op) 2907loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2908{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2909 object *tmp, *tmp2, *next;
3328 2910
3329 if (op->container) 2911 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2912
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2913 for (tmp = op->inv; tmp; tmp = next)
3335 { 2914 {
3336 next = tmp->below; 2915 next = tmp->below;
2916
3337 if (tmp->invisible) 2917 if (tmp->invisible)
3338 continue; 2918 continue;
2919
3339 tmp->remove (); 2920 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2921 tmp->x = op->x, tmp->y = op->y;
2922
3341 if (tmp->type == CONTAINER) 2923 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2924 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2925
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2926 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2927 {
3347 if (tmp->nrof > 1) 2928 if (tmp->nrof > 1)
3348 { 2929 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2930 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2931 tmp2->destroy ();
3361/* 2942/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2944 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2945 * was changed.
3365 */ 2946 */
3366
3367void 2947void
3368fix_weight (void) 2948fix_weight (void)
3369{ 2949{
3370 player *pl; 2950 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2951 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2953
3376 if (old == sum) 2954 if (old == sum)
3377 continue; 2955 continue;
3378 fix_player (pl->ob); 2956 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2957 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 2958 }
3381} 2959}
3382 2960
3383void 2961void
3384fix_luck (void) 2962fix_luck (void)
3385{ 2963{
3386 player *pl; 2964 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 2965 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2966 pl->ob->change_luck (0);
3391} 2967}
3392
3393 2968
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2969/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2970 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2971 * just treat this as any other spell casting object.
3397 */ 2972 */
3398
3399void 2973void
3400cast_dust (object *op, object *throw_ob, int dir) 2974cast_dust (object *op, object *throw_ob, int dir)
3401{ 2975{
3402 object *skop, *spob; 2976 object *skop, *spob;
3403 2977
3432void 3006void
3433make_visible (object *op) 3007make_visible (object *op)
3434{ 3008{
3435 op->hide = 0; 3009 op->hide = 0;
3436 op->invisible = 0; 3010 op->invisible = 0;
3011
3437 if (op->type == PLAYER) 3012 if (op->type == PLAYER)
3438 { 3013 {
3439 op->contr->tmp_invis = 0; 3014 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3015 op->contr->invis_race = 0;
3441 } 3016 }
3017
3442 update_object (op, UP_OBJ_FACE); 3018 update_object (op, UP_OBJ_CHANGE);
3443} 3019}
3444 3020
3445int 3021int
3446is_true_undead (object *op) 3022is_true_undead (object *op)
3447{ 3023{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3024 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3451 return 1; 3025 return 1;
3452 3026
3453 return 0; 3027 return 0;
3454} 3028}
3455 3029
3456/* look at the surrounding terrain to determine 3030/* look at the surrounding terrain to determine
3457 * the hideability of this object. Positive levels 3031 * the hideability of this object. Positive levels
3458 * indicate greater hideability. 3032 * indicate greater hideability.
3459 */ 3033 */
3460
3461int 3034int
3462hideability (object *ob) 3035hideability (object *ob)
3463{ 3036{
3464 int i, level = 0, mflag; 3037 int i, level = 0, mflag;
3465 sint16 x, y; 3038 sint16 x, y;
3499/* For Hidden creatures - a chance of becoming 'unhidden' 3072/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 3073 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 3074 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 3075 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 3076 */
3504
3505void 3077void
3506do_hidden_move (object *op) 3078do_hidden_move (object *op)
3507{ 3079{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3080 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3509 object *skop; 3081 object *skop;
3513 3085
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3086 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3087
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3088 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3089 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3090 if (!skop || num >= skop->level)
3520 { 3091 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3092 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3093 make_visible (op);
3523 return; 3094 return;
3524 } 3095 }
3525 else 3096 else
3526 num += 20; 3097 num += 20;
3527 } 3098
3528 num += op->map->difficulty; 3099 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3100 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3101 num -= hide;
3102
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3103 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3104 {
3533 make_visible (op); 3105 make_visible (op);
3534 if (op->type == PLAYER) 3106 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3108 }
3537 else if (op->type == PLAYER && skop) 3109 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3111}
3542 3112
3543/* determine if who is standing near a hostile creature. */ 3113/* determine if who is standing near a hostile creature. */
3544 3114
3545int 3115int
3593 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3594 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3595 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3596 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3597 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3598 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3599 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3600 * imply the way your head, or body is facing? Its possible 3170 * imply the way your head, or body is facing? It's possible
3601 * for them to differ. Sigh, this fctn could get a bit more complex. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3602 * -b.t. 3172 * -b.t.
3603 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3604 */ 3174 */
3605
3606int 3175int
3607player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3608{ 3177{
3609 rv_vector rv; 3178 rv_vector rv;
3610 int dx, dy; 3179 int dx, dy;
3612 if (pl->type != PLAYER) 3181 if (pl->type != PLAYER)
3613 { 3182 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3183 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3184 return -1;
3616 } 3185 }
3186
3617 if (!pl || !op) 3187 if (!pl || !op)
3618 return 0; 3188 return 0;
3619 3189
3620 if (op->head)
3621 {
3622 op = op->head; 3190 op = op->head_ ();
3623 } 3191
3624 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3625 3193
3626 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3195 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3629 * a blocked los square. 3197 * a blocked los square.
3630 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3631 */ 3199 */
3632 while (op) 3200 while (op)
3633 { 3201 {
3634 dx = rv.distance_x + op->arch->clone.x; 3202 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3203 dy = rv.distance_y + op->arch->y;
3636 3204
3637 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3207 * for any meaningful values.
3640 */ 3208 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3212 return 1;
3213
3645 op = op->more; 3214 op = op->more;
3646 } 3215 }
3216
3647 return 0; 3217 return 0;
3648} 3218}
3649 3219
3650/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3651 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3654 * return 0. 3224 * return 0.
3655 */ 3225 */
3656int 3226int
3657action_makes_visible (object *op) 3227action_makes_visible (object *op)
3658{ 3228{
3659
3660 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661 { 3230 {
3662 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3663 return 0; 3232 return 0;
3664 3233
3670 { 3239 {
3671 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3672 return 1; 3241 return 1;
3673 } 3242 }
3674 } 3243 }
3244
3675 return 0; 3245 return 0;
3676} 3246}
3677 3247
3678/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3679 * a player) is standing on a valid battleground-tile, 3249 * a player) is standing on a valid battleground-tile,
3684 * Default is to do the same as before, so only people wanting to have different points need worry about this 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3685 */ 3255 */
3686int 3256int
3687op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3688{ 3258{
3689 object *tmp;
3690
3691 /* A battleground-tile needs the following attributes to be valid: 3259 /* A battleground-tile needs the following attributes to be valid:
3692 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3693 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3694 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3695 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3696 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3697 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3698 { 3266 {
3699 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700 { 3268 {
3701 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3702 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3703 { 3273 {
3704 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3705 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706 { 3276 {
3707 object *invtmp;
3708
3709 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3710 { 3278 {
3711 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3712 { 3280 {
3713 if (x != NULL && y != NULL) 3281 if (x && y)
3714 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3715 return 1; 3284 return 1;
3716 } 3285 }
3717 } 3286 }
3718 } 3287 }
3288
3719 if (x != NULL && y != NULL) 3289 if (x && y)
3720 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3721 return 1; 3292 return 1;
3722 } 3293 }
3723 } 3294 }
3724 } 3295 }
3296
3725 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3726 return 0; 3298 return 0;
3727} 3299}
3728 3300
3729/* 3301/*
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3318 int i = 0, j = 0;
3747 3319
3748 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3751 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3753 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3755 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3757 3329
3758 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3759 return; 3331 return;
3760 3332
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3334
3763 if (tr == NULL || tr->item == NULL) 3335 if (!tr || !tr->item)
3764 { 3336 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3338 return;
3767 } 3339 }
3768 3340
3769 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3342 item = tr->item;
3771 3343
3772 if (item->type == SPELL) 3344 if (item->type == SPELL)
3773 { 3345 {
3774 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3775 return; 3347 return;
3834 { 3406 {
3835 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3408 object *skin;
3837 3409
3838 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3839 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3412 ;
3413
3840 if (skin == NULL) 3414 if (!skin)
3841 return; 3415 return;
3842 3416
3843 /* adding new spellpath attunements */ 3417 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3419 {
3890 * not readied. 3464 * not readied.
3891 */ 3465 */
3892void 3466void
3893player_unready_range_ob (player *pl, object *ob) 3467player_unready_range_ob (player *pl, object *ob)
3894{ 3468{
3895 rangetype i; 3469 if (pl->ob->current_weapon == ob)
3470 pl->ob->current_weapon = 0;
3896 3471
3897 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3472 if (pl->combat_ob == ob)
3898 { 3473 pl->combat_ob = 0;
3474
3899 if (pl->ranges[i] == ob) 3475 if (pl->ranged_ob == ob)
3900 { 3476 pl->ranged_ob = 0;
3901 pl->ranges[i] = NULL;
3902 if (pl->shoottype == i)
3903 {
3904 pl->shoottype = range_none;
3905 }
3906 }
3907 }
3908} 3477}
3478
3479sint8
3480player::visibility_at (maptile *map, int x, int y) const
3481{
3482 if (!ns)
3483 return 0;
3484
3485 int dx, dy;
3486 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3487 return 0;
3488
3489 x += dx - ns->current_x + ns->mapx / 2;
3490 y += dy - ns->current_y + ns->mapy / 2;
3491
3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3493 return 0;
3494
3495 return 100 - blocked_los [x][y];
3496}
3497
3498void
3499player::infobox (const char *title, const char *msg, int color)
3500{
3501 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3502}
3503
3504void
3505player::statusmsg (const char *msg, int color)
3506{
3507 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3508}
3509
3510void
3511player::failmsg (const char *msg, int color)
3512{
3513 play_sound (sound_find ("generic_failure"));
3514 statusmsg (msg, color);
3515}
3516

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