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Comparing deliantra/server/server/player.C (file contents):
Revision 1.50 by elmex, Wed Dec 20 10:31:00 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#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100
101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete (fp, comp);
103}
104
105void
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
178 }
179 strncat (news + size, buf, HUGE_BUF - size);
180 size += strlen (buf);
181 }
182 }
183
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296 37
297/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
298static void 39static void
299set_first_map (object *op) 40set_first_map (object *op)
300{ 41{
301 strcpy (op->contr->maplevel, first_map_path); 42 op->contr->maplevel = first_map_path;
302 op->x = -1; 43 op->x = -1;
303 op->y = -1; 44 op->y = -1;
304 enter_exit (op, 0);
305} 45}
306 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
307/* Tries to add player on the connection passwd in ns. 272/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 273 * All we can really get in this is some settings like host and display
309 * mode. 274 * mode.
310 */ 275 */
311 276player *
312int 277player::create ()
313add_player (client *ns)
314{ 278{
315 player *p = new player; 279 player *pl = new player;
316 280
317 p->socket = ns; 281 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 282
320 p->next = first_player; 283 pl->ob->roll_stats ();
321 first_player = p; 284 pl->ob->stats.wc = 2;
285 pl->ob->run_away = 25; /* Then we panick... */
322 286
323 p = get_player (p);
324
325 set_first_map (p->ob); 287 set_first_map (pl->ob);
326 288
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 289 return pl;
335} 290}
336 291
337/* 292/*
338 * get_player_archetype() return next player archetype from archetype 293 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 294 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
341 */ 296 */
342archetype * 297archetype *
343get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
344{ 299{
345 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);
346 307
347 for (;;) 308 for (;;)
348 { 309 {
349 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
350 at = first_archetype; 311 i = archetypes.begin ();
351 else 312 else if (*i == at)
352 at = at->next; 313 cleanup ("not a single player archetype found");
353 314
354 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
355 return at; 316 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 317 }
363} 318}
364 319
365object * 320object *
366get_nearest_player (object *mon) 321get_nearest_player (object *mon)
367{ 322{
368 object *op = NULL; 323 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 324 objectlink *ol;
371 unsigned lastdist; 325 unsigned lastdist;
372 rv_vector rv; 326 rv_vector rv;
373 327
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 329 {
376 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop.
380 */
381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
383 object *tmp = ol->ob;
384
385 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared.
387 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389 ol = ol->next;
390 remove_friendly_object (tmp);
391 if (!ol)
392 return op;
393 }
394
395 /* Remove special check for player from this. First, it looks to cause
396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
397 * complicated method of state checking would be needed in any case -
398 * as it was, a clever player could type quit, and the function would
399 * skip them over while waiting for confirmation. Remove
400 * on_same_map check, as can_detect_enemy also does this
401 */
402 if (!can_detect_enemy (mon, ol->ob, &rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue; 331 continue;
404 332
405 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
406 { 334 {
407 op = ol->ob; 335 op = ol->ob;
408 lastdist = rv.distance; 336 lastdist = rv.distance;
409 } 337 }
410 } 338 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 339
412 { 340 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 341 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 342 if (lastdist > rv.distance)
417 { 343 {
418 op = pl->ob; 344 op = pl->ob;
419 lastdist = rv.distance; 345 lastdist = rv.distance;
420 } 346 }
421 } 347
422 }
423#if 0 348#if 0
424 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)");
425#endif 350#endif
426 return op; 351 return op;
427} 352}
445 * circling behaviour. Unfortunately, this function is also used to determined 370 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 371 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 372 * is probably not a good thing.
448 */ 373 */
449#define MAX_SPACES 50 374#define MAX_SPACES 50
450
451 375
452/* 376/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 377 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 378 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 379 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 410 x = mon->x;
487 y = mon->y; 411 y = mon->y;
488 m = mon->map; 412 m = mon->map;
489 dir = rv.direction; 413 dir = rv.direction;
490 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 */
491 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
492 /* 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. */
493 if (diff > max) 418 if (diff > max)
494 return 0; 419 return 0;
420
495 while (diff > 1 && max > 0) 421 while (diff > 1 && max > 0)
496 { 422 {
497 lastx = x; 423 lastx = x;
498 lasty = y; 424 lasty = y;
499 lastmap = m; 425 lastmap = m;
581 max--; 507 max--;
582 lastdir = dir; 508 lastdir = dir;
583 if (!firstdir) 509 if (!firstdir)
584 firstdir = dir; 510 firstdir = dir;
585 } 511 }
512
586 if (diff <= 1) 513 if (diff <= 1)
587 { 514 {
588 /* Recalculate diff (distance) because we may not have actually 515 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 516 * headed toward player for entire distance.
590 */ 517 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 520 }
521
594 if (diff > max) 522 if (diff > max)
595 return 0; 523 return 0;
596 } 524 }
525
597 /* 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 */
598 if (!max) 527 if (!max)
599 return 0; 528 return 0;
600 529
601 return firstdir; 530 return firstdir;
602} 531}
603 532
604void 533void
605give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
606{ 535{
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL) 536 if (pl->randomitems)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611 538
612 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
613 { 540 {
614 next = op->below; 541 next = op->below;
615 542
616 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
617 * 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
622 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
623 * by this player due to race restrictions 550 * by this player due to race restrictions
624 */ 551 */
625 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
626 { 553 {
627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
628 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
629 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
630 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
631 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))
632 { 561 {
633 op->destroy (); 562 op->destroy ();
634 continue; 563 continue;
635 } 564 }
636 } 565 }
637 566
638 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
639 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
640 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */ 570 */
644 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
645 { 572 {
646 object *tmp;
647
648 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 { 575 {
654 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
656 continue; 579 break;
657 } 580 }
658 581
659 if (op->nrof > 1) 582 if (op->nrof > 1)
660 op->nrof = 1; 583 op->nrof = 1;
661 } 584 }
662 585
663 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
664 {
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667 588
668 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
669 * 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
670 * merged properly. 591 * merged properly.
671 */ 592 */
672 if (need_identify (op)) 593 if (need_identify (op))
673 { 594 {
674 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
675 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
676 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
677 } 598 }
599
678 if (op->type == SPELL) 600 if (op->type == SPELL)
679 { 601 {
680 op->destroy (); 602 op->destroy ();
681 continue; 603 continue;
682 } 604 }
684 { 606 {
685 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
686 op->stats.exp = 0; 608 op->stats.exp = 0;
687 op->level = 1; 609 op->level = 1;
688 } 610 }
689 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
690 else
691 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
692 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
693 614
694 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
695 link_player_skills (pl); 616 pl->contr->link_skills ();
696}
697
698void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779} 617}
780 618
781void 619void
782get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
783{ 621{
784 if (party == NULL) 622 if (party == NULL)
785 { 623 {
786 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);
787 return; 625 return;
788 } 626 }
627
789 op->contr->write_buf[0] = '\0'; 628 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 629 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 630 op->contr->party_to_join = party;
792 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:");
793} 632}
794
795 633
796/* 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. */
797int 635static int
798roll_stat (void) 636roll_stat (void)
799{ 637{
800 int a[4], i, j, k; 638 int a[4], i, j, k;
801 639
802 for (i = 0; i < 4; i++) 640 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 641 a[i] = (int) rndm (6) + 1;
804 642
805 for (i = 0, j = 0, k = 7; i < 4; i++) 643 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 644 if (a[i] < k)
807 k = a[i], j = i; 645 k = a[i], j = i;
808 646
809 for (i = 0, k = 0; i < 4; i++) 647 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 648 if (i != j)
812 k += a[i]; 649 k += a[i];
813 } 650
814 return k; 651 return k;
815} 652}
816 653
817void 654void
818roll_stats (object *op) 655object::roll_stats ()
819{ 656{
657 int statsort [NUM_STATS];
658
659 for (;;)
660 {
820 int sum = 0; 661 int sum = 0;
821 int i = 0, j = 0; 662 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 663 sum += statsort [i] = roll_stat ();
823 664
824 do 665 if (sum >= 82 && sum <= 116)
666 break;
825 { 667 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 668
837 /* Sort the stats so that rerolling is easier... */ 669 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 671
846 /* a quick and dirty bubblesort? */ 672 for (int i = 0; i < NUM_STATS; ++i)
847 do 673 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 674
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 675 stats.exp = 0;
882 op->stats.ac = 0; 676 stats.ac = 0;
883 677
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 678 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 679 stats.sp = stats.maxsp;
891 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
892 op->contr->orig_stats = op->stats; 688 contr->orig_stats = stats;
689 }
893} 690}
894 691
895void 692void
896Roll_Again (object *op) 693object::swap_stats (int a, int b)
897{ 694{
898 esrv_new_player (op->contr, 0); 695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 696
903void 697 for (int i = 0; i < NUM_STATS; ++i)
904Swap_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)
905{ 724{
906 signed char tmp;
907 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
908 726
909 if (op->contr->Swap_First == -1) 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf);
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 729}
1024 730
1025/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
1029 * not the class. 735 * not the class.
1030 */ 736 */
1031 737void
1032int 738player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 739{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 741 esrv_new_player (ob->contr);
1049 742
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 744 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
1053 746
1054 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
1056 749
1057 op->contr->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
1058 751
1059 if (op->msg) 752 if (ob->msg)
1060 op->msg = NULL; 753 ob->msg = 0;
1061 754
1062 /* We create this now because some of the unique maps will need it
1063 * to save here.
1064 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf);
1067
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 755 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 757 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op);
1075 esrv_send_inventory (op, op); 758 esrv_send_inventory (ob, ob);
1076 fix_player (op); 759 ob->update_stats ();
1077 760
1078 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
1079 * is one for this race 762 * is one for this race
1080 */ 763 */
1081 if (*first_map_ext_path) 764 if (*first_map_ext_path)
1082 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1083 object *tmp;
1084 char mapname[MAX_BUF];
1085
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1087 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the
1093 * default initial map */
1094 tmp->destroy ();
1095 }
1096 else 766 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
768}
1098 769
1099 return 0; 770void
1100 } 771player::chargen_race_next ()
1101 772{
1102 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
1104 */ 775 */
1105 776
1106 tmp_loop = 0; 777 do
1107 while (!tmp_loop)
1108 { 778 {
1109 shstr name = op->name; 779 shstr name = ob->name;
1110 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
1111 781
1112 remove_statbonus (op); 782 ob->remove_statbonus ();
1113 op->remove (); 783 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 784 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 785 ob->arch->copy_to (ob);
1116 op->instantiate (); 786 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 788 ob->name = ob->name_pl = name;
1119 op->x = x; 789 ob->x = x;
1120 op->y = y; 790 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 793 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 794 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 795 }
796 while (!allowed_class (ob));
1127 797
1128 update_object (op, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 799 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 800 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 803 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 804}
1190 805
1191void 806void
1192flee_player (object *op) 807flee_player (object *op)
1193{ 808{
1199 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
1201 return; 816 return;
1202 } 817 }
1203 818
1204 if (op->enemy == NULL) 819 if (!op->enemy)
1205 { 820 {
1206 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
1207 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
1208 return; 823 return;
1209 } 824 }
1210 825
1211 /* Seen some crashes here. Since we don't store an
1212 * op->enemy_count, it is possible that something destroys the
1213 * actual enemy, and the object is recycled.
1214 */
1215 if (op->enemy->map == NULL)
1216 {
1217 CLEAR_FLAG (op, FLAG_SCARED);
1218 op->enemy = NULL;
1219 return;
1220 }
1221
1222 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))
1223 { 827 {
1224 op->enemy = NULL; 828 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 830 return;
1229 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1230 834
1231 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1233 { 837 {
1234 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1235 839
1236 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)))
1237 return; 841 return;
1238 } 842 }
1239 843
1240 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 846 op->enemy = NULL;
1243} 847}
1244 848
1245
1246/* 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.
1247 * 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
1248 * stop. 851 * stop.
1249 */ 852 */
1250int 853int
1251check_pick (object *op) 854check_pick (object *op)
1252{ 855{
1253 object *tmp, *next; 856 object *tmp, *next;
1254 int stop = 0; 857 int stop = 0;
1255 int j, k, wvratio; 858 int wvratio;
1256 char putstring[128], tmpstr[16];
1257 859
1258 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1260 return 1; 862 return 1;
1261 863
1262 next = op->below; 864 next = op->below;
1263 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1264 /* 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
1265 * destroyed */ 870 * destroyed */
1266 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1267 { 872 {
1268 tmp = next; 873 tmp = next;
1269 next = tmp->below; 874 next = tmp->below;
1270 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1271 if (op->destroyed ()) 882 if (op->destroyed ())
1272 return 0; 883 return 0;
1273 884
1274 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1275 continue; 886 continue;
1276 887
1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1278 { 889 {
1279 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1280 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1281 continue; 893 continue;
1282 } 894 }
1283 895
1284 /* 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? */
1285 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1286 { 958 {
1287 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)
1288 { 1018 {
1289 case 0: 1019 CHK_PICK_PICKUP;
1290 return 1; /* don't pick up */ 1020 continue;
1291 case 1:
1292 pick_up (op, tmp);
1293 return 1;
1294 case 2:
1295 pick_up (op, tmp);
1296 return 0;
1297 case 3:
1298 return 0; /* stop before pickup */
1299 case 4:
1300 pick_up (op, tmp);
1301 break;
1302 case 5:
1303 pick_up (op, tmp);
1304 stop = 1;
1305 break;
1306 case 6:
1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1308 pick_up (op, tmp);
1309 break;
1310
1311 case 7:
1312 if (tmp->type == MONEY || tmp->type == GEM)
1313 pick_up (op, tmp);
1314 break;
1315
1316 default:
1317 /* use value density */
1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1320 pick_up (op, tmp);
1321 } 1021 }
1322 } 1022 }
1323 else 1023
1324 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1325 /* NEW pickup handling */
1326 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1327 { 1027 {
1328 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1329 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 }
1366 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for
1371 * example.
1372 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#>
1375 */
1376
1377 /* the first two modes are exclusive: if NOTHING we return, if
1378 * STOP then we stop. All the rest are applied sequentially,
1379 * meaning if any test passes, the item gets picked up. */
1380
1381 /* if mode is set to pick nothing up, return */
1382
1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1385
1386 /* if mode is set to stop when encountering objects, return */
1387 /* take STOP before INHIBIT since it doesn't actually pick
1388 * anything up */
1389
1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1392
1393 /* useful for going into stores and not losing your settings... */
1394 /* and for battles wher you don't want to get loaded down while
1395 * fighting */
1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1398
1399 /* prevent us from turning into auto-thieves :) */
1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue; 1029 continue;
1030 }
1402 1031
1403 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1404 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;
1405 continue; 1037 continue;
1038 }
1406 1039
1407 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1408 /* 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
1409 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1410 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"))
1411 { 1111 {
1412 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1413 continue; 1113 continue;
1414 } 1114 }
1115 }
1415 1116
1117 /* misc stuff that's useful */
1416 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1418 { 1120 {
1419 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1420 continue; 1122 continue;
1421 } 1123 }
1422 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1423 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1424 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
1425 { 1132 */
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1430 /* spellbooks, skillscrolls and normal books/scrolls */
1431 if (op->contr->mode & PU_SPELLBOOK)
1432 if (tmp->type == SPELLBOOK)
1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1438 if (op->contr->mode & PU_SKILLSCROLL)
1439 if (tmp->type == SKILLSCROLL)
1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1445 if (op->contr->mode & PU_READABLES)
1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 /* wands/staves/rods/horns */
1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1460 /* pick up all magical items */
1461 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1462 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)
1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1467
1468 if (op->contr->mode & PU_VALUABLES)
1469 { 1135 {
1470 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1471 { 1139 {
1472 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1473 continue;
1474 } 1141 }
1475 }
1476
1477 /* rings & amulets - talismans seems to be typed AMULET */
1478 if (op->contr->mode & PU_JEWELS)
1479 if (tmp->type == RING || tmp->type == AMULET)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1493 /* bows and arrows. Bows are good for selling! */
1494 if (op->contr->mode & PU_BOW)
1495 if (tmp->type == BOW)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 if (op->contr->mode & PU_ARROW)
1502 if (tmp->type == ARROW)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1508 /* all kinds of armor etc. */
1509 if (op->contr->mode & PU_ARMOUR)
1510 if (tmp->type == ARMOUR)
1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1516 if (op->contr->mode & PU_HELMET)
1517 if (tmp->type == HELMET)
1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1523 if (op->contr->mode & PU_SHIELD)
1524 if (tmp->type == SHIELD)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_BOOTS)
1531 if (tmp->type == BOOTS)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_GLOVES)
1538 if (tmp->type == GLOVES)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 if (op->contr->mode & PU_CLOAK)
1545 if (tmp->type == CLOAK)
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 /* hoping to catch throwing daggers here */
1552 if (op->contr->mode & PU_MISSILEWEAPON)
1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1558
1559 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON)
1561 {
1562 if (tmp->type == WEAPON && tmp->name != NULL)
1563 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1566 {
1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1572 if (tmp->type == WEAPON && tmp->name == NULL)
1573 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1575 {
1576 pick_up (op, tmp);
1577 continue;
1578 }
1579 }
1580 }
1581
1582 /* misc stuff that's useful */
1583 if (op->contr->mode & PU_KEY)
1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1589
1590 /* any of the last 4 bits set means we use the ratio for value
1591 * pickups */
1592 if (op->contr->mode & PU_RATIO)
1593 {
1594 /* use value density to decide what else to grab */
1595 /* >=7 was >= op->contr->mode */
1596 /* >=7 is the old standard setting. Now we take the last 4 bits
1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1600 {
1601 pick_up (op, tmp);
1602#if 0
1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1604 if (tmp->name != NULL)
1605 {
1606 fprintf (stderr, "%s", tmp->name);
1607 }
1608 else 1142 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1611 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))));
1612#endif 1146#endif
1147 CHK_PICK_PICKUP;
1613 continue; 1148 continue;
1614 }
1615 } 1149 }
1616 } /* the new pickup model */ 1150 } /* the new pickup model */
1617 } 1151 }
1618 1152
1619 return !stop; 1153 return !stop;
1625 * found object is returned. 1159 * found object is returned.
1626 */ 1160 */
1627object * 1161object *
1628find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1629{ 1163{
1630 object *tmp = NULL;
1631
1632 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type);
1635 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);
1636 return op; 1173 return arrow;
1174 }
1175
1637 return tmp; 1176 return 0;
1638} 1177}
1639 1178
1640/* 1179/*
1641 * 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
1642 * 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
1643 * 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
1644 * 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.
1645 */ 1184 */
1646
1647object * 1185object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1649{ 1187{
1650 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1652 1190
1653 if (!type) 1191 if (!type)
1657 { 1195 {
1658 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))
1659 { 1197 {
1660 i = 0; 1198 i = 0;
1661 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1662 if (i > betterby) 1201 if (i > betterby)
1663 { 1202 {
1664 tmp = ntmp; 1203 tmp = ntmp;
1665 betterby = i; 1204 betterby = i;
1666 } 1205 }
1667 } 1206 }
1668 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1669 { 1208 {
1670 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1672 { 1211 {
1673 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1674 { 1213 {
1675 *better = 100; 1214 *better = 100;
1676 return arrow; 1215 return arrow;
1684 else 1223 else
1685 { 1224 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1226 {
1688 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 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)
1691 { 1230 {
1692 tmp = arrow; 1231 tmp = arrow;
1693 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;
1694 } 1233 }
1695 } 1234 }
1235
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1237 {
1698 tmp = arrow; 1238 tmp = arrow;
1699 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1700 } 1240 }
1241
1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1702 { 1243 {
1703 tmp = arrow; 1244 tmp = arrow;
1704 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1705 } 1246 }
1706 } 1247 }
1707 } 1248 }
1708 } 1249 }
1250
1709 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1710 return find_arrow (op, type); 1252 return find_arrow (op, type);
1711 1253
1712 *better = betterby; 1254 *better = betterby;
1713 return tmp; 1255 return tmp;
1717 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1260 * op = the shooter
1719 * type = bow->race 1261 * type = bow->race
1720 * dir = fire direction 1262 * dir = fire direction
1721 */ 1263 */
1722
1723object * 1264object *
1724pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1725{ 1266{
1726 object *tmp = NULL; 1267 object *tmp = NULL;
1727 maptile *m; 1268 maptile *m;
1728 int i, mflags, found, number; 1269 int i, mflags, found, number;
1729 sint16 x, y; 1270 sint16 x, y;
1744 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1745 { 1286 {
1746 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1747 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1748 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 { 1292 {
1751 tmp = NULL; 1293 tmp = 0;
1752 break; 1294 break;
1753 } 1295 }
1754 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)
1755 { 1297 {
1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1757 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1758 */ 1300 */
1759 tmp = NULL; 1301 tmp = 0;
1760 break; 1302 break;
1761 } 1303 }
1304
1762 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1763 {
1764 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)
1765 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1766 {
1767 found++;
1768 break;
1769 }
1770 if (found)
1771 break; 1308 break;
1772 }
1773 } 1309 }
1774 if (tmp == NULL) 1310
1311 if (!tmp)
1775 return find_arrow (op, type); 1312 return find_arrow (op, type);
1776 1313
1777 if (tmp->head) 1314 if (tmp->head)
1778 tmp = tmp->head; 1315 tmp = tmp->head;
1779 1316
1792 */ 1329 */
1793int 1330int
1794fire_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)
1795{ 1332{
1796 object *left, *bow; 1333 object *left, *bow;
1797 int bowspeed, mflags; 1334 int mflags;
1798 maptile *m; 1335 maptile *m;
1799 1336
1800 if (!dir) 1337 if (!dir)
1801 { 1338 {
1802 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!");
1803 return 0; 1340 return 0;
1804 } 1341 }
1805 1342
1806 if (op->type == PLAYER) 1343 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1344 bow = op->current_weapon;
1808 else 1345 else
1809 { 1346 {
1810 for (bow = op->inv; bow; bow = bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1811 /* 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
1812 * 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.
1817 if (!bow) 1354 if (!bow)
1818 { 1355 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1357 return 0;
1821 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1822 } 1362 }
1823 1363
1824 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1825 { 1365 {
1826 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);
1827 return 0; 1367 return 0;
1828 } 1368 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1369
1839 if (arrow == NULL) 1370 if (arrow == NULL)
1840 { 1371 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1373 {
1843 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1844 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);
1845 /* 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 */
1846 else 1377 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1848 return 0; 1380 return 0;
1849 } 1381 }
1850 } 1382 }
1851 1383
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1860 } 1392 }
1861 1393
1862 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1863 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1864 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1865 arrow->destroy (); 1398 arrow->destroy ();
1866 return 0; 1399 return 0;
1867 } 1400 }
1868 1401
1869 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1870 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1871 if (!arrow) 1404 if (!arrow)
1872 { 1405 {
1873 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);
1874 return 0; 1407 return 0;
1875 } 1408 }
1876 1409
1877 arrow->set_owner (op); 1410 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1411 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1412 arrow->direction = dir;
1881 arrow->x = sx; 1413
1882 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;
1883 1444
1884 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1885 { 1446 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1919 } 1454 }
1920 else 1455 else
1921 { 1456 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1457 arrow->level = op->level;
1924 } 1458 arrow->stats.wc -= bow->magic;
1925 1459
1926 if (arrow->attacktype == AT_PHYSICAL) 1460 if (!arrow->slaying)
1461 arrow->slaying = bow->slaying;
1462
1927 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1464 }
1928 1465
1929 if (bow->slaying) 1466 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1468
1932 arrow->map = m; 1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1472
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1937 insert_ob_in_map (arrow, m, op, 0); 1474 m->insert (arrow, sx, sy, op);
1938 1475
1939 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1477 move_arrow (arrow);
1941
1942 if (op->type == PLAYER)
1943 {
1944 if (left->destroyed ())
1945 esrv_del_item (op->contr, left->count);
1946 else
1947 esrv_send_item (op, left);
1948 }
1949 1478
1950 return 1; 1479 return 1;
1951} 1480}
1952 1481
1953/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1958 * hence the function name. 1487 * hence the function name.
1959 */ 1488 */
1960int 1489int
1961player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1962{ 1491{
1963 int ret = 0, wcmod = 0; 1492 int ret;
1964 1493
1965 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1966 { 1495 {
1967 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);
1968 } 1497 }
1969 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)
1970 { 1499 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1972 wcmod = -1;
1973 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);
1974 } 1502 }
1975 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1976 { 1504 {
1977 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);
1978 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)]);
1979 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)]);
1980 } 1508 }
1981 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1510 {
1983 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);
1984 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);
1985 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);
1986
1987 } 1514 }
1988 else 1515 else
1989 { 1516 {
1990 /* Simple case */ 1517 /* Simple case */
1991 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);
1992 } 1519 }
1520
1993 return ret; 1521 return ret;
1994} 1522}
1995
1996 1523
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
1999 */ 1526 */
2000void 1527void
2001fire_misc_object (object *op, int dir) 1528fire_misc_object (object *op, int dir)
2002{ 1529{
2003 object *item; 1530 object *item = op->contr->ranged_ob;
2004 1531
2005 if (!op->contr->ranges[range_misc]) 1532 if (!item)
2006 { 1533 {
2007 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.");
2008 return; 1535 return;
2009 } 1536 }
2010 1537
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1538 if (!item->inv)
2013 { 1539 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1541 return;
2016 } 1542 }
1543
1544 if (!op->change_weapon (item))
1545 return;
1546
2017 if (item->type == WAND) 1547 if (item->type == WAND)
2018 { 1548 {
2019 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
2020 { 1550 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1553
2023 return; 1554 return;
2024 } 1555 }
2025 } 1556 }
2026 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
2027 { 1558 {
2028 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))
2029 { 1564 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
2031 if (item->type == ROD) 1567 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1569 else
2034 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
2035 return; 1572 return;
2036 } 1573 }
2037 } 1574 }
2038 1575
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
2040 { 1577 {
2041 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
2042 if (item->type == WAND) 1580 if (item->type == WAND)
2043 { 1581 {
2044 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
2045 { 1583 {
2046 object *tmp; 1584 object *tmp;
2047 1585
2048 if (item->arch) 1586 if (item->arch)
2049 { 1587 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
2052 item->speed = 0; 1590 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1591 }
2055 if ((tmp = item->in_player ())) 1592
1593 if (object *pl = item->visible_to ())
2056 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
2057 } 1595 }
2058 } 1596 }
2059 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1598 drain_rod_charge (item);
2062 }
2063 } 1599 }
2064} 1600}
2065 1601
2066/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
2067 */ 1603 */
2068void 1604bool
2069fire (object *op, int dir) 1605fire (object *op, int dir)
2070{ 1606{
2071 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;
2072 1629
2073 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1631 if (action_makes_visible (op))
2075 make_visible (op); 1632 make_visible (op);
2076 1633
2077 switch (op->contr->shoottype) 1634 switch (ob->type)
2078 { 1635 {
2079 case range_none: 1636 case BOW:
2080 return;
2081
2082 case range_bow:
2083 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
2084 return; 1638 break;
2085 1639
2086 case range_magic: /* Casting spells */ 1640 case SPELL:
2087 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);
2088 return; 1642 break;
2089 1643
2090 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:
2091 fire_misc_object (op, dir); 1653 fire_misc_object (op, dir);
2092 return; 1654 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1655 }
2120}
2121 1656
1657 return true;
1658}
2122 1659
2123 1660static object *
2124/* find_key
2125 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic
2128 * for both is the same - just the specific key is different.
2129 * pl is the player,
2130 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers.
2133 */
2134
2135object *
2136find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
2137{ 1662{
2138 object *tmp, *key; 1663 object *tmp, *key;
2139 1664
2140 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1666 if (!container->inv)
2142 return NULL; 1667 return 0;
2143 1668
2144 /* 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 */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1671 {
2147 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1673 break;
1674
2149 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
2151 */ 1677 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1679 break;
2154 } 1680 }
1681
2155 /* No key found - lets search inventories now */ 1682 /* No key found - lets search inventories now */
2156 /* 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.
2157 * 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
2158 * a key, return 1685 * a key, return
2159 */ 1686 */
2160 if (!tmp) 1687 if (!tmp)
2161 { 1688 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 {
2164 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
2166 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1692 if ((key = find_key_ (pl, tmp, door)))
2168 return key; 1693 return key;
2169 } 1694
2170 }
2171 if (!tmp) 1695 if (!tmp)
2172 return NULL; 1696 return 0;
2173 } 1697 }
1698
2174 /* 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,
2175 * see if we actually want to use it 1700 * see if we actually want to use it
2176 */ 1701 */
2177 if (pl != container) 1702 if (pl != container)
2178 { 1703 {
2179 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
2180 if (!pl->contr) 1705 if (!pl->contr)
2181 return NULL; 1706 return 0;
1707
2182 /* cases where this fails: 1708 /* cases where this fails:
2183 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
2184 * are not in the players inventory. 1710 * are not in the players inventory.
2185 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
2186 * containers can be used. 1712 * containers can be used.
2190 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
2191 * 1717 *
2192 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
2193 * all the others. 1719 * all the others.
2194 */ 1720 */
2195 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
2196 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2198 { 1724 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1727 return NULL;
2202 } 1728 }
2203 } 1729 }
1730
2204 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);
2205} 1757}
2206 1758
2207/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
2209 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
2210 * 0 otherwise 1762 * 0 otherwise
2211 */ 1763 */
2212static int 1764static int
2213player_attack_door (object *op, object *door) 1765player_attack_door (object *op, object *door)
2214{ 1766{
2215 /* 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,
2216 * 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 -
2217 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
2218 */ 1770 */
2219 object *key = find_key (op, op, door); 1771 object *key = find_key (op, op, door);
2220 1772
2221 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
2222 if (key) 1774 if (key)
2223 { 1775 {
2224 object *container = key->env; 1776 object *container = key->env;
2225 1777
2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2227 if (action_makes_visible (op)) 1778 if (action_makes_visible (op))
2228 make_visible (op); 1779 make_visible (op);
1780
2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op); 1782 spring_trap (door->inv, op);
1783
2231 if (door->type == DOOR) 1784 if (door->type == DOOR)
2232 {
2233 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 */
2234 }
2235 else if (door->type == LOCKED_DOOR) 1786 else if (door->type == LOCKED_DOOR)
2236 { 1787 {
2237 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);
2238 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
2239 } 1790 }
1791
2240 /* Do this after we print the message */ 1792 /* Do this after we print the message */
2241 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
2242 /* Need to update the weight the container the key was in */ 1794
2243 if (container != op)
2244 esrv_update_item (UPD_WEIGHT, op, container);
2245 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
2246 } 1796 }
2247 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
2248 { 1798 {
2249 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
2250 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...");
2251 return 1; 1801 return 1;
2252 } 1802 }
1803
2253 return 0; 1804 return 0;
2254} 1805}
2255 1806
2256/* This function is just part of a breakup from move_player. 1807/* This function is just part of a breakup from move_player.
2257 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
2258 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2259 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2260 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2261 */ 1812 */
2262void 1813bool
2263move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2264{ 1815{
2265 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2266 sint16 nx, ny; 1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2267 int on_battleground; 1822 int on_battleground;
2268 maptile *m;
2269 1823
2270 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2271 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2272 1826
2273 on_battleground = op_on_battleground (op, 0, 0); 1827 on_battleground = op_on_battleground (op, 0, 0);
1828
1829 if (out_of_map (op->map, nx, ny))
1830 return false;
2274 1831
2275 /* 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
2276 * 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
2277 * 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
2278 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2279 * 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
2280 * 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
2281 * 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
2282 * move_ob uses. 1839 * move_ob uses.
2283 */ 1840 */
2284 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;
2285 { 1856 }
2286 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;
2287 { 1869 }
2288 m = get_map_from_coord (op->map, &nx, &ny); 1870
2289 if (!m) 1871 /* The following deals with possibly attacking peaceful
2290 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;
2291 } 1904 }
2292 else 1905 else
2293 m = op->map;
2294
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return; 1906 return false;
2299 } 1907 }
2300 1908
2301 mon = 0;
2302 /* Go through all the objects, and find ones of interest. Only stop if
2303 * we find a monster - that is something we know we want to attack.
2304 * if its a door or barrel (can roll) see if there may be monsters
2305 * on the space
2306 */
2307 while (tmp)
2308 {
2309 if (tmp == op)
2310 {
2311 tmp = tmp->above;
2312 continue;
2313 }
2314
2315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2316 {
2317 mon = tmp;
2318 break;
2319 }
2320
2321 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2322 mon = tmp;
2323
2324 tmp = tmp->above;
2325 }
2326
2327 if (!mon) /* This happens anytime the player tries to move */
2328 return; /* into a wall */
2329
2330 if (mon->head)
2331 mon = mon->head;
2332
2333 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2334 if (player_attack_door (op, mon))
2335 return;
2336
2337 /* The following deals with possibly attacking peaceful
2338 * or frienddly creatures. Basically, all players are considered
2339 * unaggressive. If the moving player has peaceful set, then the
2340 * object should be pushed instead of attacked. It is assumed that
2341 * if you are braced, you will not attack friends accidently,
2342 * and thus will not push them.
2343 */
2344
2345 /* If the creature is a pet, push it even if the player is not
2346 * peaceful. Our assumption is the creature is a pet if the
2347 * player owns it and it is either friendly or unagressive.
2348 */
2349 if ((op->type == PLAYER)
2350#if COZY_SERVER
2351 &&
2352 ((mon->owner && mon->owner->contr
2353 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2354#else
2355 && mon->owner == op
2356#endif
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 {
2359 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced)
2361 return;
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2363 (void) push_ob (mon, dir, op);
2364 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op);
2366 return;
2367 }
2368
2369 /* in certain circumstances, you shouldn't attack friendly 1909 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 1910 * creatures. Note that if you are braced, you can't push
2371 * 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
2372 * attack them either. 1912 * attack them either.
2373 */ 1913 */
2374 if ((mon->type == PLAYER || mon->enemy != op) && 1914 if ((mon->type == PLAYER || mon->enemy != op)
2375 (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))
2376#ifdef PROHIBIT_PLAYERKILL
2377 (op->contr->peaceful 1916 && ((op->contr->peaceful
2378 || (mon->type == PLAYER 1917 || (mon->type == PLAYER && mon->contr->peaceful))
2379 && mon->contr->
2380 peaceful)) &&
2381#else
2382 op->contr->peaceful &&
2383#endif
2384 !on_battleground)) 1918 && !on_battleground))
1919 {
1920 if (op->speed_left > 0.f)
2385 { 1921 {
1922 --op->speed_left;
1923
2386 if (!op->contr->braced) 1924 if (!op->contr->braced)
2387 { 1925 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1926 op->play_sound (sound_find ("push_player"));
2389 (void) push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2390 } 1928 }
2391 else 1929 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2393 1931
2394 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2395 make_visible (op); 1933 make_visible (op);
2396 }
2397 1934
1935 return true;
1936 }
1937 }
2398 /* If the object is a boulder or other rollable object, then 1938 /* If the object is a boulder or other rollable object, then
2399 * 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.
2400 */ 1940 */
2401 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)
2402 { 1944 {
1945 --op->speed_left;
1946
2403 recursive_roll (mon, dir, op); 1947 recursive_roll (mon, dir, op);
2404 if (action_makes_visible (op)) 1948 if (action_makes_visible (op))
2405 make_visible (op); 1949 make_visible (op);
2406 }
2407 1950
1951 return true;
1952 }
1953 }
2408 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2409 * 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
2410 * and be living. Then, it must be one of the following: 1956 * and be living. Then, it must be one of the following:
2411 * 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
2412 * 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.
2413 */ 1959 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((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)))
2417 { 1962 {
2418 1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit)
2425 { 1964 {
2426 op->speed_left += op->speed / op->contr->weapon_sp; 1965 --op->contr->weapon_sp_left;
2427
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 }
2430 1966
2431 skill_attack (mon, op, 0, 0, 0); 1967 skill_attack (mon, op, 0, 0, 0);
2432
2433 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is
2436 * the wiz.
2437 */
2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439 {
2440 short luck = mon->stats.luck;
2441
2442 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck;
2445 }
2446 1968
2447 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2448 make_visible (op); 1970 make_visible (op);
2449 }
2450 } /* if player should attack something */
2451}
2452 1971
2453int 1972 return true;
1973 }
1974 }
1975
1976 return false;
1977}
1978
1979bool
2454move_player (object *op, int dir) 1980move_player (object *op, int dir)
2455{ 1981{
2456 int pick; 1982 int pick;
2457 1983
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2459 return 0; 1985 return 0;
2460 1986
2461 /* Sanity check: make sure dir is valid */ 1987 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 1988 if ((dir < 0) || (dir >= 9))
2463 { 1989 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 1990 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 1991 return 0;
2466 } 1992 }
2467 1993
2468 /* peterm: added following line */ 1994 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2471 1997
2472 op->facing = dir; 1998 op->facing = dir;
2473 1999
2474 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2475 do_hidden_move (op); 2001 do_hidden_move (op);
2476 2002
2003 bool retval;
2004
2477 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2478 /*nop */ ; 2006 retval = RESULT_INT (0);
2479 else if (op->contr->fire_on) 2007 else if (op->contr->fire_on)
2480 fire (op, dir); 2008 retval = fire (op, dir);
2481 else 2009 else
2482 { 2010 {
2483 move_player_attack (op, dir); 2011 retval = move_player_attack (op, dir);
2484 pick = check_pick (op); 2012 pick = check_pick (op);
2485 } 2013 }
2486 2014
2487 /* 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
2488 * server can handle repeat firing. 2016 * server can handle repeat firing.
2495 /* Update how the player looks. Use the facing, so direction may 2023 /* Update how the player looks. Use the facing, so direction may
2496 * get reset to zero. This allows for full animation capabilities 2024 * get reset to zero. This allows for full animation capabilities
2497 * for players. 2025 * for players.
2498 */ 2026 */
2499 animate_object (op, op->facing); 2027 animate_object (op, op->facing);
2500 return 0; 2028
2029 return retval;
2501} 2030}
2502 2031
2503/* 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
2504 * new client/server stuff. 2033 * new client/server stuff.
2505 * 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
2506 * the new speed values for commands. 2035 * the new speed values for commands.
2507 * 2036 *
2508 * 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.
2509 */ 2040 */
2510int 2041bool
2511handle_newcs_player (object *op) 2042handle_newcs_player (object *op)
2512{ 2043{
2513 if (op->contr->hidden)
2514 {
2515 op->invisible = 1000;
2516 /* the socket code flashes the player visible/invisible
2517 * depending on the value of invisible, so we need to
2518 * alternate it here for it to work correctly.
2519 */
2520 if (pticks & 2)
2521 op->invisible--;
2522 }
2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2524 {
2525 op->invisible--;
2526 if (!op->invisible)
2527 {
2528 make_visible (op);
2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2530 }
2531 }
2532
2533 if (QUERY_FLAG (op, FLAG_SCARED)) 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2534 { 2045 {
2535 flee_player (op); 2046 if (op->speed_left > 0.f)
2536 /* If player is still scared, that is his action for this tick */
2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2047 {
2539 op->speed_left--; 2048 --op->speed_left;
2049 flee_player (op);
2050
2540 return 0; 2051 return true;
2541 } 2052 }
2053 else
2054 return false;
2542 } 2055 }
2543
2544 /* I've been seeing crashes where the golem has been destroyed, but
2545 * the player object still points to the defunct golem. The code that
2546 * destroys the golem looks correct, and it doesn't always happen, so
2547 * put this in a a workaround to clean up the golem pointer.
2548 */
2549 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2550 op->contr->ranges[range_golem] = 0;
2551 2056
2552 /* 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
2553 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2059 * called, so we recheck it here.
2555 */ 2060 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2061 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2558 ;
2559
2560 if (op->speed_left < 0)
2561 return 0; 2062 return true;
2562 2063
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2064 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 {
2565 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--;
2567
2568 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff.
2571 */
2572 move_player (op, op->direction); 2065 return move_player (op, op->direction);
2573 if (op->speed_left > 0)
2574 return 1;
2575 else
2576 return 0;
2577 }
2578 2066
2579 return 0; 2067 return false;
2580} 2068}
2581 2069
2582int 2070int
2583save_life (object *op) 2071save_life (object *op)
2584{ 2072{
2586 return 0; 2074 return 0;
2587 2075
2588 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2589 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2590 { 2078 {
2591 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2079 op->play_sound (sound_find ("ob_evaporate"));
2592 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));
2593
2594 if (op->contr)
2595 esrv_del_item (op->contr, tmp->count);
2596 2081
2597 tmp->destroy (); 2082 tmp->destroy ();
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 2084
2600 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2601 op->stats.hp = op->stats.maxhp; 2086 op->stats.hp = op->stats.maxhp;
2602 2087
2603 if (op->stats.food < 0) 2088 if (op->stats.food < 0)
2604 op->stats.food = 999; 2089 op->stats.food = 999;
2605 2090
2606 fix_player (op); 2091 op->update_stats ();
2607 return 1; 2092 return 1;
2608 } 2093 }
2609 2094
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2095 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2096 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613 return 0; 2098 return 0;
2614} 2099}
2615 2100
2616/* 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
2617 * 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
2618 * 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
2619 * from. 2104 * from.
2620 */ 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
2621void 2122void
2622remove_unpaid_objects (object *op, object *env) 2123object::drop_unpaid_items ()
2623{ 2124{
2624 object *next; 2125 if (!flag [FLAG_REMOVED])
2625 2126 ::drop_unpaid_items (inv, this);
2626 while (op)
2627 {
2628 next = op->below; /* Make sure we have a good value, in case
2629 * we remove object 'op'
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0);
2639 }
2640 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env);
2642
2643 op = next;
2644 }
2645} 2127}
2646
2647 2128
2648/* 2129/*
2649 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2652 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2653 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2654 */ 2135 */
2655char * 2136const char *
2656gravestone_text (object *op) 2137gravestone_text (object *op)
2657{ 2138{
2658 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2659 char buf[MAX_BUF];
2660 time_t now = time (NULL);
2661 2140
2662 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2663 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2664 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2665 else
2666 sprintf (buf, "%s\n", &op->name);
2667 2146
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2147 buf << "\n\n";
2669 strcat (buf2, buf); 2148
2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2670 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2671 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2672 else
2673 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2674 2155
2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf);
2677 if (op->type == PLAYER)
2678 { 2156 {
2679 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2680 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2681 strcat (buf2, buf);
2682 }
2683
2684 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2686 strcat (buf2, buf); 2161 }
2687 2162
2688 return buf2; 2163 return buf;
2689} 2164}
2690
2691
2692 2165
2693void 2166void
2694do_some_living (object *op) 2167do_some_living (object *op)
2695{ 2168{
2696 int last_food = op->stats.food; 2169 int last_food = op->stats.food;
2702 int rate_grace = 2000; 2175 int rate_grace = 2000;
2703 const int max_hp = 1; 2176 const int max_hp = 1;
2704 const int max_sp = 1; 2177 const int max_sp = 1;
2705 const int max_grace = 1; 2178 const int max_grace = 1;
2706 2179
2707 if (op->contr->outputs_sync) 2180 if (op->contr->hidden)
2708 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]);
2712 } 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 }
2713 2198
2714 if (op->contr->state == ST_PLAYING) 2199 if (op->contr->ns->state == ST_PLAYING)
2715 { 2200 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2201 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2202 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2203 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2204 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2205 else
2722 { 2206 {
2723 gen_hp = op->stats.maxhp; 2207 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2208 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2209 }
2210
2726 if (op->contr->gen_sp >= 0) 2211 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2212 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2213 else
2729 { 2214 {
2730 gen_sp = op->stats.maxsp; 2215 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2216 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2217 }
2218
2733 if (op->contr->gen_grace >= 0) 2219 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2221 else
2736 { 2222 {
2737 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2739 } 2225 }
2740 2226
2741 /* Regenerate Spell Points */
2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2743 {
2744 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2745 if (op->stats.sp < op->stats.maxsp)
2746 {
2747 op->stats.sp++;
2748 /* dms do not consume food */
2749 if (!QUERY_FLAG (op, FLAG_WIZ))
2750 {
2751 op->stats.food--;
2752 if (op->contr->digestion < 0)
2753 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food;
2756 }
2757 }
2758 if (max_sp > 1)
2759 {
2760 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0)
2762 {
2763 if (op->stats.sp < op->stats.maxsp)
2764 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--;
2768 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp;
2770 }
2771 op->last_sp = 0;
2772 }
2773 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 }
2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 }
2783
2784 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2785 /* 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. */
2786 if (--op->last_grace < 0) 2229 if (--op->last_grace < 0)
2787 { 2230 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2231 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2232 op->stats.grace++; /* no penalty in food for regaining grace */
2233
2790 if (max_grace > 1) 2234 if (max_grace > 1)
2791 { 2235 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2236 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2237 if (over_grace > 0)
2794 { 2238 {
2806 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);
2807 } 2251 }
2808 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2809 } 2253 }
2810 2254
2255 if (op->stats.food > 0)
2256 {
2811 /* Regenerate Hit Points */ 2257 /* Regenerate Spell Points */
2812 if (--op->last_heal < 0) 2258 if (!op->contr->golem && --op->last_sp < 0)
2813 {
2814 if (op->stats.hp < op->stats.maxhp)
2815 { 2259 {
2816 op->stats.hp++; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2817 /* dms do not consume food */ 2261
2818 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (op->stats.sp < op->stats.maxsp)
2819 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2268 {
2820 op->stats.food--; 2269 op->stats.food--;
2270
2821 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2822 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2823 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))
2824 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2825 } 2276 }
2826 } 2277
2827 if (max_hp > 1) 2278 if (max_sp > 1)
2828 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0)
2831 { 2279 {
2832 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
2833 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);
2834 } 2298 }
2835 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)
2836 { 2307 {
2837 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 }
2838 } 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);
2839 } 2333 }
2840 else 2334 else
2841 {
2842 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);
2843 } 2336 }
2844 } 2337 }
2845 2338
2846 /* Digestion */ 2339 /* Digestion */
2847 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2848 { 2341 {
2849#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2850 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 penalty = max (0, -op->contr->digestion);
2851 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2852#else
2853 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2854#endif
2855 2344
2856 if (op->contr->gen_hp > 0)
2857 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);
2858 else 2346
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2860 /* dms do not consume food */ 2347 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2349 op->stats.food--;
2863 } 2350 }
2864 }
2865 2351
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2353 {
2868 object *tmp, *flesh = NULL; 2354 object *flesh = 0;
2869 2355
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2871 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 { 2357 {
2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 { 2362 {
2876 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.>");
2877 manual_apply (op, tmp, 0); 2365 manual_apply (op, tmp, 0);
2366
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2368 break;
2880 } 2369 }
2881 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2882 flesh = tmp; 2371 flesh = tmp;
2883 } /* End if paid for object */ 2372 }
2884 } /* end of for loop */ 2373
2885 /* 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
2886 * eat flesh instead. 2375 * eat flesh instead.
2887 */ 2376 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2378 {
2890 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.>");
2891 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)
2892 } 2391 {
2893 } /* end if player is starving */ 2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2894 2394
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2395 if (op->stats.hp < 0)
2896 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2897 2401
2898 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))
2899 kill_player (op); 2404 kill_player (op);
2405 }
2900} 2406}
2901
2902
2903 2407
2904/* 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.
2905 * 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
2906 * permadeath, no lifesave), this will take care of removing the player 2410 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2411 * file.
2908 */ 2412 */
2909void 2413void
2910kill_player (object *op) 2414kill_player (object *op)
2911{ 2415{
2912 char buf[MAX_BUF];
2913 int x, y; 2416 int x, y;
2914
2915 //int i;
2916 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2917
2918 /* int z;
2919 int num_stats_lose;
2920 int lost_a_stat;
2921 int lose_this_stat;
2922 int this_stat; */
2923 int will_kill_again; 2418 int will_kill_again;
2924 archetype *at; 2419 archetype *at;
2925 object *tmp; 2420 object *tmp;
2926 2421
2927 if (save_life (op)) 2422 if (save_life (op))
2928 return; 2423 return;
2929 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 }
2930 2462
2931 /* 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
2932 * 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.
2933 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2934 */ 2466 */
2935 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2936 { 2468 {
2937 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";
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939
2940 /* restore player */
2941 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op);
2943 if (tmp)
2944 {
2945 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 }
2948
2949 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op);
2951 if (tmp)
2952 {
2953 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 }
2956
2957 cure_disease (op, 0); /* remove any disease */
2958 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0)
2960 op->stats.food = 999;
2961 2470
2962 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2473 {
2966 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2967 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2968 sprintf (buf, " This finger has been cut off %s\n"
2969 " the %s, when he was defeated at\n level %d by %s.\n",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 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 );
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2483 tmp->materialname = "organics";
2974 tmp->x = op->x, tmp->y = op->y; 2484 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2485 }
2977 2486
2978 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2981 return; 2492 return;
2982 } 2493 }
2983 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2984 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2985 2499
2986 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2987 2501
2988 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)
2989 { 2520 {
2990 if (op->contr->explore) 2521 /* If stat loss is permanent, lose one stat only. */
2991 { 2522 /* Lower level chars don't lose as many stats because they suffer
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2523 more if they do. */
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2524 /* Higher level characters can afford things such as potions of
2994 op->stats.food = 999; 2525 restoration, or better, stat potions. So we slug them that
2995 return; 2526 little bit harder. */
2996 } 2527 /* GD */
2997 sprintf (buf, "%s starved to death.", &op->name); 2528 if (settings.stat_loss_on_death)
2998 strcpy (op->contr->killer, "starvation"); 2529 num_stats_lose = 1;
2530 else
2531 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2999 } 2532 }
3000 else 2533 else
3001 { 2534 num_stats_lose = 1;
3002 if (op->contr->explore) 2535
3003 { 2536 lost_a_stat = 0;
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2537
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2538 for (z = 0; z < num_stats_lose; z++)
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name);
3010 } 2539 {
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2540 i = rndm (NUM_STATS);
3012 2541
3013 /* save the map location for corpse, gravestone */
3014 x = op->x;
3015 y = op->y;
3016 map = op->map;
3017
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat.
3023 * See the config.h file for a little more in depth detail about this.
3024 */
3025
3026 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect
3028 * of death.
3029 */
3030#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss)
3032 {
3033 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */
3036 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */
3039 /* GD */
3040 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2543 {
3042 else 2544 /* Pick a random stat and take a point off it. Tell the player
3043 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;
3044 } 2553 }
3045 else 2554 else
3046 { 2555 {
3047 num_stats_lose = 1; 2556 /* deplete a stat */
3048 } 2557 archetype *deparch = archetype::find ("depletion");
3049 lost_a_stat = 0; 2558 object *dep;
3050 2559
3051 for (z = 0; z < num_stats_lose; z++) 2560 dep = present_arch_in_ob (deparch, op);
3052 { 2561 if (!dep)
3053 i = RANDOM () % NUM_STATS;
3054
3055 if (settings.stat_loss_on_death)
3056 { 2562 {
3057 /* Pick a random stat and take a point off it. Tell the player 2563 dep = arch_to_object (deparch);
3058 * what he lost. 2564 insert_ob_in_ob (dep, op);
3059 */
3060 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1;
3066 } 2565 }
3067 else 2566 lose_this_stat = 1;
2567 if (settings.balanced_stat_loss)
3068 { 2568 {
3069 /* deplete a stat */ 2569 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2570 /* Get the stat that we're about to deplete. */
3071 object *dep; 2571 this_stat = get_attr_value (&(dep->stats), i);
3072 2572 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2573 {
3076 dep = arch_to_object (deparch); 2574 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2575 int keep_chance = this_stat * this_stat;
3078 } 2576
3079 lose_this_stat = 1; 2577 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 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)
3086 { 2583 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2584 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2585 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2586 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2587 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2588 else
3121 if (this_stat >= -50)
3122 { 2589 {
3123 change_attr_value (&(dep->stats), i, -1); 2590 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 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"); */
3128 } 2595 }
3129 } 2596 }
3130 } 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 }
3131 } 2616 }
2617 }
2618 }
2619
3132 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2621 if (!lost_a_stat)
3134 { 2622 {
3135 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2624 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
3138 2626
3139 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
3140 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";
3141 else 2629 else
3142 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";
3143 } 2631 }
3144#else 2632#else
3145 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.";
3146#endif 2634#endif
3147 2635
3148 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2637 * exp loss on the stone.
3150 */ 2638 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
3153 tmp->name = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
3154 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",
3155 tmp->name_pl = buf; 2643 &op->name, op->contr->title, op->contr->killer_name ());
3156 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);
3157 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2646
3161 /**************************************/ 2647 /**************************************/
3162 /* */ 2648 /* */
3163 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */
3166 /* */ 2650 /* */
3167 /**************************************/ 2651 /**************************************/
3168 2652
3169 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */
3171 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op);
3173
3174 if (tmp)
3175 {
3176 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 }
3179
3180 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op);
3182 if (tmp)
3183 {
3184 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 }
3187
3188 cure_disease (op, 0); /* remove any disease */
3189
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100)
3193 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2655
3198 /* 2656 /*
3199 * 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
3200 * the player has any unpaid items. If so, remove them and put them back 2658 * and put them back in the map.
3201 * in the map. 2659 */
3202 */ 2660 op->drop_unpaid_items ();
3203 2661
3204 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op);
3206
3207 /****************************************/ 2662 /****************************************/
3208 /* */ 2663 /* */
3209 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
3211 /* */ 2666 /* */
3212 /****************************************/ 2667 /****************************************/
3213 2668
3214 enter_player_savebed (op); 2669 enter_player_savebed (op);
3215 2670
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2671 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2672
3222 /* it is possible that the player has blown something up 2673 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2674 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2675 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2676 * on the space that might harm the player.
3226 */ 2677 */
3227 will_kill_again = 0; 2678 will_kill_again = 0;
3228 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)
3229 if (tmp->type == SPELL_EFFECT) 2680 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2681 will_kill_again |= tmp->attacktype;
3231 2682
3232 if (will_kill_again) 2683 if (will_kill_again)
3233 { 2684 {
3234 object *force; 2685 object *force;
3235 int at; 2686 int at;
3236 2687
3237 force = get_archetype (FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 2690 force->speed = 0.1f;
3240 force->speed_left = -5.0; 2691 force->speed_left = -5.f;
3241 SET_FLAG (force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2695 force->resist[at] = 100;
3245 2696
3246 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
3247 fix_player (op); 2698 op->update_stats ();
3248
3249 }
3250
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 { 2699 }
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259 2700
3260 op->contr->party = NULL; 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2702}
3320
3321 2703
3322void 2704void
3323loot_object (object *op) 2705loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
3326 2708
3327 if (op->container) 2709 op->close_container (); /* close open sack first */
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container);
3330 }
3331 2710
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
3333 { 2712 {
3334 next = tmp->below; 2713 next = tmp->below;
2714
3335 if (tmp->invisible) 2715 if (tmp->invisible)
3336 continue; 2716 continue;
2717
3337 tmp->remove (); 2718 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3339 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3341 loot_object (tmp); 2723
3342 }
3343 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))))
3344 { 2725 {
3345 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3346 { 2727 {
3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3348 tmp2->destroy ();
3349 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3350 } 2730 }
3351 else 2731 else
3352 tmp->destroy (); 2732 tmp->destroy ();
3353 } 2733 }
3359/* 2739/*
3360 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3361 * 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
3362 * was changed. 2742 * was changed.
3363 */ 2743 */
3364
3365void 2744void
3366fix_weight (void) 2745fix_weight (void)
3367{ 2746{
3368 player *pl; 2747 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 2748 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3373 2750
3374 if (old == sum) 2751 pl->ob->update_weight ();
3375 continue; 2752
3376 fix_player (pl->ob); 2753 if (old != pl->ob->carrying)
2754 {
2755 pl->ob->update_stats ();
3377 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 }
3378 } 2758 }
3379} 2759}
3380 2760
3381void 2761void
3382fix_luck (void) 2762fix_luck (void)
3383{ 2763{
3384 player *pl; 2764 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 2765 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 2766 pl->ob->change_luck (0);
3389} 2767}
3390
3391 2768
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3395 */ 2772 */
3396
3397void 2773void
3398cast_dust (object *op, object *throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3399{ 2775{
3400 object *skop, *spob; 2776 object *skop, *spob;
3401 2777
3428} 2804}
3429 2805
3430void 2806void
3431make_visible (object *op) 2807make_visible (object *op)
3432{ 2808{
3433 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3434 op->invisible = 0; 2810 op->invisible = 0;
2811
3435 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3436 { 2813 {
3437 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3438 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3439 } 2816 }
2817
3440 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3441} 2819}
3442 2820
3443int 2821int
3444is_true_undead (object *op) 2822is_true_undead (object *op)
3445{ 2823{
3446 object *tmp = NULL;
3447
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3449 return 1; 2825 return 1;
3450 2826
3451 return 0; 2827 return 0;
3452} 2828}
3453 2829
3454/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3455 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3456 * indicate greater hideability. 2832 * indicate greater hideability.
3457 */ 2833 */
3458
3459int 2834int
3460hideability (object *ob) 2835hideability (object *ob)
3461{ 2836{
3462 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3463 sint16 x, y; 2838 sint16 x, y;
3464 2839
3465 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3466 return 0; 2841 return 0;
3467 2842
3468 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3469 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3470 2845
3471 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3472 * 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
3473 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3474 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3475 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3476 2851
3477 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3478 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])
3479 { 2856 {
3480 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3481 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3482 {
3483 continue; 2859 continue;
3484 } 2860
3485 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3486 level += 2; 2862 level += 2;
3487 else /* open terrain! */ 2863 else /* open terrain! */
3488 level -= 1; 2864 level -= 1;
3489 } 2865 }
3497/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3498 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3499 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3500 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3501 */ 2877 */
3502
3503void 2878void
3504do_hidden_move (object *op) 2879do_hidden_move (object *op)
3505{ 2880{
3506 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3507 object *skop;
3508 2882
3509 if (!op || !op->map) 2883 if (!op || !op->map)
3510 return; 2884 return;
3511 2885
3512 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);
3513 2888
3514 /* 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! */
3515 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3516 {
3517 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3518 { 2892 {
3519 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!");
3520 make_visible (op); 2894 make_visible (op);
3521 return; 2895 return;
3522 } 2896 }
3523 else 2897 else
3524 num += 20; 2898 num += 20;
3525 } 2899
3526 num += op->map->difficulty; 2900 num += op->map->difficulty;
3527 hide = hideability (op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3528 num -= hide; 2902 num -= hide;
2903
3529 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3530 { 2905 {
3531 make_visible (op); 2906 make_visible (op);
2907
3532 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3533 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!");
3534 } 2910 }
3535 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3536 {
3537 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);
3538 }
3539} 2913}
3540 2914
3541/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3542 2916
3543int 2917int
3591 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3592 * 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
3593 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3594 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3595 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3596 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3597 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3598 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3599 * 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.
3600 * -b.t. 2974 * -b.t.
3601 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3602 */ 2976 */
3603
3604int 2977int
3605player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3606{ 2979{
3607 rv_vector rv; 2980 rv_vector rv;
3608 int dx, dy; 2981 int dx, dy;
3610 if (pl->type != PLAYER) 2983 if (pl->type != PLAYER)
3611 { 2984 {
3612 LOG (llevError, "player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3613 return -1; 2986 return -1;
3614 } 2987 }
2988
3615 if (!pl || !op) 2989 if (!pl || !op)
3616 return 0; 2990 return 0;
3617 2991
3618 if (op->head)
3619 {
3620 op = op->head; 2992 op = op->head_ ();
3621 } 2993
3622 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3623 2995
3624 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3625 * through the object and find if it has any 2997 * through the object and find if it has any
3626 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3627 * a blocked los square. 2999 * a blocked los square.
3628 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3629 */ 3001 */
3630 while (op) 3002 while (op)
3631 { 3003 {
3632 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3633 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3634 3006
3635 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3636 * code, so we need to restrict ourselves to that range of values
3637 * for any meaningful values.
3638 */
3639 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3640 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3641 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3642 return 1; 3008 return 1;
3009
3643 op = op->more; 3010 op = op->more;
3644 } 3011 }
3012
3645 return 0; 3013 return 0;
3646} 3014}
3647 3015
3648/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3649 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3650 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3651 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3652 * return 0. 3020 * return 0.
3653 */ 3021 */
3654int 3022int
3655action_makes_visible (object *op) 3023action_makes_visible (object *op)
3656{ 3024{
3657
3658 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3659 { 3026 {
3660 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
3661 return 0; 3034 return 0;
3035 }
3662 3036
3663 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3664 return 0; 3038 return 0;
3665 3039
3666 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3667 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))
3668 { 3042 {
3669 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");
3670 return 1; 3044 return 1;
3671 } 3045 }
3672 } 3046 }
3047
3673 return 0; 3048 return 0;
3674} 3049}
3675 3050
3676/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3677 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3682 * 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
3683 */ 3058 */
3684int 3059int
3685op_on_battleground (object *op, int *x, int *y) 3060op_on_battleground (object *op, int *x, int *y)
3686{ 3061{
3687 object *tmp;
3688
3689 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3690 * 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),
3691 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3692 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3693 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3694 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3695 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3696 { 3069 {
3697 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3698 { 3071 {
3699 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3700 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))
3701 { 3076 {
3702 /*before we assign the exit, check if this is a teambattle */ 3077 /* before we assign the exit, check if this is a teambattle */
3703 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))
3704 { 3079 {
3705 object *invtmp;
3706
3707 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3708 { 3081 {
3709 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3710 { 3083 {
3711 if (x != NULL && y != NULL) 3084 if (x && y)
3712 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3713 return 1; 3087 return 1;
3714 } 3088 }
3715 } 3089 }
3716 } 3090 }
3091
3717 if (x != NULL && y != NULL) 3092 if (x && y)
3718 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3719 return 1; 3095 return 1;
3720 } 3096 }
3721 } 3097 }
3722 } 3098 }
3099
3723 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3724 return 0; 3101 return 0;
3725} 3102}
3726 3103
3727/* 3104/*
3743 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3744 int i = 0, j = 0; 3121 int i = 0, j = 0;
3745 3122
3746 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3747 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3748 trlist = find_treasurelist ("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3749 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3750 trlist = find_treasurelist ("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3751 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3752 trlist = find_treasurelist ("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3753 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3754 trlist = find_treasurelist ("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3755 3132
3756 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3757 return; 3134 return;
3758 3135
3759 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++);
3760 3137
3761 if (tr == NULL || tr->item == NULL) 3138 if (!tr || !tr->item)
3762 { 3139 {
3763 /* 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]); */
3764 return; 3141 return;
3765 } 3142 }
3766 3143
3767 /* everything seems okay - now bring on the gift: */ 3144 /* everything seems okay - now bring on the gift: */
3768 item = &(tr->item->clone); 3145 item = tr->item;
3769 3146
3770 if (item->type == SPELL) 3147 if (item->type == SPELL)
3771 { 3148 {
3772 if (check_spell_known (who, item->name)) 3149 if (check_spell_known (who, item->name))
3773 return; 3150 return;
3832 { 3209 {
3833 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3834 object *skin; 3211 object *skin;
3835 3212
3836 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3837 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
3838 if (skin == NULL) 3217 if (!skin)
3839 return; 3218 return;
3840 3219
3841 /* adding new spellpath attunements */ 3220 /* adding new spellpath attunements */
3842 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3221 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3843 { 3222 {
3875 else 3254 else
3876 { 3255 {
3877 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3878 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3879 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));
3880 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3881 if (who->type == PLAYER)
3882 esrv_send_item (who, tmp);
3883 } 3260 }
3884} 3261}
3885 3262
3886/** 3263/**
3887 * 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
3888 * not readied. 3265 * not readied.
3889 */ 3266 */
3890void 3267void
3891player_unready_range_ob (player *pl, object *ob) 3268player_unready_range_ob (player *pl, object *ob)
3892{ 3269{
3893 rangetype i; 3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3894 3272
3895 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3273 if (pl->combat_ob == ob)
3896 { 3274 pl->combat_ob = 0;
3275
3897 if (pl->ranges[i] == ob) 3276 if (pl->ranged_ob == ob)
3898 { 3277 pl->ranged_ob = 0;
3899 pl->ranges[i] = NULL;
3900 if (pl->shoottype == i)
3901 {
3902 pl->shoottype = range_none;
3903 }
3904 }
3905 }
3906} 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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