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Comparing deliantra/server/server/player.C (file contents):
Revision 1.33 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78
79void
80display_motd (const object *op)
81{
82 char buf[MAX_BUF];
83 char motd[HUGE_BUF];
84 FILE *fp;
85 int comp;
86 int size;
87
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return;
92 }
93 motd[0] = '\0';
94 size = 0;
95 while (fgets (buf, MAX_BUF, fp) != NULL)
96 {
97 if (*buf == '#')
98 continue;
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp);
104}
105
106void
107send_rules (const object *op)
108{
109 char buf[MAX_BUF];
110 char rules[HUGE_BUF];
111 FILE *fp;
112 int comp;
113 int size;
114
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return;
119 }
120 rules[0] = '\0';
121 size = 0;
122 while (fgets (buf, MAX_BUF, fp) != NULL)
123 {
124 if (*buf == '#')
125 continue;
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf);
133 }
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp);
136}
137
138void
139send_news (const object *op)
140{
141 char buf[MAX_BUF];
142 char news[HUGE_BUF];
143 char subject[MAX_BUF];
144 FILE *fp;
145 int comp;
146 int size;
147
148 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return;
151 news[0] = '\0';
152 subject[0] = '\0';
153 size = 0;
154 while (fgets (buf, MAX_BUF, fp) != NULL)
155 {
156 if (*buf == '#')
157 continue;
158 if (*buf == '%')
159 { /* send one news */
160 if (size > 0)
161 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 */
162 strcpy (subject, buf + 1);
163 strip_endline (subject);
164 size = 0;
165 news[0] = '\0';
166 }
167 else
168 {
169 if (size + strlen (buf) >= HUGE_BUF)
170 {
171 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
172 break;
173 }
174 strncat (news + size, buf, HUGE_BUF - size);
175 size += strlen (buf);
176 }
177 }
178
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307}
308 37
309/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
310static void 39static void
311set_first_map (object *op) 40set_first_map (object *op)
312{ 41{
313 strcpy (op->contr->maplevel, first_map_path); 42 op->contr->maplevel = first_map_path;
314 op->x = -1; 43 op->x = -1;
315 op->y = -1; 44 op->y = -1;
316 enter_exit (op, NULL);
317} 45}
318 46
47void
48player::activate ()
49{
50 if (active)
51 return;
52
53 players.insert (this);
54 ob->remove ();
55 ob->map = 0;
56 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
58 add_friendly_object (ob);
59}
60
61void
62player::deactivate ()
63{
64 if (!active)
65 return;
66
67 terminate_all_pets (ob);
68 remove_friendly_object (ob);
69 ob->deactivate_recursive ();
70
71 if (ob->map)
72 maplevel = ob->map->path;
73
74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0;
77 party = 0;
78
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this);
82}
83
84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
116 {
117 object *tmp, *abil = 0, *skin = 0;
118
119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE)
121 if (tmp->arch->archname == shstr_dragon_ability_force)
122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173// the need for this function can be explained
174// by load_object not returning the object
175void
176player::set_object (object *op)
177{
178 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */
180
181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
184 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
198 case WAND:
199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
208 }
209
210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
211 ob->deactivate (); // change_weapon activates, fix this better
212}
213
214void
215player::set_observe (object *op)
216{
217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
225 do_los = 1;
226}
227
228player::player ()
229{
230 /* There are some elements we want initialised to non zero value -
231 * we deal with that below this point.
232 */
233 outputs_sync = 4;
234 outputs_count = 4;
235 unapply = unapply_nochoice;
236
237 savebed_map = first_map_path; /* Init. respawn position */
238
239 gen_sp_armour = 10;
240 bowtype = bow_normal;
241 petmode = pet_normal;
242 usekeys = containers;
243 peaceful = 1; /* default peaceful */
244 do_los = 1;
245
246 weapon_sp = 1.0f;
247 weapon_sp_left = 0.5f;
248}
249
250void
251player::do_destroy ()
252{
253 disconnect ();
254
255 attachable::do_destroy ();
256
257 if (ob)
258 {
259 ob->destroy_inv (false);
260 ob->destroy ();
261 }
262
263 ob = observe = viewpoint = 0;
264}
265
266player::~player ()
267{
268 /* Clear item stack */
269 free (stack_items);
270}
271
319/* Tries to add player on the connection passwd in ns. 272/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 273 * All we can really get in this is some settings like host and display
321 * mode. 274 * mode.
322 */ 275 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 276player *
277player::create ()
278{
279 player *pl = new player;
328 280
329 p = get_player (NULL); 281 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 282
333 if (p->socket.faces_sent == NULL) 283 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 284 pl->ob->stats.wc = 2;
285 pl->ob->run_away = 25; /* Then we panick... */
335 286
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 287 set_first_map (pl->ob);
343 288
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 289 return pl;
352} 290}
353 291
354/* 292/*
355 * get_player_archetype() return next player archetype from archetype 293 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 294 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
358 */ 296 */
359archetype * 297archetype *
360get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
361{ 299{
362 archetype *start = at; 300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
363 307
364 for (;;) 308 for (;;)
365 { 309 {
366 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
367 at = first_archetype; 311 i = archetypes.begin ();
368 else 312 else if (*i == at)
369 at = at->next; 313 cleanup ("not a single player archetype found");
314
370 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
371 return at; 316 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 317 }
378} 318}
379
380 319
381object * 320object *
382get_nearest_player (object *mon) 321get_nearest_player (object *mon)
383{ 322{
384 object *op = NULL; 323 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 324 objectlink *ol;
387 unsigned lastdist; 325 unsigned lastdist;
388 rv_vector rv; 326 rv_vector rv;
389 327
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 329 {
392 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop.
396 */
397 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
398 {
399 object *tmp = ol->ob;
400
401 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared.
403 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
405 ol = ol->next;
406 remove_friendly_object (tmp);
407 if (!ol)
408 return op;
409 }
410
411 /* Remove special check for player from this. First, it looks to cause
412 * some crashes (ol->ob->contr not set properly?), but secondly, a more
413 * complicated method of state checking would be needed in any case -
414 * as it was, a clever player could type quit, and the function would
415 * skip them over while waiting for confirmation. Remove
416 * on_same_map check, as can_detect_enemy also does this
417 */
418 if (!can_detect_enemy (mon, ol->ob, &rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
419 continue; 331 continue;
420 332
421 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
422 { 334 {
423 op = ol->ob; 335 op = ol->ob;
424 lastdist = rv.distance; 336 lastdist = rv.distance;
425 } 337 }
426 } 338 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 339
428 { 340 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 341 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 342 if (lastdist > rv.distance)
433 { 343 {
434 op = pl->ob; 344 op = pl->ob;
435 lastdist = rv.distance; 345 lastdist = rv.distance;
436 } 346 }
437 } 347
438 }
439#if 0 348#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 349 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 350#endif
442 return op; 351 return op;
443} 352}
461 * circling behaviour. Unfortunately, this function is also used to determined 370 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 371 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 372 * is probably not a good thing.
464 */ 373 */
465#define MAX_SPACES 50 374#define MAX_SPACES 50
466
467 375
468/* 376/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 377 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 378 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 379 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 410 x = mon->x;
503 y = mon->y; 411 y = mon->y;
504 m = mon->map; 412 m = mon->map;
505 dir = rv.direction; 413 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 414 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
416
508 /* If we can't solve it within the search distance, return now. */ 417 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 418 if (diff > max)
510 return 0; 419 return 0;
420
511 while (diff > 1 && max > 0) 421 while (diff > 1 && max > 0)
512 { 422 {
513 lastx = x; 423 lastx = x;
514 lasty = y; 424 lasty = y;
515 lastmap = m; 425 lastmap = m;
597 max--; 507 max--;
598 lastdir = dir; 508 lastdir = dir;
599 if (!firstdir) 509 if (!firstdir)
600 firstdir = dir; 510 firstdir = dir;
601 } 511 }
512
602 if (diff <= 1) 513 if (diff <= 1)
603 { 514 {
604 /* Recalculate diff (distance) because we may not have actually 515 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 516 * headed toward player for entire distance.
606 */ 517 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 520 }
521
610 if (diff > max) 522 if (diff > max)
611 return 0; 523 return 0;
612 } 524 }
525
613 /* If we reached the max, didn't find a direction in time */ 526 /* If we reached the max, didn't find a direction in time */
614 if (!max) 527 if (!max)
615 return 0; 528 return 0;
616 529
617 return firstdir; 530 return firstdir;
618} 531}
619 532
620void 533void
621give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
622{ 535{
623 object *op, *next = NULL;
624
625 if (pl->randomitems != NULL) 536 if (pl->randomitems)
626 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
627 538
628 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
629 { 540 {
630 next = op->below; 541 next = op->below;
631 542
632 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
633 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
638 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
639 * by this player due to race restrictions 550 * by this player due to race restrictions
640 */ 551 */
641 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
642 { 553 {
643 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
644 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
645 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
646 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 561 {
649 op->destroy (); 562 op->destroy ();
650 continue; 563 continue;
651 } 564 }
652 } 565 }
653 566
654 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
655 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
656 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */ 570 */
660 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
661 { 572 {
662 object *tmp;
663
664 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
666 break;
667
668 if (tmp)
669 { 575 {
670 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
671 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
672 continue; 579 break;
673 } 580 }
674 581
675 if (op->nrof > 1) 582 if (op->nrof > 1)
676 op->nrof = 1; 583 op->nrof = 1;
677 } 584 }
678 585
679 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
680 {
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683 588
684 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
685 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
686 * merged properly. 591 * merged properly.
687 */ 592 */
688 if (need_identify (op)) 593 if (need_identify (op))
689 { 594 {
690 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 598 }
599
694 if (op->type == SPELL) 600 if (op->type == SPELL)
695 { 601 {
696 op->destroy (); 602 op->destroy ();
697 continue; 603 continue;
698 } 604 }
700 { 606 {
701 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
702 op->stats.exp = 0; 608 op->stats.exp = 0;
703 op->level = 1; 609 op->level = 1;
704 } 610 }
705 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
706 else
707 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
708 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
709 614
710 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
711 link_player_skills (pl); 616 pl->contr->link_skills ();
712}
713
714void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795} 617}
796 618
797void 619void
798get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
799{ 621{
800 if (party == NULL) 622 if (party == NULL)
801 { 623 {
802 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 624 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
803 return; 625 return;
804 } 626 }
627
805 op->contr->write_buf[0] = '\0'; 628 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 629 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 630 op->contr->party_to_join = party;
808 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 631 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
809} 632}
810
811 633
812/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 634/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813int 635static int
814roll_stat (void) 636roll_stat (void)
815{ 637{
816 int a[4], i, j, k; 638 int a[4], i, j, k;
817 639
818 for (i = 0; i < 4; i++) 640 for (i = 0; i < 4; i++)
819 a[i] = (int) RANDOM () % 6 + 1; 641 a[i] = (int) rndm (6) + 1;
820 642
821 for (i = 0, j = 0, k = 7; i < 4; i++) 643 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 644 if (a[i] < k)
823 k = a[i], j = i; 645 k = a[i], j = i;
824 646
825 for (i = 0, k = 0; i < 4; i++) 647 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 648 if (i != j)
828 k += a[i]; 649 k += a[i];
829 } 650
830 return k; 651 return k;
831} 652}
832 653
833void 654void
834roll_stats (object *op) 655object::roll_stats ()
835{ 656{
657 int statsort [NUM_STATS];
658
659 for (;;)
660 {
836 int sum = 0; 661 int sum = 0;
837 int i = 0, j = 0; 662 for (int i = NUM_STATS; i--; )
838 int statsort[7]; 663 sum += statsort [i] = roll_stat ();
839 664
840 do 665 if (sum >= 82 && sum <= 116)
666 break;
841 { 667 }
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 }
851 while (sum < 82 || sum > 116);
852 668
853 /* Sort the stats so that rerolling is easier... */ 669 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 671
862 /* a quick and dirty bubblesort? */ 672 for (int i = 0; i < NUM_STATS; ++i)
863 do 673 stats.stat (i) = statsort [i];
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878 674
879 op->stats.Str = statsort[0];
880 op->stats.Dex = statsort[1];
881 op->stats.Con = statsort[2];
882 op->stats.Int = statsort[3];
883 op->stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6];
886
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 675 stats.exp = 0;
898 op->stats.ac = 0; 676 stats.ac = 0;
899 677
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 678 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 679 stats.sp = stats.maxsp;
907 op->stats.grace = op->stats.maxgrace; 680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
684 contr->levhp[1] = 9;
685 contr->levsp[1] = 6;
686 contr->levgrace[1] = 3;
687
908 op->contr->orig_stats = op->stats; 688 contr->orig_stats = stats;
689 }
909} 690}
910 691
911void 692void
912Roll_Again (object *op) 693object::swap_stats (int a, int b)
913{ 694{
914 esrv_new_player (op->contr, 0); 695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
917}
918 696
919void 697 for (int i = 0; i < NUM_STATS; ++i)
920Swap_Stat (object *op, int Swap_Second) 698 stats.stat (i) = contr->orig_stats.stat (i);
699
700 //TODO: the following code looks so borked and should, at the very least,
701 // be merged with the similar code in roll_stats
702 stats.ac = 0;
703
704 level = 1;
705 stats.exp = 0;
706 stats.ac = 0;
707
708 stats.hp = stats.maxhp;
709 stats.sp = stats.maxsp;
710 stats.grace = stats.maxgrace;
711
712 if (contr)
713 {
714 contr->levhp[1] = 9;
715 contr->levsp[1] = 6;
716 contr->levgrace[1] = 3;
717
718 contr->orig_stats = stats;
719 }
720}
721
722static void
723start_info (object *op)
921{ 724{
922 signed char tmp;
923 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
924 726
925 if (op->contr->Swap_First == -1) 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str;
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf);
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 729}
1040 730
1041/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
1045 * not the class. 735 * not the class.
1046 */ 736 */
1047 737void
1048int 738player::chargen_race_done ()
1049key_change_class (object *op, char key)
1050{ 739{
1051 int tmp_loop;
1052
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D')
1060 {
1061 char buf[MAX_BUF];
1062
1063 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 741 esrv_new_player (ob->contr);
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1066 742
743 treasurelist *tl = treasurelist::find ("starting_wealth");
744 if (tl)
745 create_treasure (tl, ob, 0, 0, 0);
746
1067 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
1069 749
1070 op->contr->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
1071 751
1072 if (op->msg) 752 if (ob->msg)
1073 op->msg = NULL; 753 ob->msg = 0;
1074 754
1075 /* We create this now because some of the unique maps will need it
1076 * to save here.
1077 */
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1079 make_path_to_file (buf);
1080
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 755 start_info (ob);
1085 CLEAR_FLAG (op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 757 give_initial_items (ob, ob->randomitems);
1087 link_player_skills (op);
1088 esrv_send_inventory (op, op); 758 esrv_send_inventory (ob, ob);
1089 fix_player (op); 759 ob->update_stats ();
1090 760
1091 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
1092 * is one for this race 762 * is one for this race
1093 */ 763 */
1094 if (*first_map_ext_path) 764 if (*first_map_ext_path)
1095 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1096 object *tmp;
1097 char mapname[MAX_BUF];
1098
1099 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1100 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x;
1103 EXIT_Y (tmp) = op->y;
1104 enter_exit (op, tmp); /* we don't really care if it succeeded;
1105 * if the map isn't there, then stay on the
1106 * default initial map */
1107 tmp->destroy ();
1108 }
1109 else 766 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 768}
1113 return 0;
1114 }
1115 769
770void
771player::chargen_race_next ()
772{
1116 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
1118 */ 775 */
1119 776
1120 tmp_loop = 0; 777 do
1121 while (!tmp_loop)
1122 { 778 {
1123 shstr name = op->name; 779 shstr name = ob->name;
1124 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
1125 781
1126 remove_statbonus (op); 782 ob->remove_statbonus ();
1127 op->remove (); 783 ob->remove ();
1128 op->arch = get_player_archetype (op->arch); 784 ob->arch = get_player_archetype (ob->arch);
1129 op->arch->clone.copy_to (op); 785 ob->arch->copy_to (ob);
1130 op->instantiate (); 786 ob->instantiate ();
1131 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
1132 op->name = op->name_pl = name; 788 ob->name = ob->name_pl = name;
1133 op->x = x; 789 ob->x = x;
1134 op->y = y; 790 ob->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
1137 assign (op->contr->title, op->arch->clone.name); 793 assign (ob->contr->title, ob->arch->object::name);
1138 add_statbonus (op); 794 ob->add_statbonus ();
1139 tmp_loop = allowed_class (op);
1140 } 795 }
796 while (!allowed_class (ob));
1141 797
1142 update_object (op, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 799 esrv_update_item (UPD_FACE, ob, ob);
1144 fix_player (op); 800 ob->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
1147 op->stats.grace = 0; 803 ob->stats.grace = 0;
1148
1149 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 804}
1204 805
1205void 806void
1206flee_player (object *op) 807flee_player (object *op)
1207{ 808{
1213 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
1214 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 816 return;
1216 } 817 }
1217 818
1218 if (op->enemy == NULL) 819 if (!op->enemy)
1219 { 820 {
1220 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
1221 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
1222 return; 823 return;
1223 } 824 }
1224 825
1225 /* Seen some crashes here. Since we don't store an
1226 * op->enemy_count, it is possible that something destroys the
1227 * actual enemy, and the object is recycled.
1228 */
1229 if (op->enemy->map == NULL)
1230 {
1231 CLEAR_FLAG (op, FLAG_SCARED);
1232 op->enemy = NULL;
1233 return;
1234 }
1235
1236 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1237 { 827 {
1238 op->enemy = NULL; 828 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 830 return;
1241 } 831 }
832
1242 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1243 834
1244 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1246 { 837 {
1247 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1248 839
1249 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1250 {
1251 return; 841 return;
1252 }
1253 } 842 }
843
1254 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 846 op->enemy = NULL;
1257} 847}
1258 848
1259
1260/* check_pick sees if there is stuff to be picked up/picks up stuff. 849/* check_pick sees if there is stuff to be picked up/picks up stuff.
1261 * IT returns 1 if the player should keep on moving, 0 if he should 850 * It returns 1 if the player should keep on moving, 0 if he should
1262 * stop. 851 * stop.
1263 */ 852 */
1264int 853int
1265check_pick (object *op) 854check_pick (object *op)
1266{ 855{
1267 object *tmp, *next; 856 object *tmp, *next;
1268 int stop = 0; 857 int stop = 0;
1269 int j, k, wvratio; 858 int wvratio;
1270 char putstring[128], tmpstr[16];
1271 859
1272 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1273 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1274 return 1; 862 return 1;
1275 863
1276 next = op->below; 864 next = op->below;
1277 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1278 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1279 * destroyed */ 870 * destroyed */
1280 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1281 { 872 {
1282 tmp = next; 873 tmp = next;
1283 next = tmp->below; 874 next = tmp->below;
1284 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1285 if (op->destroyed ()) 882 if (op->destroyed ())
1286 return 0; 883 return 0;
1287 884
1288 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1289 continue; 886 continue;
1290 887
1291 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1292 { 889 {
1293 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1294 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1295 continue; 893 continue;
1296 } 894 }
1297 895
1298 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1299 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1300 { 958 {
1301 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1302 { 1018 {
1303 case 0: 1019 CHK_PICK_PICKUP;
1304 return 1; /* don't pick up */ 1020 continue;
1305 case 1:
1306 pick_up (op, tmp);
1307 return 1;
1308 case 2:
1309 pick_up (op, tmp);
1310 return 0;
1311 case 3:
1312 return 0; /* stop before pickup */
1313 case 4:
1314 pick_up (op, tmp);
1315 break;
1316 case 5:
1317 pick_up (op, tmp);
1318 stop = 1;
1319 break;
1320 case 6:
1321 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1322 pick_up (op, tmp);
1323 break;
1324
1325 case 7:
1326 if (tmp->type == MONEY || tmp->type == GEM)
1327 pick_up (op, tmp);
1328 break;
1329
1330 default:
1331 /* use value density */
1332 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1333 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1334 pick_up (op, tmp);
1335 } 1021 }
1336 } 1022 }
1337 else 1023
1338 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1339 /* NEW pickup handling */
1340 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1341 { 1027 {
1342 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1343 if (tmp->name != NULL)
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1346 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 }
1380 /* philosophy:
1381 * It's easy to grab an item type from a pile, as long as it's
1382 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a
1384 * grab-as-you-run type mode that's really useful for arrows for
1385 * example.
1386 * The drawback: right now it has no frontend, so you need to
1387 * stick the bits you want into a calculator in hex mode and then
1388 * convert to decimal and then 'pickup <#>
1389 */
1390
1391 /* the first two modes are exclusive: if NOTHING we return, if
1392 * STOP then we stop. All the rest are applied sequentially,
1393 * meaning if any test passes, the item gets picked up. */
1394
1395 /* if mode is set to pick nothing up, return */
1396
1397 if (op->contr->mode & PU_NOTHING)
1398 return 1;
1399
1400 /* if mode is set to stop when encountering objects, return */
1401 /* take STOP before INHIBIT since it doesn't actually pick
1402 * anything up */
1403
1404 if (op->contr->mode & PU_STOP)
1405 return 0;
1406
1407 /* useful for going into stores and not losing your settings... */
1408 /* and for battles wher you don't want to get loaded down while
1409 * fighting */
1410 if (op->contr->mode & PU_INHIBIT)
1411 return 1;
1412
1413 /* prevent us from turning into auto-thieves :) */
1414 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1415 continue; 1029 continue;
1030 }
1416 1031
1417 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1418 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1419 continue; 1037 continue;
1038 }
1420 1039
1421 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1422 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1423 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1424 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1425 { 1111 {
1426 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1427 continue; 1113 continue;
1428 } 1114 }
1115 }
1429 1116
1117 /* misc stuff that's useful */
1430 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1431 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1432 { 1120 {
1433 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1434 continue; 1122 continue;
1435 } 1123 }
1436 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1437 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1438 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1439 { 1132 */
1440 pick_up (op, tmp);
1441 continue;
1442 }
1443
1444 /* spellbooks, skillscrolls and normal books/scrolls */
1445 if (op->contr->mode & PU_SPELLBOOK)
1446 if (tmp->type == SPELLBOOK)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 if (op->contr->mode & PU_SKILLSCROLL)
1453 if (tmp->type == SKILLSCROLL)
1454 {
1455 pick_up (op, tmp);
1456 continue;
1457 }
1458
1459 if (op->contr->mode & PU_READABLES)
1460 if (tmp->type == BOOK || tmp->type == SCROLL)
1461 {
1462 pick_up (op, tmp);
1463 continue;
1464 }
1465
1466 /* wands/staves/rods/horns */
1467 if (op->contr->mode & PU_MAGIC_DEVICE)
1468 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1469 {
1470 pick_up (op, tmp);
1471 continue;
1472 }
1473
1474 /* pick up all magical items */
1475 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1476 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1477 {
1478 pick_up (op, tmp);
1479 continue;
1480 }
1481
1482 if (op->contr->mode & PU_VALUABLES)
1483 { 1135 {
1484 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1485 { 1139 {
1486 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1487 continue;
1488 } 1141 }
1489 }
1490
1491 /* rings & amulets - talismans seems to be typed AMULET */
1492 if (op->contr->mode & PU_JEWELS)
1493 if (tmp->type == RING || tmp->type == AMULET)
1494 {
1495 pick_up (op, tmp);
1496 continue;
1497 }
1498
1499 /* we don't forget dragon food */
1500 if (op->contr->mode & PU_FLESH)
1501 if (tmp->type == FLESH)
1502 {
1503 pick_up (op, tmp);
1504 continue;
1505 }
1506
1507 /* bows and arrows. Bows are good for selling! */
1508 if (op->contr->mode & PU_BOW)
1509 if (tmp->type == BOW)
1510 {
1511 pick_up (op, tmp);
1512 continue;
1513 }
1514
1515 if (op->contr->mode & PU_ARROW)
1516 if (tmp->type == ARROW)
1517 {
1518 pick_up (op, tmp);
1519 continue;
1520 }
1521
1522 /* all kinds of armor etc. */
1523 if (op->contr->mode & PU_ARMOUR)
1524 if (tmp->type == ARMOUR)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_HELMET)
1531 if (tmp->type == HELMET)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_SHIELD)
1538 if (tmp->type == SHIELD)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 if (op->contr->mode & PU_BOOTS)
1545 if (tmp->type == BOOTS)
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 if (op->contr->mode & PU_GLOVES)
1552 if (tmp->type == GLOVES)
1553 {
1554 pick_up (op, tmp);
1555 continue;
1556 }
1557
1558 if (op->contr->mode & PU_CLOAK)
1559 if (tmp->type == CLOAK)
1560 {
1561 pick_up (op, tmp);
1562 continue;
1563 }
1564
1565 /* hoping to catch throwing daggers here */
1566 if (op->contr->mode & PU_MISSILEWEAPON)
1567 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1568 {
1569 pick_up (op, tmp);
1570 continue;
1571 }
1572
1573 /* careful: chairs and tables are weapons! */
1574 if (op->contr->mode & PU_ALLWEAPON)
1575 {
1576 if (tmp->type == WEAPON && tmp->name != NULL)
1577 {
1578 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1579 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1580 {
1581 pick_up (op, tmp);
1582 continue;
1583 }
1584 }
1585
1586 if (tmp->type == WEAPON && tmp->name == NULL)
1587 {
1588 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1589 {
1590 pick_up (op, tmp);
1591 continue;
1592 }
1593 }
1594 }
1595
1596 /* misc stuff that's useful */
1597 if (op->contr->mode & PU_KEY)
1598 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1599 {
1600 pick_up (op, tmp);
1601 continue;
1602 }
1603
1604 /* any of the last 4 bits set means we use the ratio for value
1605 * pickups */
1606 if (op->contr->mode & PU_RATIO)
1607 {
1608 /* use value density to decide what else to grab */
1609 /* >=7 was >= op->contr->mode */
1610 /* >=7 is the old standard setting. Now we take the last 4 bits
1611 * and multiply them by 5, giving 0..15*5== 5..75 */
1612 wvratio = (op->contr->mode & PU_RATIO) * 5;
1613 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1614 {
1615 pick_up (op, tmp);
1616#if 0
1617 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1618 if (tmp->name != NULL)
1619 {
1620 fprintf (stderr, "%s", tmp->name);
1621 }
1622 else 1142 else
1623 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1624 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1625 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1626#endif 1146#endif
1147 CHK_PICK_PICKUP;
1627 continue; 1148 continue;
1628 }
1629 } 1149 }
1630 } /* the new pickup model */ 1150 } /* the new pickup model */
1631 } 1151 }
1632 1152
1633 return !stop; 1153 return !stop;
1639 * found object is returned. 1159 * found object is returned.
1640 */ 1160 */
1641object * 1161object *
1642find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1643{ 1163{
1644 object *tmp = NULL;
1645
1646 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1647 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1648 tmp = find_arrow (op, type);
1649 else if (op->type == ARROW && op->race == type) 1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1167
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1170 if (object *arrow = find_arrow (tmp, type))
1171 {
1172 splay (tmp);
1650 return op; 1173 return arrow;
1174 }
1175
1651 return tmp; 1176 return 0;
1652} 1177}
1653 1178
1654/* 1179/*
1655 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1656 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1657 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1658 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1659 */ 1184 */
1660
1661object * 1185object *
1662find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1663{ 1187{
1664 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1665 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1666 1190
1667 if (!type) 1191 if (!type)
1671 { 1195 {
1672 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1673 { 1197 {
1674 i = 0; 1198 i = 0;
1675 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1676 if (i > betterby) 1201 if (i > betterby)
1677 { 1202 {
1678 tmp = ntmp; 1203 tmp = ntmp;
1679 betterby = i; 1204 betterby = i;
1680 } 1205 }
1681 } 1206 }
1682 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1683 { 1208 {
1684 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1685 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1686 { 1211 {
1687 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1688 { 1213 {
1689 *better = 100; 1214 *better = 100;
1690 return arrow; 1215 return arrow;
1698 else 1223 else
1699 { 1224 {
1700 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1701 { 1226 {
1702 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1703 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1704 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1229 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1705 { 1230 {
1706 tmp = arrow; 1231 tmp = arrow;
1707 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1708 } 1233 }
1709 } 1234 }
1235
1710 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1711 { 1237 {
1712 tmp = arrow; 1238 tmp = arrow;
1713 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1714 } 1240 }
1241
1715 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1716 { 1243 {
1717 tmp = arrow; 1244 tmp = arrow;
1718 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1719 } 1246 }
1720 } 1247 }
1721 } 1248 }
1722 } 1249 }
1250
1723 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1724 return find_arrow (op, type); 1252 return find_arrow (op, type);
1725 1253
1726 *better = betterby; 1254 *better = betterby;
1727 return tmp; 1255 return tmp;
1731 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1732 * op = the shooter 1260 * op = the shooter
1733 * type = bow->race 1261 * type = bow->race
1734 * dir = fire direction 1262 * dir = fire direction
1735 */ 1263 */
1736
1737object * 1264object *
1738pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1739{ 1266{
1740 object *tmp = NULL; 1267 object *tmp = NULL;
1741 maptile *m; 1268 maptile *m;
1742 int i, mflags, found, number; 1269 int i, mflags, found, number;
1743 sint16 x, y; 1270 sint16 x, y;
1758 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1759 { 1286 {
1760 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1761 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1762 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1763 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1764 { 1292 {
1765 tmp = NULL; 1293 tmp = 0;
1766 break; 1294 break;
1767 } 1295 }
1768 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1769 { 1297 {
1770 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1771 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1772 */ 1300 */
1773 tmp = NULL; 1301 tmp = 0;
1774 break; 1302 break;
1775 } 1303 }
1304
1776 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1777 {
1778 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1779 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1780 {
1781 found++;
1782 break;
1783 }
1784 if (found)
1785 break; 1308 break;
1786 }
1787 } 1309 }
1788 if (tmp == NULL) 1310
1311 if (!tmp)
1789 return find_arrow (op, type); 1312 return find_arrow (op, type);
1790 1313
1791 if (tmp->head) 1314 if (tmp->head)
1792 tmp = tmp->head; 1315 tmp = tmp->head;
1793 1316
1806 */ 1329 */
1807int 1330int
1808fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1331fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1809{ 1332{
1810 object *left, *bow; 1333 object *left, *bow;
1811 int bowspeed, mflags; 1334 int mflags;
1812 maptile *m; 1335 maptile *m;
1813 1336
1814 if (!dir) 1337 if (!dir)
1815 { 1338 {
1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1339 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1817 return 0; 1340 return 0;
1818 } 1341 }
1819 if (op->type == PLAYER) 1342
1820 bow = op->contr->ranges[range_bow]; 1343 if (op->contr)
1344 bow = op->current_weapon;
1821 else 1345 else
1822 { 1346 {
1823 for (bow = op->inv; bow; bow = bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1824 /* Don't check for applied - monsters don't apply bows - in that way, they 1348 /* Don't check for applied - monsters don't apply bows - in that way, they
1825 * don't need to switch back and forth between bows and weapons. 1349 * don't need to switch back and forth between bows and weapons.
1830 if (!bow) 1354 if (!bow)
1831 { 1355 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1357 return 0;
1834 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1835 } 1362 }
1363
1836 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1837 { 1365 {
1838 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1839 return 0; 1367 return 0;
1840 } 1368 }
1841
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843
1844 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1847 if (bowspeed < 1)
1848 bowspeed = 1;
1849 1369
1850 if (arrow == NULL) 1370 if (arrow == NULL)
1851 { 1371 {
1852 if ((arrow = find_arrow (op, bow->race)) == NULL) 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1853 { 1373 {
1854 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1375 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1856 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1376 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1857 else 1377 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1859 return 0; 1380 return 0;
1860 } 1381 }
1861 } 1382 }
1383
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1385 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1386 return 0;
1866 } 1387
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1388 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1389 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1870 return 0; 1391 return 0;
1871 } 1392 }
1872 1393
1873 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1874 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1875 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1876 arrow->destroy (); 1398 arrow->destroy ();
1877 return 0; 1399 return 0;
1878 } 1400 }
1879 1401
1880 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1882 if (arrow == NULL) 1404 if (!arrow)
1883 { 1405 {
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 return 0; 1407 return 0;
1886 } 1408 }
1887 set_owner (arrow, op); 1409
1410 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1411 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1412 arrow->direction = dir;
1891 arrow->x = sx; 1413
1892 arrow->y = sy; 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1415 arrow->stats.hp = arrow->stats.dam;
1416 arrow->stats.grace = arrow->attacktype;
1417 arrow->custom_name = arrow->slaying;
1418
1419#if 0
1420 if (player *pl = op->contr)
1421 {
1422 float speed = pl->weapon_sp;
1423
1424 /* penalize ROF for bestarrow */
1425 if (pl->bowtype == bow_bestarrow)
1426 speed *= .9f;
1427 else
1428 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1429
1430 op->speed_left += speed - op->speed;
1431 }
1432#endif
1433
1434 SET_ANIMATION (arrow, arrow->direction);
1435
1436 /* update the speed */
1437 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1438 + bow->stats.dam / 7.f;
1439
1440 arrow->set_speed (max (arrow->speed, 2.f));
1441 arrow->speed_left = 0;
1442
1443 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1893 1444
1894 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1895 { 1446 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op);
1898 }
1899
1900 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying);
1906
1907 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper.
1909 */
1910
1911 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912
1913 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916
1917 if (arrow->speed < 1.0)
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0;
1921
1922 if (op->type == PLAYER)
1923 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1925 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1926 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1927
1928 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1447 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1448 wc -= dex_bonus[op->stats.Dex];
1449
1450 if (!arrow->slaying)
1451 arrow->slaying = op->slaying;
1452
1453 arrow->attacktype |= op->attacktype;
1929 } 1454 }
1930 else 1455 else
1931 { 1456 {
1932 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1933 arrow->level = op->level; 1457 arrow->level = op->level;
1934 } 1458 arrow->stats.wc -= bow->magic;
1935 1459
1936 if (arrow->attacktype == AT_PHYSICAL) 1460 if (!arrow->slaying)
1461 arrow->slaying = bow->slaying;
1462
1937 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1464 }
1938 1465
1939 if (bow->slaying != NULL) 1466 wc -= arrow->level;
1940 arrow->slaying = bow->slaying; 1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1941 1468
1942 arrow->map = m; 1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1943 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1472
1946 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1947 insert_ob_in_map (arrow, m, op, 0); 1474 m->insert (arrow, sx, sy, op);
1948 1475
1949 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1477 move_arrow (arrow);
1951
1952 if (op->type == PLAYER)
1953 {
1954 if (left->destroyed ())
1955 esrv_del_item (op->contr, left->count);
1956 else
1957 esrv_send_item (op, left);
1958 }
1959 1478
1960 return 1; 1479 return 1;
1961} 1480}
1962 1481
1963/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1968 * hence the function name. 1487 * hence the function name.
1969 */ 1488 */
1970int 1489int
1971player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1972{ 1491{
1973 int ret = 0, wcmod = 0; 1492 int ret;
1974 1493
1975 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1976 { 1495 {
1977 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1978 } 1497 }
1979 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1980 { 1499 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1982 wcmod = -1;
1983 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1984 } 1502 }
1985 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1986 { 1504 {
1987 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1988 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1989 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1990 } 1508 }
1991 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1992 { 1510 {
1993 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1995 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1996
1997 } 1514 }
1998 else 1515 else
1999 { 1516 {
2000 /* Simple case */ 1517 /* Simple case */
2001 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1518 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2002 } 1519 }
1520
2003 return ret; 1521 return ret;
2004} 1522}
2005
2006 1523
2007/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
2008 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
2009 */ 1526 */
2010void 1527void
2011fire_misc_object (object *op, int dir) 1528fire_misc_object (object *op, int dir)
2012{ 1529{
2013 object *item; 1530 object *item = op->contr->ranged_ob;
2014 1531
2015 if (!op->contr->ranges[range_misc]) 1532 if (!item)
2016 { 1533 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2018 return; 1535 return;
2019 } 1536 }
2020 1537
2021 item = op->contr->ranges[range_misc];
2022 if (!item->inv) 1538 if (!item->inv)
2023 { 1539 {
2024 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2025 return; 1541 return;
2026 } 1542 }
1543
1544 if (!op->change_weapon (item))
1545 return;
1546
2027 if (item->type == WAND) 1547 if (item->type == WAND)
2028 { 1548 {
2029 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
2030 { 1550 {
2031 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1553
2033 return; 1554 return;
2034 } 1555 }
2035 } 1556 }
2036 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
2037 { 1558 {
2038 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2039 { 1564 {
2040 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
2041 if (item->type == ROD) 1567 if (item->type == ROD)
2042 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2043 else 1569 else
2044 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1571
2045 return; 1572 return;
2046 } 1573 }
2047 } 1574 }
2048 1575
2049 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
2050 { 1577 {
2051 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
2052 if (item->type == WAND) 1580 if (item->type == WAND)
2053 { 1581 {
2054 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
2055 { 1583 {
2056 object *tmp; 1584 object *tmp;
2057 1585
2058 if (item->arch) 1586 if (item->arch)
2059 { 1587 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
2062 item->speed = 0; 1590 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1591 }
2065 if ((tmp = is_player_inv (item))) 1592
1593 if (object *pl = item->visible_to ())
2066 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
2067 } 1595 }
2068 } 1596 }
2069 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1598 drain_rod_charge (item);
2072 }
2073 } 1599 }
2074} 1600}
2075 1601
2076/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
2077 */ 1603 */
2078void 1604bool
2079fire (object *op, int dir) 1605fire (object *op, int dir)
2080{ 1606{
2081 int spellcost = 0; 1607 int spellcost = 0;
1608
1609 player *pl = op->contr;
1610
1611 if (pl->golem)
1612 {
1613 control_golem (op->contr->golem, dir);
1614 return false;
1615 }
1616
1617 object *ob = pl->ranged_ob;
1618
1619 if (!ob)
1620 return false;
1621
1622 if (op->speed_left > 0.f)
1623 --op->speed_left;
1624 else
1625 return false;
1626
1627 if (!op->change_weapon (ob))
1628 return false;
2082 1629
2083 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
2084 if (action_makes_visible (op)) 1631 if (action_makes_visible (op))
2085 make_visible (op); 1632 make_visible (op);
2086 1633
2087 switch (op->contr->shoottype) 1634 switch (ob->type)
2088 { 1635 {
2089 case range_none: 1636 case BOW:
2090 return;
2091
2092 case range_bow:
2093 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
2094 return; 1638 break;
2095 1639
2096 case range_magic: /* Casting spells */ 1640 case SPELL:
2097 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2098 return; 1642 break;
2099 1643
2100 case range_misc: 1644 case BUILDER:
1645 apply_map_builder (op, dir);
1646 break;
1647
1648 case SKILL:
1649 do_skill (op, op, ob, dir, 0);
1650 break;
1651
1652 default:
2101 fire_misc_object (op, dir); 1653 fire_misc_object (op, dir);
2102 return; 1654 break;
2103
2104 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir);
2112 return;
2113
2114 case range_skill:
2115 if (!op->chosen_skill)
2116 {
2117 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return;
2120 }
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return;
2123 case range_builder:
2124 apply_map_builder (op, dir);
2125 return;
2126 default:
2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2128 return;
2129 } 1655 }
2130}
2131 1656
1657 return true;
1658}
2132 1659
2133 1660static object *
2134/* find_key
2135 * We try to find a key for the door as passed. If we find a key
2136 * and successfully use it, we return the key, otherwise NULL
2137 * This function merges both normal and locked door, since the logic
2138 * for both is the same - just the specific key is different.
2139 * pl is the player,
2140 * inv is the objects inventory to searched
2141 * door is the door we are trying to match against.
2142 * This function can be called recursively to search containers.
2143 */
2144
2145object *
2146find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
2147{ 1662{
2148 object *tmp, *key; 1663 object *tmp, *key;
2149 1664
2150 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
2151 if (container->inv == NULL) 1666 if (!container->inv)
2152 return NULL; 1667 return 0;
2153 1668
2154 /* First, lets try to find a key in the top level inventory */ 1669 /* First, lets try to find a key in the top level inventory */
2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
2156 { 1671 {
2157 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
2158 break; 1673 break;
1674
2159 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
2160 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
2161 */ 1677 */
2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2163 break; 1679 break;
2164 } 1680 }
1681
2165 /* No key found - lets search inventories now */ 1682 /* No key found - lets search inventories now */
2166 /* If we find and use a key in an inventory, return at that time. 1683 /* If we find and use a key in an inventory, return at that time.
2167 * otherwise, if we search all the inventories and still don't find 1684 * otherwise, if we search all the inventories and still don't find
2168 * a key, return 1685 * a key, return
2169 */ 1686 */
2170 if (!tmp) 1687 if (!tmp)
2171 { 1688 {
2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
2173 {
2174 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
2175 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
2176 {
2177 if ((key = find_key (pl, tmp, door)) != NULL) 1692 if ((key = find_key_ (pl, tmp, door)))
2178 return key; 1693 return key;
2179 } 1694
2180 }
2181 if (!tmp) 1695 if (!tmp)
2182 return NULL; 1696 return 0;
2183 } 1697 }
1698
2184 /* We get down here if we have found a key. Now if its in a container, 1699 /* We get down here if we have found a key. Now if its in a container,
2185 * see if we actually want to use it 1700 * see if we actually want to use it
2186 */ 1701 */
2187 if (pl != container) 1702 if (pl != container)
2188 { 1703 {
2189 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
2190 if (!pl->contr) 1705 if (!pl->contr)
2191 return NULL; 1706 return 0;
1707
2192 /* cases where this fails: 1708 /* cases where this fails:
2193 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
2194 * are not in the players inventory. 1710 * are not in the players inventory.
2195 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
2196 * containers can be used. 1712 * containers can be used.
2200 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
2201 * 1717 *
2202 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
2203 * all the others. 1719 * all the others.
2204 */ 1720 */
2205 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
2206 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
2207 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2208 { 1724 {
2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2210 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2211 return NULL; 1727 return NULL;
2212 } 1728 }
2213 } 1729 }
1730
2214 return tmp; 1731 return tmp;
1732}
1733
1734/* find_key
1735 * We try to find a key for the door as passed. If we find a key
1736 * and successfully use it, we return the key, otherwise NULL
1737 * This function merges both normal and locked door, since the logic
1738 * for both is the same - just the specific key is different.
1739 * pl is the player,
1740 * inv is the objects inventory to searched
1741 * door is the door we are trying to match against.
1742 * This function can be called recursively to search containers.
1743 */
1744object *
1745find_key (object *pl, object *container, object *door)
1746{
1747 if (door->slaying && is_match_expr (door->slaying))
1748 {
1749 // for match expressions, we try to find the key by applying the match
1750 // to the op itself, which is supposed to find the "key", instead
1751 // of searching through containers ourselves.
1752
1753 return match_one (door->slaying, container, door, pl, pl);
1754 }
1755 else
1756 return find_key_ (pl, container, door);
2215} 1757}
2216 1758
2217/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
2218 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
2219 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
2220 * 0 otherwise 1762 * 0 otherwise
2221 */ 1763 */
2222static int 1764static int
2223player_attack_door (object *op, object *door) 1765player_attack_door (object *op, object *door)
2224{ 1766{
2225
2226 /* If its a door, try to find a use a key. If we do destroy the door, 1767 /* If its a door, try to find a key. If we do destroy the door,
2227 * might as well return immediately as there is nothing more to do - 1768 * might as well return immediately as there is nothing more to do -
2228 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
2229 */ 1770 */
2230 object *key = find_key (op, op, door); 1771 object *key = find_key (op, op, door);
2231 1772
2232 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
2233 if (key) 1774 if (key)
2234 { 1775 {
2235 object *container = key->env; 1776 object *container = key->env;
2236 1777
2237 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2238 if (action_makes_visible (op)) 1778 if (action_makes_visible (op))
2239 make_visible (op); 1779 make_visible (op);
1780
2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op); 1782 spring_trap (door->inv, op);
1783
2242 if (door->type == DOOR) 1784 if (door->type == DOOR)
2243 {
2244 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1785 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2245 }
2246 else if (door->type == LOCKED_DOOR) 1786 else if (door->type == LOCKED_DOOR)
2247 { 1787 {
2248 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1788 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2249 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
2250 } 1790 }
1791
2251 /* Do this after we print the message */ 1792 /* Do this after we print the message */
2252 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
2253 /* Need to update the weight the container the key was in */ 1794
2254 if (container != op)
2255 esrv_update_item (UPD_WEIGHT, op, container);
2256 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
2257 } 1796 }
2258 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
2259 { 1798 {
2260 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
2261 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1800 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2262 return 1; 1801 return 1;
2263 } 1802 }
1803
2264 return 0; 1804 return 0;
2265} 1805}
2266 1806
2267/* This function is just part of a breakup from move_player. 1807/* This function is just part of a breakup from move_player.
2268 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2272 */ 1812 */
2273 1813bool
2274void
2275move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2276{ 1815{
2277 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2278 sint16 nx, ny; 1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2279 int on_battleground; 1822 int on_battleground;
2280 maptile *m;
2281 1823
2282 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2284 1826
2285 on_battleground = op_on_battleground (op, NULL, NULL); 1827 on_battleground = op_on_battleground (op, 0, 0);
1828
1829 if (out_of_map (op->map, nx, ny))
1830 return false;
2286 1831
2287 /* If braced, or can't move to the square, and it is not out of the 1832 /* If braced, or can't move to the square, and it is not out of the
2288 * map, attack it. Note order of if statement is important - don't 1833 * map, attack it. Note order of if statement is important - don't
2289 * want to be calling move_ob if braced, because move_ob will move the 1834 * want to be calling move_ob if braced, because move_ob will move the
2290 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2291 * move to some space, it then means that if we are braced, we should 1836 * move to some space, it then means that if we are braced, we should
2292 * do nothing at all. As it is, if we are braced, we go through 1837 * do nothing at all. As it is, if we are braced, we go through
2293 * quite a bit of processing. However, it probably is less than what 1838 * quite a bit of processing. However, it probably is less than what
2294 * move_ob uses. 1839 * move_ob uses.
2295 */ 1840 */
2296 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1841 maptile *m = op->map->xy_find (nx, ny);
1842
1843 /* Go through all the objects, and find ones of interest. Only stop if
1844 * we find a monster - that is something we know we want to attack.
1845 * if its a door or barrel (can roll) see if there may be monsters
1846 * on the space
1847 */
1848 object *mon;
1849 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1850 {
1851 if ((mon->flag [FLAG_ALIVE]
1852 || mon->type == LOCKED_DOOR
1853 || mon->flag [FLAG_CAN_ROLL])
1854 && mon != op)
1855 break;
2297 { 1856 }
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1857
1858 if (!mon) /* This happens anytime the player tries to move */
1859 return false; /* into a wall */
1860
1861 mon = mon->head_ ();
1862
1863 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1864 if (op->contr->weapon_sp_left > 0.f)
1865 if (player_attack_door (op, mon))
1866 {
1867 --op->contr->weapon_sp_left;
1868 return true;
2299 { 1869 }
2300 m = get_map_from_coord (op->map, &nx, &ny); 1870
2301 if (!m) 1871 /* The following deals with possibly attacking peaceful
2302 return; /* Don't think this should happen */ 1872 * or friendly creatures. Basically, all players are considered
1873 * unaggressive. If the moving player has peaceful set, then the
1874 * object should be pushed instead of attacked. It is assumed that
1875 * if you are braced, you will not attack friends accidently,
1876 * and thus will not push them.
1877 */
1878
1879 /* If the creature is a pet, push it even if the player is not
1880 * peaceful. Our assumption is the creature is a pet if the
1881 * player owns it and it is either friendly or unagressive.
1882 */
1883 if (op->type == PLAYER
1884 && ((mon->owner && mon->owner->contr
1885 && same_party (mon->owner->contr->party, op->contr->party))
1886 || mon->owner == op)
1887 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1888 {
1889 /* If we're braced, we don't want to switch places with it */
1890 if (op->contr->braced)
1891 return false;
1892
1893 if (op->speed_left > 0.f)
1894 {
1895 --op->speed_left;
1896
1897 op->play_sound (sound_find ("push_player"));
1898 push_ob (mon, dir, op);
1899
1900 if (action_makes_visible (op))
1901 make_visible (op);
1902
1903 return true;
2303 } 1904 }
2304 else 1905 else
2305 m = op->map;
2306
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return; 1906 return false;
2311 } 1907 }
2312 1908
2313 mon = NULL;
2314 /* Go through all the objects, and find ones of interest. Only stop if
2315 * we find a monster - that is something we know we want to attack.
2316 * if its a door or barrel (can roll) see if there may be monsters
2317 * on the space
2318 */
2319 while (tmp != NULL)
2320 {
2321 if (tmp == op)
2322 {
2323 tmp = tmp->above;
2324 continue;
2325 }
2326
2327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2328 {
2329 mon = tmp;
2330 break;
2331 }
2332
2333 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2334 mon = tmp;
2335
2336 tmp = tmp->above;
2337 }
2338
2339 if (mon == NULL) /* This happens anytime the player tries to move */
2340 return; /* into a wall */
2341
2342 if (mon->head != NULL)
2343 mon = mon->head;
2344
2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2346 if (player_attack_door (op, mon))
2347 return;
2348
2349 /* The following deals with possibly attacking peaceful
2350 * or frienddly creatures. Basically, all players are considered
2351 * unaggressive. If the moving player has peaceful set, then the
2352 * object should be pushed instead of attacked. It is assumed that
2353 * if you are braced, you will not attack friends accidently,
2354 * and thus will not push them.
2355 */
2356
2357 /* If the creature is a pet, push it even if the player is not
2358 * peaceful. Our assumption is the creature is a pet if the
2359 * player owns it and it is either friendly or unagressive.
2360 */
2361 if ((op->type == PLAYER)
2362#if COZY_SERVER
2363 &&
2364 ((get_owner (mon) && get_owner (mon)->contr
2365 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2366#else
2367 && get_owner (mon) == op
2368#endif
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 {
2371 /* If we're braced, we don't want to switch places with it */
2372 if (op->contr->braced)
2373 return;
2374 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2375 (void) push_ob (mon, dir, op);
2376 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op);
2378 return;
2379 }
2380
2381 /* in certain circumstances, you shouldn't attack friendly 1909 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 1910 * creatures. Note that if you are braced, you can't push
2383 * someone, but put it inside this loop so that you won't 1911 * someone, but put it inside this loop so that you won't
2384 * attack them either. 1912 * attack them either.
2385 */ 1913 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 1914 if ((mon->type == PLAYER || mon->enemy != op)
2387 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1915 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2388#ifdef PROHIBIT_PLAYERKILL 1916 && ((op->contr->peaceful
2389 (op->contr->peaceful 1917 || (mon->type == PLAYER && mon->contr->peaceful))
2390 || (mon->type == PLAYER 1918 && !on_battleground))
2391 && mon->contr-> 1919 {
2392 peaceful)) && 1920 if (op->speed_left > 0.f)
2393#else
2394 op->contr->peaceful &&
2395#endif
2396 !on_battleground))
2397 { 1921 {
1922 --op->speed_left;
1923
2398 if (!op->contr->braced) 1924 if (!op->contr->braced)
2399 { 1925 {
2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1926 op->play_sound (sound_find ("push_player"));
2401 (void) push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2402 } 1928 }
2403 else 1929 else
2404 { 1930 op->statusmsg ("You withhold your attack");
2405 new_draw_info (0, 0, op, "You withhold your attack"); 1931
2406 }
2407 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2408 make_visible (op); 1933 make_visible (op);
2409 }
2410 1934
1935 return true;
1936 }
1937 }
2411 /* If the object is a boulder or other rollable object, then 1938 /* If the object is a boulder or other rollable object, then
2412 * roll it if not braced. You can't roll it if you are braced. 1939 * roll it if not braced. You can't roll it if you are braced.
2413 */ 1940 */
2414 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1941 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1942 {
1943 if (op->speed_left > 0.f)
2415 { 1944 {
1945 --op->speed_left;
1946
2416 recursive_roll (mon, dir, op); 1947 recursive_roll (mon, dir, op);
2417 if (action_makes_visible (op)) 1948 if (action_makes_visible (op))
2418 make_visible (op); 1949 make_visible (op);
2419 }
2420 1950
1951 return true;
1952 }
1953 }
2421 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2422 * Way it works is like this: First, it must have some hit points 1955 * Way it works is like this: First, it must have some hit points
2423 * and be living. Then, it must be one of the following: 1956 * and be living. Then, it must be one of the following:
2424 * 1) Not a player, 2) A player, but of a different party. Note 1957 * 1) Not a player, 2) A player, but of a different party. Note
2425 * that party_number -1 is no party, so attacks can still happen. 1958 * that party_number -1 is no party, so attacks can still happen.
2426 */ 1959 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1961 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2430 { 1962 {
2431 1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2432 /* If the player hasn't hit something this tick, and does
2433 * so, give them speed boost based on weapon speed. Doing
2434 * it here is better than process_players2, which basically
2435 * incurred a 1 tick offset.
2436 */
2437 if (!op->contr->has_hit)
2438 { 1964 {
2439 op->speed_left += op->speed / op->contr->weapon_sp; 1965 --op->contr->weapon_sp_left;
2440 1966
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 }
2443
2444 skill_attack (mon, op, 0, NULL, NULL); 1967 skill_attack (mon, op, 0, 0, 0);
2445 1968
2446 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is
2449 * the wiz.
2450 */
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 {
2453 short luck = mon->stats.luck;
2454
2455 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL);
2457 mon->stats.luck = luck;
2458 }
2459 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2460 make_visible (op); 1970 make_visible (op);
2461 }
2462 } /* if player should attack something */
2463}
2464 1971
2465int 1972 return true;
1973 }
1974 }
1975
1976 return false;
1977}
1978
1979bool
2466move_player (object *op, int dir) 1980move_player (object *op, int dir)
2467{ 1981{
2468 int pick; 1982 int pick;
2469 1983
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2471 return 0; 1985 return 0;
2472 1986
2473 /* Sanity check: make sure dir is valid */ 1987 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 1988 if ((dir < 0) || (dir >= 9))
2475 { 1989 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 1990 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 1991 return 0;
2478 } 1992 }
2479 1993
2480 /* peterm: added following line */ 1994 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2483 1997
2484 op->facing = dir; 1998 op->facing = dir;
2485 1999
2486 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2487 do_hidden_move (op); 2001 do_hidden_move (op);
2488 2002
2003 bool retval;
2004
2489 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2490 /*nop */ ; 2006 retval = RESULT_INT (0);
2491 else if (op->contr->fire_on) 2007 else if (op->contr->fire_on)
2492 fire (op, dir); 2008 retval = fire (op, dir);
2493 else 2009 else
2494 { 2010 {
2495 move_player_attack (op, dir); 2011 retval = move_player_attack (op, dir);
2496 pick = check_pick (op); 2012 pick = check_pick (op);
2497 } 2013 }
2498 2014
2499 /* Add special check for newcs players and fire on - this way, the 2015 /* Add special check for newcs players and fire on - this way, the
2500 * server can handle repeat firing. 2016 * server can handle repeat firing.
2501 */ 2017 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2018 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2019 op->direction = dir;
2505 }
2506 else 2020 else
2507 {
2508 op->direction = 0; 2021 op->direction = 0;
2509 } 2022
2510 /* Update how the player looks. Use the facing, so direction may 2023 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2024 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2025 * for players.
2513 */ 2026 */
2514 animate_object (op, op->facing); 2027 animate_object (op, op->facing);
2515 return 0; 2028
2029 return retval;
2516} 2030}
2517 2031
2518/* This is similar to handle_player, below, but is only used by the 2032/* This is similar to handle_player, below, but is only used by the
2519 * new client/server stuff. 2033 * new client/server stuff.
2520 * This is sort of special, in that the new client/server actually uses 2034 * This is sort of special, in that the new client/server actually uses
2521 * the new speed values for commands. 2035 * the new speed values for commands.
2522 * 2036 *
2523 * Returns true if there are more actions we can do. 2037 * Returns true if there are more actions we can do. Should not do
2038 * many actions in a row, as that would be too unfair to other
2039 * players.
2524 */ 2040 */
2525int 2041bool
2526handle_newcs_player (object *op) 2042handle_newcs_player (object *op)
2527{ 2043{
2528 if (op->contr->hidden)
2529 {
2530 op->invisible = 1000;
2531 /* the socket code flashes the player visible/invisible
2532 * depending on the value of invisible, so we need to
2533 * alternate it here for it to work correctly.
2534 */
2535 if (pticks & 2)
2536 op->invisible--;
2537 }
2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539 {
2540 op->invisible--;
2541 if (!op->invisible)
2542 {
2543 make_visible (op);
2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2545 }
2546 }
2547
2548 if (QUERY_FLAG (op, FLAG_SCARED)) 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2549 { 2045 {
2550 flee_player (op); 2046 if (op->speed_left > 0.f)
2551 /* If player is still scared, that is his action for this tick */
2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2047 {
2554 op->speed_left--; 2048 --op->speed_left;
2049 flee_player (op);
2050
2555 return 0; 2051 return true;
2556 } 2052 }
2053 else
2054 return false;
2557 } 2055 }
2558
2559 /* I've been seeing crashes where the golem has been destroyed, but
2560 * the player object still points to the defunct golem. The code that
2561 * destroys the golem looks correct, and it doesn't always happen, so
2562 * put this in a a workaround to clean up the golem pointer.
2563 */
2564 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2565 op->contr->ranges[range_golem] = 0;
2566 2056
2567 /* call this here - we also will call this in do_ericserver, but 2057 /* call this here - we also will call this in do_ericserver, but
2568 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2059 * called, so we recheck it here.
2570 */ 2060 */
2571 HandleClient (&op->contr->socket, op->contr); 2061 if (op->contr->ns->handle_command ())
2572 if (op->speed_left < 0)
2573 return 0; 2062 return true;
2574 2063
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2064 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 {
2577 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--;
2579
2580 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff.
2583 */
2584 move_player (op, op->direction); 2065 return move_player (op, op->direction);
2585 if (op->speed_left > 0) 2066
2586 return 1;
2587 else
2588 return 0;
2589 }
2590 return 0; 2067 return false;
2591} 2068}
2592 2069
2593int 2070int
2594save_life (object *op) 2071save_life (object *op)
2595{ 2072{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2073 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2074 return 0;
2600 2075
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2078 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2079 op->play_sound (sound_find ("ob_evaporate"));
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606
2607 if (op->contr)
2608 esrv_del_item (op->contr, tmp->count);
2609 2081
2610 tmp->destroy (); 2082 tmp->destroy ();
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2612 2084
2613 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2614 op->stats.hp = op->stats.maxhp; 2086 op->stats.hp = op->stats.maxhp;
2615 2087
2616 if (op->stats.food < 0) 2088 if (op->stats.food < 0)
2617 op->stats.food = 999; 2089 op->stats.food = 999;
2618 2090
2619 fix_player (op); 2091 op->update_stats ();
2620 return 1; 2092 return 1;
2621 } 2093 }
2094
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2095 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2096 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2097 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2098 return 0;
2626} 2099}
2627 2100
2628/* This goes throws the inventory and removes unpaid objects, and puts them 2101/* This goes throws the inventory and removes unpaid objects, and puts them
2629 * back in the map (location and map determined by values of env). This 2102 * back in the map (location and map determined by values of env). This
2630 * function will descend into containers. op is the object to start the search 2103 * function will descend into containers. op is the object to start the search
2631 * from. 2104 * from.
2632 */ 2105 */
2106static void
2107drop_unpaid_items (object *op, object *env)
2108{
2109 while (op)
2110 {
2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2112
2113 if (QUERY_FLAG (op, FLAG_UNPAID))
2114 op->insert_at (env);
2115 else if (op->inv)
2116 drop_unpaid_items (op->inv, env);
2117
2118 op = next;
2119 }
2120}
2121
2633void 2122void
2634remove_unpaid_objects (object *op, object *env) 2123object::drop_unpaid_items ()
2635{ 2124{
2636 object *next; 2125 if (!flag [FLAG_REMOVED])
2637 2126 ::drop_unpaid_items (inv, this);
2638 while (op)
2639 {
2640 next = op->below; /* Make sure we have a good value, in case
2641 * we remove object 'op'
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0);
2651 }
2652 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env);
2654 op = next;
2655 }
2656} 2127}
2657
2658 2128
2659/* 2129/*
2660 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2663 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2664 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2665 */ 2135 */
2666char * 2136const char *
2667gravestone_text (object *op) 2137gravestone_text (object *op)
2668{ 2138{
2669 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2670 char buf[MAX_BUF];
2671 time_t now = time (NULL);
2672 2140
2673 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2674 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2676 else 2146
2677 sprintf (buf, "%s\n", &op->name); 2147 buf << "\n\n";
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2148
2679 strcat (buf2, buf); 2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2680 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2681 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2682 else 2155
2683 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2684 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf);
2686 if (op->type == PLAYER)
2687 { 2156 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2690 strcat (buf2, buf);
2691 }
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2694 strcat (buf2, buf); 2161 }
2162
2695 return buf2; 2163 return buf;
2696} 2164}
2697
2698
2699 2165
2700void 2166void
2701do_some_living (object *op) 2167do_some_living (object *op)
2702{ 2168{
2703 int last_food = op->stats.food; 2169 int last_food = op->stats.food;
2709 int rate_grace = 2000; 2175 int rate_grace = 2000;
2710 const int max_hp = 1; 2176 const int max_hp = 1;
2711 const int max_sp = 1; 2177 const int max_sp = 1;
2712 const int max_grace = 1; 2178 const int max_grace = 1;
2713 2179
2714 if (op->contr->outputs_sync) 2180 if (op->contr->hidden)
2715 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]);
2719 } 2181 {
2182 op->invisible = 1000;
2183 /* the socket code flashes the player visible/invisible
2184 * depending on the value of invisible, so we need to
2185 * alternate it here for it to work correctly.
2186 */
2187 if (pticks & 2)
2188 op->invisible--;
2189 }
2190 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2191 {
2192 if (!op->invisible--)
2193 {
2194 make_visible (op);
2195 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2196 }
2197 }
2720 2198
2721 if (op->contr->state == ST_PLAYING) 2199 if (op->contr->ns->state == ST_PLAYING)
2722 { 2200 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2201 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2202 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2203 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2204 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2205 else
2729 { 2206 {
2730 gen_hp = op->stats.maxhp; 2207 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2208 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2209 }
2210
2733 if (op->contr->gen_sp >= 0) 2211 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2212 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2213 else
2736 { 2214 {
2737 gen_sp = op->stats.maxsp; 2215 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2216 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2217 }
2218
2740 if (op->contr->gen_grace >= 0) 2219 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2221 else
2743 { 2222 {
2744 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2746 } 2225 }
2747 2226
2748 /* Regenerate Spell Points */
2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2750 {
2751 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2752 if (op->stats.sp < op->stats.maxsp)
2753 {
2754 op->stats.sp++;
2755 /* dms do not consume food */
2756 if (!QUERY_FLAG (op, FLAG_WIZ))
2757 {
2758 op->stats.food--;
2759 if (op->contr->digestion < 0)
2760 op->stats.food += op->contr->digestion;
2761 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2762 op->stats.food = last_food;
2763 }
2764 }
2765 if (max_sp > 1)
2766 {
2767 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0)
2769 {
2770 if (op->stats.sp < op->stats.maxsp)
2771 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--;
2775 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp;
2777 }
2778 op->last_sp = 0;
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2789 }
2790
2791 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2792 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2228 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2793 if (--op->last_grace < 0) 2229 if (--op->last_grace < 0)
2794 { 2230 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2231 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2232 op->stats.grace++; /* no penalty in food for regaining grace */
2233
2797 if (max_grace > 1) 2234 if (max_grace > 1)
2798 { 2235 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2236 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2237 if (over_grace > 0)
2801 { 2238 {
2813 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2814 } 2251 }
2815 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2816 } 2253 }
2817 2254
2255 if (op->stats.food > 0)
2256 {
2818 /* Regenerate Hit Points */ 2257 /* Regenerate Spell Points */
2819 if (--op->last_heal < 0) 2258 if (!op->contr->golem && --op->last_sp < 0)
2820 {
2821 if (op->stats.hp < op->stats.maxhp)
2822 { 2259 {
2823 op->stats.hp++; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2824 /* dms do not consume food */ 2261
2825 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (op->stats.sp < op->stats.maxsp)
2826 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2268 {
2827 op->stats.food--; 2269 op->stats.food--;
2270
2828 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2829 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2830 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2831 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2832 } 2276 }
2833 } 2277
2834 if (max_hp > 1) 2278 if (max_sp > 1)
2835 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0)
2838 { 2279 {
2839 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2280 over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2840 op->last_heal = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2841 } 2298 }
2842 else 2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2843 { 2307 {
2844 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!QUERY_FLAG (op, FLAG_WIZ))
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2845 } 2320 }
2321
2322 if (max_hp > 1)
2323 {
2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2846 } 2333 }
2847 else 2334 else
2848 {
2849 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2850 } 2336 }
2851 } 2337 }
2852 2338
2853 /* Digestion */ 2339 /* Digestion */
2854 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2855 { 2341 {
2856#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2857 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 penalty = max (0, -op->contr->digestion);
2858 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2859#else
2860 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2861#endif
2862 2344
2863 if (op->contr->gen_hp > 0)
2864 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2865 else 2346
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2867 /* dms do not consume food */ 2347 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2349 op->stats.food--;
2870 } 2350 }
2871 }
2872 2351
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2353 {
2875 object *tmp, *flesh = NULL; 2354 object *flesh = 0;
2876 2355
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2878 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2357 {
2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 { 2362 {
2883 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2884 manual_apply (op, tmp, 0); 2365 manual_apply (op, tmp, 0);
2366
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2368 break;
2887 } 2369 }
2888 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2889 flesh = tmp; 2371 flesh = tmp;
2890 } /* End if paid for object */ 2372 }
2891 } /* end of for loop */ 2373
2892 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2893 * eat flesh instead. 2375 * eat flesh instead.
2894 */ 2376 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2378 {
2897 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2898 manual_apply (op, flesh, 0); 2381 manual_apply (op, flesh, 0);
2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2388 }
2389
2390 if (op->stats.food < 0)
2899 } 2391 {
2900 } /* end if player is starving */ 2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2901 2394
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2395 if (op->stats.hp < 0)
2903 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2904 2401
2905 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2402 /* killer should be set here already */
2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2906 kill_player (op); 2404 kill_player (op);
2405 }
2907} 2406}
2908
2909
2910 2407
2911/* If the player should die (lack of hp, food, etc), we call this. 2408/* If the player should die (lack of hp, food, etc), we call this.
2912 * op is the player in jeopardy. If the player can not be saved (not 2409 * op is the player in jeopardy. If the player can not be saved (not
2913 * permadeath, no lifesave), this will take care of removing the player 2410 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2411 * file.
2915 */ 2412 */
2916void 2413void
2917kill_player (object *op) 2414kill_player (object *op)
2918{ 2415{
2919 char buf[MAX_BUF];
2920 int x, y; 2416 int x, y;
2921
2922 //int i;
2923 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2924
2925 /* int z;
2926 int num_stats_lose;
2927 int lost_a_stat;
2928 int lose_this_stat;
2929 int this_stat; */
2930 int will_kill_again; 2418 int will_kill_again;
2931 archetype *at; 2419 archetype *at;
2932 object *tmp; 2420 object *tmp;
2933 2421
2934 if (save_life (op)) 2422 if (save_life (op))
2935 return; 2423 return;
2936 2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find ("poisoning");
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find ("confusion");
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0)
2449 op->stats.food = 999;
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2937 2462
2938 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2939 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2940 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2941 */ 2466 */
2942 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2943 { 2468 {
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2946
2947 /* restore player */
2948 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op);
2950 if (tmp)
2951 {
2952 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 }
2955
2956 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op);
2958 if (tmp)
2959 {
2960 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 }
2963
2964 cure_disease (op, 0); /* remove any disease */
2965 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0)
2967 op->stats.food = 999;
2968 2470
2969 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2473 {
2973 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2974 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2975 sprintf (buf, " This finger has been cut off %s\n"
2976 " the %s, when he was defeated at\n level %d by %s.\n",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2476 tmp->msg = format (
2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2478 &op->name, op->contr->title,
2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2483 tmp->materialname = "organics";
2981 tmp->x = op->x, tmp->y = op->y; 2484 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2485 }
2984 2486
2985 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2988 return; 2492 return;
2989 } 2493 }
2990 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2991 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2992 2499
2993 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2994 2501
2995 if (op->stats.food < 0) 2502 op->contr->play_sound (sound_find ("player_dies"));
2503
2504 /* save the map location for corpse, gravestone */
2505 x = op->x;
2506 y = op->y;
2507 map = op->map;
2508
2509 /* NOT_PERMADEATH code. This basically brings the character back to
2510 * life if they are dead - it takes some exp and a random stat.
2511 * See the config.h file for a little more in depth detail about this.
2512 */
2513
2514 /* Basically two ways to go - remove a stat permanently, or just
2515 * make it depletion. This bunch of code deals with that aspect
2516 * of death.
2517 */
2518#ifndef COZY_SERVER
2519 if (settings.balanced_stat_loss)
2996 { 2520 {
2997 if (op->contr->explore) 2521 /* If stat loss is permanent, lose one stat only. */
2998 { 2522 /* Lower level chars don't lose as many stats because they suffer
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2523 more if they do. */
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2524 /* Higher level characters can afford things such as potions of
3001 op->stats.food = 999; 2525 restoration, or better, stat potions. So we slug them that
3002 return; 2526 little bit harder. */
3003 } 2527 /* GD */
3004 sprintf (buf, "%s starved to death.", &op->name); 2528 if (settings.stat_loss_on_death)
3005 strcpy (op->contr->killer, "starvation"); 2529 num_stats_lose = 1;
2530 else
2531 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3006 } 2532 }
3007 else 2533 else
3008 { 2534 num_stats_lose = 1;
3009 if (op->contr->explore) 2535
3010 { 2536 lost_a_stat = 0;
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2537
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2538 for (z = 0; z < num_stats_lose; z++)
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name);
3017 } 2539 {
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2540 i = rndm (NUM_STATS);
3019 2541
3020 /* save the map location for corpse, gravestone */
3021 x = op->x;
3022 y = op->y;
3023 map = op->map;
3024
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * life if they are dead - it takes some exp and a random stat.
3030 * See the config.h file for a little more in depth detail about this.
3031 */
3032
3033 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect
3035 * of death.
3036 */
3037#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss)
3039 {
3040 /* If stat loss is permanent, lose one stat only. */
3041 /* Lower level chars don't lose as many stats because they suffer
3042 more if they do. */
3043 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */
3046 /* GD */
3047 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2543 {
3049 else 2544 /* Pick a random stat and take a point off it. Tell the player
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2545 * what he lost.
2546 */
2547 change_attr_value (&(op->stats), i, -1);
2548 check_stat_bounds (&(op->stats));
2549 change_attr_value (&(op->contr->orig_stats), i, -1);
2550 check_stat_bounds (&(op->contr->orig_stats));
2551 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2552 lost_a_stat = 1;
3051 } 2553 }
3052 else 2554 else
3053 { 2555 {
3054 num_stats_lose = 1; 2556 /* deplete a stat */
3055 } 2557 archetype *deparch = archetype::find ("depletion");
3056 lost_a_stat = 0; 2558 object *dep;
3057 2559
3058 for (z = 0; z < num_stats_lose; z++) 2560 dep = present_arch_in_ob (deparch, op);
3059 { 2561 if (!dep)
3060 i = RANDOM () % NUM_STATS;
3061
3062 if (settings.stat_loss_on_death)
3063 { 2562 {
3064 /* Pick a random stat and take a point off it. Tell the player 2563 dep = arch_to_object (deparch);
3065 * what he lost. 2564 insert_ob_in_ob (dep, op);
3066 */
3067 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1;
3073 } 2565 }
3074 else 2566 lose_this_stat = 1;
2567 if (settings.balanced_stat_loss)
3075 { 2568 {
3076 /* deplete a stat */ 2569 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2570 /* Get the stat that we're about to deplete. */
3078 object *dep; 2571 this_stat = get_attr_value (&(dep->stats), i);
3079 2572 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2573 {
3083 dep = arch_to_object (deparch); 2574 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2575 int keep_chance = this_stat * this_stat;
3085 } 2576
3086 lose_this_stat = 1; 2577 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0) 2578 if (keep_chance < 1)
2579 keep_chance = 1;
2580
2581 /* There is a maximum depletion total per level. */
2582 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3093 { 2583 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2584 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2585 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2586 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2587 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2588 else
3128 if (this_stat >= -50)
3129 { 2589 {
3130 change_attr_value (&(dep->stats), i, -1); 2590 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 lost_a_stat = 1; 2591 lose_this_stat = 0;
2592 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2593 this_stat, keep_chance, loss_chance,
2594 lose_this_stat?"LOSE":"KEEP"); */
3135 } 2595 }
3136 } 2596 }
3137 } 2597 }
2598
2599 if (lose_this_stat)
2600 {
2601 this_stat = get_attr_value (&dep->stats, i);
2602 /* We could try to do something clever like find another
2603 * stat to reduce if this fails. But chances are, if
2604 * stats have been depleted to -50, all are pretty low
2605 * and should be roughly the same, so it shouldn't make a
2606 * difference.
2607 */
2608 if (this_stat >= -50)
2609 {
2610 change_attr_value (&(dep->stats), i, -1);
2611 SET_FLAG (dep, FLAG_APPLIED);
2612 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2613 op->update_stats ();
2614 lost_a_stat = 1;
2615 }
3138 } 2616 }
2617 }
2618 }
2619
3139 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2621 if (!lost_a_stat)
3141 { 2622 {
3142 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2624 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
3145 2626
3146 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3148 else 2629 else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3150 } 2631 }
3151#else 2632#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3153#endif 2634#endif
3154 2635
3155 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2637 * exp loss on the stone.
3157 */ 2638 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
3160 tmp->name = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
3161 sprintf (buf, "%s's gravestones", &op->name); 2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3162 tmp->name_pl = buf; 2643 &op->name, op->contr->title, op->contr->killer_name ());
3163 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);
3164 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2646
3168 /**************************************/ 2647 /**************************************/
3169 /* */ 2648 /* */
3170 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */
3173 /* */ 2650 /* */
3174 /**************************************/ 2651 /**************************************/
3175 2652
3176 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */
3178 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op);
3180
3181 if (tmp)
3182 {
3183 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 }
3186
3187 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op);
3189 if (tmp)
3190 {
3191 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 }
3194
3195 cure_disease (op, 0); /* remove any disease */
3196
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100)
3200 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2655
3205 /* 2656 /*
3206 * Check to see if the player is in a shop. IF so, then check to see if 2657 * Check to see if the player has any unpaid items. If so, remove them
3207 * the player has any unpaid items. If so, remove them and put them back 2658 * and put them back in the map.
3208 * in the map. 2659 */
3209 */ 2660 op->drop_unpaid_items ();
3210 2661
3211 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op);
3213
3214 /****************************************/ 2662 /****************************************/
3215 /* */ 2663 /* */
3216 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
3218 /* */ 2666 /* */
3219 /****************************************/ 2667 /****************************************/
3220 2668
3221 enter_player_savebed (op); 2669 enter_player_savebed (op);
3222 2670
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2671 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2672
3229 /* it is possible that the player has blown something up 2673 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2674 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2675 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2676 * on the space that might harm the player.
3233 */ 2677 */
3234 will_kill_again = 0; 2678 will_kill_again = 0;
3235 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2679 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3236 if (tmp->type == SPELL_EFFECT) 2680 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2681 will_kill_again |= tmp->attacktype;
3238 2682
3239 if (will_kill_again) 2683 if (will_kill_again)
3240 { 2684 {
3241 object *force; 2685 object *force;
3242 int at; 2686 int at;
3243 2687
3244 force = get_archetype (FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2690 force->speed = 0.1f;
3247 force->speed_left = -5.0; 2691 force->speed_left = -5.f;
3248 SET_FLAG (force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2695 force->resist[at] = 100;
3252 2696
3253 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
3254 fix_player (op); 2698 op->update_stats ();
3255
3256 }
3257
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 { 2699 }
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266 2700
3267 op->contr->party = NULL; 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2702}
3327
3328 2703
3329void 2704void
3330loot_object (object *op) 2705loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
3333 2708
3334 if (op->container) 2709 op->close_container (); /* close open sack first */
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container);
3337 }
3338 2710
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
3340 { 2712 {
3341 next = tmp->below; 2713 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2714
2715 if (tmp->invisible)
3343 continue; 2716 continue;
2717
3344 tmp->remove (); 2718 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3346 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3348 loot_object (tmp); 2723
3349 }
3350 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3351 { 2725 {
3352 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3353 { 2727 {
3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3355 tmp2->destroy ();
3356 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3357 } 2730 }
3358 else 2731 else
3359 tmp->destroy (); 2732 tmp->destroy ();
3360 } 2733 }
3366/* 2739/*
3367 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3368 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
3369 * was changed. 2742 * was changed.
3370 */ 2743 */
3371
3372void 2744void
3373fix_weight (void) 2745fix_weight (void)
3374{ 2746{
3375 player *pl; 2747 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 2748 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3380 2750
3381 if (old == sum) 2751 pl->ob->update_weight ();
3382 continue; 2752
3383 fix_player (pl->ob); 2753 if (old != pl->ob->carrying)
2754 {
2755 pl->ob->update_stats ();
3384 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3385 } 2758 }
3386} 2759}
3387 2760
3388void 2761void
3389fix_luck (void) 2762fix_luck (void)
3390{ 2763{
3391 player *pl; 2764 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 2765 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 2766 pl->ob->change_luck (0);
3396} 2767}
3397
3398 2768
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3402 */ 2772 */
3403
3404void 2773void
3405cast_dust (object *op, object *throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3406{ 2775{
3407 object *skop, *spob; 2776 object *skop, *spob;
3408 2777
3435} 2804}
3436 2805
3437void 2806void
3438make_visible (object *op) 2807make_visible (object *op)
3439{ 2808{
3440 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3441 op->invisible = 0; 2810 op->invisible = 0;
2811
3442 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3443 { 2813 {
3444 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3445 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3446 } 2816 }
2817
3447 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3448} 2819}
3449 2820
3450int 2821int
3451is_true_undead (object *op) 2822is_true_undead (object *op)
3452{ 2823{
3453 object *tmp = NULL;
3454
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3456 return 1; 2825 return 1;
3457 2826
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 2827 return 0;
3464} 2828}
3465 2829
3466/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3468 * indicate greater hideability. 2832 * indicate greater hideability.
3469 */ 2833 */
3470
3471int 2834int
3472hideability (object *ob) 2835hideability (object *ob)
3473{ 2836{
3474 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3475 sint16 x, y; 2838 sint16 x, y;
3476 2839
3477 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3478 return 0; 2841 return 0;
3479 2842
3480 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3481 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3482 2845
3483 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3484 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3485 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3486 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3487 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3488 2851
3489 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3490 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3491 { 2856 {
3492 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3493 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3494 {
3495 continue; 2859 continue;
3496 } 2860
3497 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3498 level += 2; 2862 level += 2;
3499 else /* open terrain! */ 2863 else /* open terrain! */
3500 level -= 1; 2864 level -= 1;
3501 } 2865 }
3509/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3510 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3511 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3512 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3513 */ 2877 */
3514
3515void 2878void
3516do_hidden_move (object *op) 2879do_hidden_move (object *op)
3517{ 2880{
3518 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3519 object *skop;
3520 2882
3521 if (!op || !op->map) 2883 if (!op || !op->map)
3522 return; 2884 return;
3523 2885
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3525 2888
3526 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3527 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3530 { 2892 {
3531 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3532 make_visible (op); 2894 make_visible (op);
3533 return; 2895 return;
3534 } 2896 }
3535 else 2897 else
3536 num += 20; 2898 num += 20;
3537 } 2899
3538 num += op->map->difficulty; 2900 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 2902 num -= hide;
2903
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 2905 {
3543 make_visible (op); 2906 make_visible (op);
2907
3544 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3545 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3546 } 2910 }
3547 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3548 {
3549 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3550 }
3551} 2913}
3552 2914
3553/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3554 2916
3555int 2917int
3582 if (mflags & P_OUT_OF_MAP) 2944 if (mflags & P_OUT_OF_MAP)
3583 continue; 2945 continue;
3584 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585 continue; 2947 continue;
3586 2948
3587 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3588 { 2950 {
3589 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3590 return 1; 2952 return 1;
3591 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3592 { 2954 {
3603 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3604 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3605 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3606 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3607 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3608 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3609 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3610 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3611 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3612 * -b.t. 2974 * -b.t.
3613 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3614 */ 2976 */
3615
3616int 2977int
3617player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3618{ 2979{
3619 rv_vector rv; 2980 rv_vector rv;
3620 int dx, dy; 2981 int dx, dy;
3622 if (pl->type != PLAYER) 2983 if (pl->type != PLAYER)
3623 { 2984 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 2986 return -1;
3626 } 2987 }
2988
3627 if (!pl || !op) 2989 if (!pl || !op)
3628 return 0; 2990 return 0;
3629 2991
3630 if (op->head)
3631 {
3632 op = op->head; 2992 op = op->head_ ();
3633 } 2993
3634 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3635 2995
3636 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 2997 * through the object and find if it has any
3638 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3639 * a blocked los square. 2999 * a blocked los square.
3640 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3641 */ 3001 */
3642 while (op) 3002 while (op)
3643 { 3003 {
3644 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3645 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3646 3006
3647 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3648 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values.
3650 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3654 return 1; 3008 return 1;
3009
3655 op = op->more; 3010 op = op->more;
3656 } 3011 }
3012
3657 return 0; 3013 return 0;
3658} 3014}
3659 3015
3660/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3661 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3662 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3663 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3664 * return 0. 3020 * return 0.
3665 */ 3021 */
3666int 3022int
3667action_makes_visible (object *op) 3023action_makes_visible (object *op)
3668{ 3024{
3669
3670 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3671 { 3026 {
3672 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3673 return 0; 3034 return 0;
3035 }
3674 3036
3675 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3676 return 0; 3038 return 0;
3677 3039
3678 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3679 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3680 { 3042 {
3681 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3682 return 1; 3044 return 1;
3683 } 3045 }
3684 } 3046 }
3047
3685 return 0; 3048 return 0;
3686} 3049}
3687 3050
3688/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3689 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3694 * Default is to do the same as before, so only people wanting to have different points need worry about this 3057 * Default is to do the same as before, so only people wanting to have different points need worry about this
3695 */ 3058 */
3696int 3059int
3697op_on_battleground (object *op, int *x, int *y) 3060op_on_battleground (object *op, int *x, int *y)
3698{ 3061{
3699 object *tmp;
3700
3701 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3702 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3063 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3703 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3704 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3705 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3706 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3707 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3708 { 3069 {
3709 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3710 { 3071 {
3711 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3712 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3073 && tmp->type == BATTLEGROUND
3074 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp))
3713 { 3076 {
3714 /*before we assign the exit, check if this is a teambattle */ 3077 /* before we assign the exit, check if this is a teambattle */
3715 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3078 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3716 { 3079 {
3717 object *invtmp;
3718
3719 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3720 { 3081 {
3721 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3722 { 3083 {
3723 if (x != NULL && y != NULL) 3084 if (x && y)
3724 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3725 return 1; 3087 return 1;
3726 } 3088 }
3727 } 3089 }
3728 } 3090 }
3091
3729 if (x != NULL && y != NULL) 3092 if (x && y)
3730 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3731 return 1; 3095 return 1;
3732 } 3096 }
3733 } 3097 }
3734 } 3098 }
3099
3735 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3736 return 0; 3101 return 0;
3737} 3102}
3738 3103
3739/* 3104/*
3755 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3756 int i = 0, j = 0; 3121 int i = 0, j = 0;
3757 3122
3758 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3759 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3760 trlist = find_treasurelist ("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3761 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3762 trlist = find_treasurelist ("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3763 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3764 trlist = find_treasurelist ("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3765 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3766 trlist = find_treasurelist ("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3767 3132
3768 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3769 return; 3134 return;
3770 3135
3771 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3136 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3772 3137
3773 if (tr == NULL || tr->item == NULL) 3138 if (!tr || !tr->item)
3774 { 3139 {
3775 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3140 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3776 return; 3141 return;
3777 } 3142 }
3778 3143
3779 /* everything seems okay - now bring on the gift: */ 3144 /* everything seems okay - now bring on the gift: */
3780 item = &(tr->item->clone); 3145 item = tr->item;
3781 3146
3782 if (item->type == SPELL) 3147 if (item->type == SPELL)
3783 { 3148 {
3784 if (check_spell_known (who, item->name)) 3149 if (check_spell_known (who, item->name))
3785 return; 3150 return;
3844 { 3209 {
3845 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3211 object *skin;
3847 3212
3848 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3849 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3214 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3215 ;
3216
3850 if (skin == NULL) 3217 if (!skin)
3851 return; 3218 return;
3852 3219
3853 /* adding new spellpath attunements */ 3220 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3221 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3222 {
3887 else 3254 else
3888 { 3255 {
3889 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3890 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3891 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3892 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3893 if (who->type == PLAYER)
3894 esrv_send_item (who, tmp);
3895 } 3260 }
3896} 3261}
3897 3262
3898/** 3263/**
3899 * Unready an object for a player. This function does nothing if the object was 3264 * Unready an object for a player. This function does nothing if the object was
3900 * not readied. 3265 * not readied.
3901 */ 3266 */
3902void 3267void
3903player_unready_range_ob (player *pl, object *ob) 3268player_unready_range_ob (player *pl, object *ob)
3904{ 3269{
3905 rangetype i; 3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3906 3272
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3273 if (pl->combat_ob == ob)
3908 { 3274 pl->combat_ob = 0;
3275
3909 if (pl->ranges[i] == ob) 3276 if (pl->ranged_ob == ob)
3910 { 3277 pl->ranged_ob = 0;
3911 pl->ranges[i] = NULL;
3912 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none;
3915 }
3916 }
3917 }
3918} 3278}
3279
3280sint8
3281player::darkness_at (maptile *map, int x, int y) const
3282{
3283 if (!ns)
3284 return LOS_BLOCKED;
3285
3286 int dx, dy;
3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3288 return LOS_BLOCKED;
3289
3290 x += dx - ns->current_x;
3291 y += dy - ns->current_y;
3292
3293 return blocked_los (x, y);
3294}
3295
3296void
3297player::infobox (const char *title, const char *msg, int color)
3298{
3299 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3300}
3301
3302void
3303player::statusmsg (const char *msg, int color)
3304{
3305 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3306}
3307
3308void
3309player::failmsg (const char *msg, int color)
3310{
3311 play_sound (sound_find ("generic_failure"));
3312 statusmsg (msg, color);
3313}
3314

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