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Comparing deliantra/server/server/player.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:03:21 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; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47
48 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77
78void
79display_motd (const object *op)
80{
81 char buf[MAX_BUF];
82 char motd[HUGE_BUF];
83 FILE *fp;
84 int comp;
85 int size;
86
87 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
88 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
89 return;
90
91 motd[0] = '\0';
92 size = 0;
93
94 while (fgets (buf, MAX_BUF, fp))
95 {
96 if (*buf == '#')
97 continue;
98
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102
103 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
104 close_and_delete (fp, comp);
105}
106
107void
108send_rules (const object *op)
109{
110 char buf[MAX_BUF];
111 char rules[HUGE_BUF];
112 FILE *fp;
113 int comp;
114 int size;
115
116 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
117 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
118 return;
119
120 rules[0] = '\0';
121 size = 0;
122
123 while (fgets (buf, MAX_BUF, fp))
124 {
125 if (*buf == '#')
126 continue;
127
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133
134 strncat (rules + size, buf, HUGE_BUF - size);
135 size += strlen (buf);
136 }
137
138 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
139 close_and_delete (fp, comp);
140}
141
142void
143send_news (const object *op)
144{
145 char buf[MAX_BUF];
146 char news[HUGE_BUF];
147 char subject[MAX_BUF];
148 FILE *fp;
149 int comp;
150 int size;
151
152 sprintf (buf, "%s/%s", settings.confdir, settings.news);
153 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
154 return;
155
156 news[0] = '\0';
157 subject[0] = '\0';
158 size = 0;
159
160 while (fgets (buf, MAX_BUF, fp) != NULL)
161 {
162 if (*buf == '#')
163 continue;
164
165 if (*buf == '%')
166 { /* send one news */
167 if (size > 0)
168 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 */
169 strcpy (subject, buf + 1);
170 strip_endline (subject);
171 size = 0;
172 news[0] = '\0';
173 }
174 else
175 {
176 if (size + strlen (buf) >= HUGE_BUF)
177 {
178 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
179 break;
180 }
181 strncat (news + size, buf, HUGE_BUF - size);
182 size += strlen (buf);
183 }
184 }
185
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
188 close_and_delete (fp, comp);
189}
190
191int
192playername_ok (const char *cp)
193{
194 /* Don't allow - or _ as first character in the name */
195 if (*cp == '-' || *cp == '_')
196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (0));
220 int i;
221
222 /* Clears basically the entire player structure except
223 * for next and socket.
224 */
225 p->clear ();
226
227 /* There are some elements we want initialized to non zero value -
228 * we deal with that below this point.
229 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice;
234 p->Swap_First = -1;
235
236#ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238#endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
241
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10;
260 p->last_speed = -1;
261 p->shoottype = range_none;
262 p->bowtype = bow_normal;
263 p->petmode = pet_normal;
264 p->listening = 10;
265 p->usekeys = containers;
266 p->last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */
268 p->do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275
276 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start
279 * at zero.
280 */
281 for (i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286
287 for (i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1;
289
290 p->last_stats.exp = -1;
291 p->last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297}
298 37
299/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
300static void 39static void
301set_first_map (object *op) 40set_first_map (object *op)
302{ 41{
303 strcpy (op->contr->maplevel, first_map_path); 42 op->contr->maplevel = first_map_path;
304 op->x = -1; 43 op->x = -1;
305 op->y = -1; 44 op->y = -1;
306 enter_exit (op, 0);
307} 45}
308 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
309/* Tries to add player on the connection passwd in ns. 272/* Tries to add player on the connection passed in ns.
310 * 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
311 * mode. 274 * mode.
312 */ 275 */
313 276player *
314int 277player::create ()
315add_player (client *ns)
316{ 278{
317 player *p = new player; 279 player *pl = new player;
318 280
319 p->ns = ns; 281 pl->set_object (arch_to_object (get_player_archetype (0)));
320 ns->pl = p;
321 282
322 p->next = first_player; 283 pl->ob->roll_stats ();
323 first_player = p; 284 pl->ob->stats.wc = 2;
285 pl->ob->run_away = 25; /* Then we panick... */
324 286
325 p = get_player (p);
326
327 set_first_map (p->ob); 287 set_first_map (pl->ob);
328 288
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob);
331 send_rules (p->ob);
332 send_news (p->ob);
333 display_motd (p->ob);
334
335 get_name (p->ob);
336
337 return 0; 289 return pl;
338} 290}
339 291
340/* 292/*
341 * get_player_archetype() return next player archetype from archetype 293 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 294 * list. Not very efficient routine, but used only creating new players.
343 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
344 */ 296 */
345archetype * 297archetype *
346get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
347{ 299{
348 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);
349 307
350 for (;;) 308 for (;;)
351 { 309 {
352 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
353 at = first_archetype; 311 i = archetypes.begin ();
354 else 312 else if (*i == at)
355 at = at->next; 313 cleanup ("not a single player archetype found");
356 314
357 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
358 return at; 316 return *i;
359
360 if (at == start)
361 {
362 LOG (llevError, "No Player archetypes\n");
363 exit (-1);
364 }
365 } 317 }
366} 318}
367 319
368object * 320object *
369get_nearest_player (object *mon) 321get_nearest_player (object *mon)
370{ 322{
371 object *op = NULL; 323 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 324 objectlink *ol;
374 unsigned lastdist; 325 unsigned lastdist;
375 rv_vector rv; 326 rv_vector rv;
376 327
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
378 { 329 {
379 /* We should not find free objects on this friendly list, but it
380 * does periodically happen. Given that, lets deal with it.
381 * While unlikely, it is possible the next object on the friendly
382 * list is also free, so encapsulate this in a while loop.
383 */
384 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
385 {
386 object *tmp = ol->ob;
387
388 /* Can't do much more other than log the fact, because the object
389 * itself will have been cleared.
390 */
391 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
392 ol = ol->next;
393 remove_friendly_object (tmp);
394 if (!ol)
395 return op;
396 }
397
398 /* Remove special check for player from this. First, it looks to cause
399 * some crashes (ol->ob->contr not set properly?), but secondly, a more
400 * complicated method of state checking would be needed in any case -
401 * as it was, a clever player could type quit, and the function would
402 * skip them over while waiting for confirmation. Remove
403 * on_same_map check, as can_detect_enemy also does this
404 */
405 if (!can_detect_enemy (mon, ol->ob, &rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
406 continue; 331 continue;
407 332
408 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
409 { 334 {
410 op = ol->ob; 335 op = ol->ob;
411 lastdist = rv.distance; 336 lastdist = rv.distance;
412 } 337 }
413 } 338 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 339
415 { 340 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 341 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 342 if (lastdist > rv.distance)
420 { 343 {
421 op = pl->ob; 344 op = pl->ob;
422 lastdist = rv.distance; 345 lastdist = rv.distance;
423 } 346 }
424 } 347
425 }
426#if 0 348#if 0
427 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)");
428#endif 350#endif
429 return op; 351 return op;
430} 352}
448 * circling behaviour. Unfortunately, this function is also used to determined 370 * circling behaviour. Unfortunately, this function is also used to determined
449 * 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
450 * is probably not a good thing. 372 * is probably not a good thing.
451 */ 373 */
452#define MAX_SPACES 50 374#define MAX_SPACES 50
453
454 375
455/* 376/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 377 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * 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
458 * 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
489 x = mon->x; 410 x = mon->x;
490 y = mon->y; 411 y = mon->y;
491 m = mon->map; 412 m = mon->map;
492 dir = rv.direction; 413 dir = rv.direction;
493 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 */
494 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
495 /* 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. */
496 if (diff > max) 418 if (diff > max)
497 return 0; 419 return 0;
420
498 while (diff > 1 && max > 0) 421 while (diff > 1 && max > 0)
499 { 422 {
500 lastx = x; 423 lastx = x;
501 lasty = y; 424 lasty = y;
502 lastmap = m; 425 lastmap = m;
584 max--; 507 max--;
585 lastdir = dir; 508 lastdir = dir;
586 if (!firstdir) 509 if (!firstdir)
587 firstdir = dir; 510 firstdir = dir;
588 } 511 }
512
589 if (diff <= 1) 513 if (diff <= 1)
590 { 514 {
591 /* Recalculate diff (distance) because we may not have actually 515 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance. 516 * headed toward player for entire distance.
593 */ 517 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 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));
596 } 520 }
521
597 if (diff > max) 522 if (diff > max)
598 return 0; 523 return 0;
599 } 524 }
525
600 /* 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 */
601 if (!max) 527 if (!max)
602 return 0; 528 return 0;
603 529
604 return firstdir; 530 return firstdir;
605} 531}
606 532
607void 533void
608give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
609{ 535{
610 object *op, *next = NULL;
611
612 if (pl->randomitems != NULL) 536 if (pl->randomitems)
613 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
614 538
615 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
616 { 540 {
617 next = op->below; 541 next = op->below;
618 542
619 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
620 * 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
625 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
626 * by this player due to race restrictions 550 * by this player due to race restrictions
627 */ 551 */
628 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
629 { 553 {
630 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
631 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
632 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
633 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
634 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))
635 { 561 {
636 op->destroy (); 562 op->destroy ();
637 continue; 563 continue;
638 } 564 }
639 } 565 }
640 566
641 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
642 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
643 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
644 * a first level treasurelist for each skill.)
645 * remove duplicate skills also
646 */ 570 */
647 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
648 { 572 {
649 object *tmp;
650
651 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
652 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
653 break;
654
655 if (tmp)
656 { 575 {
657 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
658 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
659 continue; 579 break;
660 } 580 }
661 581
662 if (op->nrof > 1) 582 if (op->nrof > 1)
663 op->nrof = 1; 583 op->nrof = 1;
664 } 584 }
665 585
666 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
667 {
668 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
669 }
670 588
671 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
672 * 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
673 * merged properly. 591 * merged properly.
674 */ 592 */
675 if (need_identify (op)) 593 if (need_identify (op))
676 { 594 {
677 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
678 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
679 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
680 } 598 }
599
681 if (op->type == SPELL) 600 if (op->type == SPELL)
682 { 601 {
683 op->destroy (); 602 op->destroy ();
684 continue; 603 continue;
685 } 604 }
687 { 606 {
688 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
689 op->stats.exp = 0; 608 op->stats.exp = 0;
690 op->level = 1; 609 op->level = 1;
691 } 610 }
692 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
693 else
694 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
695 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
696 614
697 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
698 link_player_skills (pl); 616 pl->contr->link_skills ();
699}
700
701void
702get_name (object *op)
703{
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783} 617}
784 618
785void 619void
786get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
787{ 621{
788 if (party == NULL) 622 if (party == NULL)
789 { 623 {
790 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);
791 return; 625 return;
792 } 626 }
627
793 op->contr->write_buf[0] = '\0'; 628 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 629 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 630 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 631 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 632}
798 633
799
800/* 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. */
801int 635static int
802roll_stat (void) 636roll_stat (void)
803{ 637{
804 int a[4], i, j, k; 638 int a[4], i, j, k;
805 639
806 for (i = 0; i < 4; i++) 640 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1; 641 a[i] = (int) rndm (6) + 1;
808 642
809 for (i = 0, j = 0, k = 7; i < 4; i++) 643 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 644 if (a[i] < k)
811 k = a[i], j = i; 645 k = a[i], j = i;
812 646
813 for (i = 0, k = 0; i < 4; i++) 647 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 648 if (i != j)
816 k += a[i]; 649 k += a[i];
817 } 650
818 return k; 651 return k;
819} 652}
820 653
821void 654void
822roll_stats (object *op) 655object::roll_stats ()
823{ 656{
657 int statsort [NUM_STATS];
658
659 for (;;)
660 {
824 int sum = 0; 661 int sum = 0;
825 int i = 0, j = 0; 662 for (int i = NUM_STATS; i--; )
826 int statsort[7]; 663 sum += statsort [i] = roll_stat ();
827 664
828 do 665 if (sum >= 82 && sum <= 116)
666 break;
829 { 667 }
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 }
839 while (sum < 82 || sum > 116);
840 668
841 /* Sort the stats so that rerolling is easier... */ 669 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849 671
850 /* a quick and dirty bubblesort? */ 672 for (int i = 0; i < NUM_STATS; ++i)
851 do 673 stats.stat (i) = statsort [i];
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866 674
867 op->stats.Str = statsort[0];
868 op->stats.Dex = statsort[1];
869 op->stats.Con = statsort[2];
870 op->stats.Int = statsort[3];
871 op->stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6];
874
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0; 675 stats.exp = 0;
886 op->stats.ac = 0; 676 stats.ac = 0;
887 677
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp; 678 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 679 stats.sp = stats.maxsp;
895 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
896 op->contr->orig_stats = op->stats; 688 contr->orig_stats = stats;
689 }
897} 690}
898 691
899void 692void
900Roll_Again (object *op) 693object::swap_stats (int a, int b)
901{ 694{
902 esrv_new_player (op->contr, 0); 695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
904 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
905}
906 696
907void 697 for (int i = 0; i < NUM_STATS; ++i)
908Swap_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)
909{ 724{
910 signed char tmp;
911 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
912 726
913 if (op->contr->Swap_First == -1) 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str;
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952}
953
954
955/* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962int
963key_roll_stat (object *op, char key)
964{
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf);
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995#if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000#endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027} 729}
1028 730
1029/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
1033 * not the class. 735 * not the class.
1034 */ 736 */
1035 737void
1036int 738player::chargen_race_done ()
1037key_change_class (object *op, char key)
1038{ 739{
1039 int tmp_loop;
1040
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D')
1048 {
1049 char buf[MAX_BUF];
1050
1051 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
1052 esrv_new_player (op->contr, op->weight + op->carrying); 741 esrv_new_player (ob->contr);
1053 742
1054 treasurelist *tl = find_treasurelist ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
1055 if (tl) 744 if (tl)
1056 create_treasure (tl, op, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
1057 746
1058 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
1059 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
1060 749
1061 op->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
1062 751
1063 if (op->msg) 752 if (ob->msg)
1064 op->msg = NULL; 753 ob->msg = 0;
1065 754
1066 /* We create this now because some of the unique maps will need it
1067 * to save here.
1068 */
1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1070 make_path_to_file (buf);
1071
1072#ifdef AUTOSAVE
1073 op->contr->last_save_tick = pticks;
1074#endif
1075 start_info (op); 755 start_info (ob);
1076 CLEAR_FLAG (op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 757 give_initial_items (ob, ob->randomitems);
1078 link_player_skills (op);
1079 esrv_send_inventory (op, op); 758 esrv_send_inventory (ob, ob);
1080 fix_player (op); 759 ob->update_stats ();
1081 760
1082 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
1083 * is one for this race 762 * is one for this race
1084 */ 763 */
1085 if (*first_map_ext_path) 764 if (*first_map_ext_path)
1086 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1087 object *tmp;
1088 char mapname[MAX_BUF];
1089
1090 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1091 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x;
1094 EXIT_Y (tmp) = op->y;
1095 enter_exit (op, tmp); /* we don't really care if it succeeded;
1096 * if the map isn't there, then stay on the
1097 * default initial map */
1098 tmp->destroy ();
1099 }
1100 else 766 else
1101 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
768}
1102 769
1103 return 0; 770void
1104 } 771player::chargen_race_next ()
1105 772{
1106 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
1107 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
1108 */ 775 */
1109 776
1110 tmp_loop = 0; 777 do
1111 while (!tmp_loop)
1112 { 778 {
1113 shstr name = op->name; 779 shstr name = ob->name;
1114 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
1115 781
1116 remove_statbonus (op); 782 ob->remove_statbonus ();
1117 op->remove (); 783 ob->remove ();
1118 op->arch = get_player_archetype (op->arch); 784 ob->arch = get_player_archetype (ob->arch);
1119 op->arch->clone.copy_to (op); 785 ob->arch->copy_to (ob);
1120 op->instantiate (); 786 ob->instantiate ();
1121 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
1122 op->name = op->name_pl = name; 788 ob->name = ob->name_pl = name;
1123 op->x = x; 789 ob->x = x;
1124 op->y = y; 790 ob->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
1127 assign (op->contr->title, op->arch->clone.name); 793 assign (ob->contr->title, ob->arch->object::name);
1128 add_statbonus (op); 794 ob->add_statbonus ();
1129 tmp_loop = allowed_class (op);
1130 } 795 }
796 while (!allowed_class (ob));
1131 797
1132 update_object (op, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 799 esrv_update_item (UPD_FACE, ob, ob);
1134 fix_player (op); 800 ob->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
1137 op->stats.grace = 0; 803 ob->stats.grace = 0;
1138
1139 if (op->msg)
1140 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141
1142 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1143 return 0;
1144}
1145
1146int
1147key_confirm_quit (object *op, char key)
1148{
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1153 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1;
1156 }
1157
1158 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr);
1160
1161 terminate_all_pets (op);
1162 leave_map (op);
1163 op->direction = 0;
1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165
1166 strcpy (op->contr->killer, "quit");
1167 check_score (op);
1168 op->contr->party = NULL;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0';
1171
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1;
1193} 804}
1194 805
1195void 806void
1196flee_player (object *op) 807flee_player (object *op)
1197{ 808{
1203 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
1204 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
1205 return; 816 return;
1206 } 817 }
1207 818
1208 if (op->enemy == NULL) 819 if (!op->enemy)
1209 { 820 {
1210 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
1211 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
1212 return; 823 return;
1213 } 824 }
1214 825
1215 /* Seen some crashes here. Since we don't store an
1216 * op->enemy_count, it is possible that something destroys the
1217 * actual enemy, and the object is recycled.
1218 */
1219 if (op->enemy->map == NULL)
1220 {
1221 CLEAR_FLAG (op, FLAG_SCARED);
1222 op->enemy = NULL;
1223 return;
1224 }
1225
1226 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))
1227 { 827 {
1228 op->enemy = NULL; 828 op->enemy = NULL;
1229 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1230 return; 830 return;
1233 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1234 834
1235 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1236 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1237 { 837 {
1238 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1239 839
1240 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)))
1241 return; 841 return;
1242 } 842 }
1243 843
1244 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1245 CLEAR_FLAG (op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1246 op->enemy = NULL; 846 op->enemy = NULL;
1247} 847}
1248 848
1249
1250/* 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.
1251 * 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
1252 * stop. 851 * stop.
1253 */ 852 */
1254int 853int
1255check_pick (object *op) 854check_pick (object *op)
1256{ 855{
1257 object *tmp, *next; 856 object *tmp, *next;
1258 int stop = 0; 857 int stop = 0;
1259 int j, k, wvratio; 858 int wvratio;
1260 char putstring[128], tmpstr[16];
1261 859
1262 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1264 return 1; 862 return 1;
1265 863
1266 next = op->below; 864 next = op->below;
1267 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1268 /* 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
1269 * destroyed */ 870 * destroyed */
1270 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1271 { 872 {
1272 tmp = next; 873 tmp = next;
1273 next = tmp->below; 874 next = tmp->below;
1274 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1275 if (op->destroyed ()) 882 if (op->destroyed ())
1276 return 0; 883 return 0;
1277 884
1278 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1279 continue; 886 continue;
1280 887
1281 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1282 { 889 {
1283 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1284 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1285 continue; 893 continue;
1286 } 894 }
1287 895
1288 /* 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? */
1289 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1290 { 958 {
1291 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)
1292 { 1018 {
1293 case 0: 1019 CHK_PICK_PICKUP;
1294 return 1; /* don't pick up */ 1020 continue;
1295 case 1:
1296 pick_up (op, tmp);
1297 return 1;
1298 case 2:
1299 pick_up (op, tmp);
1300 return 0;
1301 case 3:
1302 return 0; /* stop before pickup */
1303 case 4:
1304 pick_up (op, tmp);
1305 break;
1306 case 5:
1307 pick_up (op, tmp);
1308 stop = 1;
1309 break;
1310 case 6:
1311 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1312 pick_up (op, tmp);
1313 break;
1314
1315 case 7:
1316 if (tmp->type == MONEY || tmp->type == GEM)
1317 pick_up (op, tmp);
1318 break;
1319
1320 default:
1321 /* use value density */
1322 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1323 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1324 pick_up (op, tmp);
1325 } 1021 }
1326 } 1022 }
1327 else 1023
1328 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1329 /* NEW pickup handling */
1330 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1331 { 1027 {
1332 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1333 if (tmp->name != NULL)
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355#if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368#endif
1369 }
1370 /* philosophy:
1371 * It's easy to grab an item type from a pile, as long as it's
1372 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a
1374 * grab-as-you-run type mode that's really useful for arrows for
1375 * example.
1376 * The drawback: right now it has no frontend, so you need to
1377 * stick the bits you want into a calculator in hex mode and then
1378 * convert to decimal and then 'pickup <#>
1379 */
1380
1381 /* the first two modes are exclusive: if NOTHING we return, if
1382 * STOP then we stop. All the rest are applied sequentially,
1383 * meaning if any test passes, the item gets picked up. */
1384
1385 /* if mode is set to pick nothing up, return */
1386
1387 if (op->contr->mode & PU_NOTHING)
1388 return 1;
1389
1390 /* if mode is set to stop when encountering objects, return */
1391 /* take STOP before INHIBIT since it doesn't actually pick
1392 * anything up */
1393
1394 if (op->contr->mode & PU_STOP)
1395 return 0;
1396
1397 /* useful for going into stores and not losing your settings... */
1398 /* and for battles wher you don't want to get loaded down while
1399 * fighting */
1400 if (op->contr->mode & PU_INHIBIT)
1401 return 1;
1402
1403 /* prevent us from turning into auto-thieves :) */
1404 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1405 continue; 1029 continue;
1030 }
1406 1031
1407 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1408 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;
1409 continue; 1037 continue;
1038 }
1410 1039
1411 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1412 /* 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
1413 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1414 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"))
1415 { 1111 {
1416 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1417 continue; 1113 continue;
1418 } 1114 }
1115 }
1419 1116
1117 /* misc stuff that's useful */
1420 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1421 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1422 { 1120 {
1423 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1424 continue; 1122 continue;
1425 } 1123 }
1426 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1427 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1428 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
1429 { 1132 */
1430 pick_up (op, tmp);
1431 continue;
1432 }
1433
1434 /* spellbooks, skillscrolls and normal books/scrolls */
1435 if (op->contr->mode & PU_SPELLBOOK)
1436 if (tmp->type == SPELLBOOK)
1437 {
1438 pick_up (op, tmp);
1439 continue;
1440 }
1441
1442 if (op->contr->mode & PU_SKILLSCROLL)
1443 if (tmp->type == SKILLSCROLL)
1444 {
1445 pick_up (op, tmp);
1446 continue;
1447 }
1448
1449 if (op->contr->mode & PU_READABLES)
1450 if (tmp->type == BOOK || tmp->type == SCROLL)
1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1455
1456 /* wands/staves/rods/horns */
1457 if (op->contr->mode & PU_MAGIC_DEVICE)
1458 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1459 {
1460 pick_up (op, tmp);
1461 continue;
1462 }
1463
1464 /* pick up all magical items */
1465 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1466 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)
1467 {
1468 pick_up (op, tmp);
1469 continue;
1470 }
1471
1472 if (op->contr->mode & PU_VALUABLES)
1473 { 1135 {
1474 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1475 { 1139 {
1476 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1477 continue;
1478 } 1141 }
1479 }
1480
1481 /* rings & amulets - talismans seems to be typed AMULET */
1482 if (op->contr->mode & PU_JEWELS)
1483 if (tmp->type == RING || tmp->type == AMULET)
1484 {
1485 pick_up (op, tmp);
1486 continue;
1487 }
1488
1489 /* we don't forget dragon food */
1490 if (op->contr->mode & PU_FLESH)
1491 if (tmp->type == FLESH)
1492 {
1493 pick_up (op, tmp);
1494 continue;
1495 }
1496
1497 /* bows and arrows. Bows are good for selling! */
1498 if (op->contr->mode & PU_BOW)
1499 if (tmp->type == BOW)
1500 {
1501 pick_up (op, tmp);
1502 continue;
1503 }
1504
1505 if (op->contr->mode & PU_ARROW)
1506 if (tmp->type == ARROW)
1507 {
1508 pick_up (op, tmp);
1509 continue;
1510 }
1511
1512 /* all kinds of armor etc. */
1513 if (op->contr->mode & PU_ARMOUR)
1514 if (tmp->type == ARMOUR)
1515 {
1516 pick_up (op, tmp);
1517 continue;
1518 }
1519
1520 if (op->contr->mode & PU_HELMET)
1521 if (tmp->type == HELMET)
1522 {
1523 pick_up (op, tmp);
1524 continue;
1525 }
1526
1527 if (op->contr->mode & PU_SHIELD)
1528 if (tmp->type == SHIELD)
1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1534 if (op->contr->mode & PU_BOOTS)
1535 if (tmp->type == BOOTS)
1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1541 if (op->contr->mode & PU_GLOVES)
1542 if (tmp->type == GLOVES)
1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1548 if (op->contr->mode & PU_CLOAK)
1549 if (tmp->type == CLOAK)
1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1554
1555 /* hoping to catch throwing daggers here */
1556 if (op->contr->mode & PU_MISSILEWEAPON)
1557 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1558 {
1559 pick_up (op, tmp);
1560 continue;
1561 }
1562
1563 /* careful: chairs and tables are weapons! */
1564 if (op->contr->mode & PU_ALLWEAPON)
1565 {
1566 if (tmp->type == WEAPON && tmp->name != NULL)
1567 {
1568 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1569 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1570 {
1571 pick_up (op, tmp);
1572 continue;
1573 }
1574 }
1575
1576 if (tmp->type == WEAPON && tmp->name == NULL)
1577 {
1578 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1579 {
1580 pick_up (op, tmp);
1581 continue;
1582 }
1583 }
1584 }
1585
1586 /* misc stuff that's useful */
1587 if (op->contr->mode & PU_KEY)
1588 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1589 {
1590 pick_up (op, tmp);
1591 continue;
1592 }
1593
1594 /* any of the last 4 bits set means we use the ratio for value
1595 * pickups */
1596 if (op->contr->mode & PU_RATIO)
1597 {
1598 /* use value density to decide what else to grab */
1599 /* >=7 was >= op->contr->mode */
1600 /* >=7 is the old standard setting. Now we take the last 4 bits
1601 * and multiply them by 5, giving 0..15*5== 5..75 */
1602 wvratio = (op->contr->mode & PU_RATIO) * 5;
1603 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1604 {
1605 pick_up (op, tmp);
1606#if 0
1607 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1608 if (tmp->name != NULL)
1609 {
1610 fprintf (stderr, "%s", tmp->name);
1611 }
1612 else 1142 else
1613 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1614 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1615 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))));
1616#endif 1146#endif
1147 CHK_PICK_PICKUP;
1617 continue; 1148 continue;
1618 }
1619 } 1149 }
1620 } /* the new pickup model */ 1150 } /* the new pickup model */
1621 } 1151 }
1622 1152
1623 return !stop; 1153 return !stop;
1629 * found object is returned. 1159 * found object is returned.
1630 */ 1160 */
1631object * 1161object *
1632find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1633{ 1163{
1634 object *tmp = NULL;
1635
1636 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1637 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1638 tmp = find_arrow (op, type);
1639 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);
1640 return op; 1173 return arrow;
1174 }
1175
1641 return tmp; 1176 return 0;
1642} 1177}
1643 1178
1644/* 1179/*
1645 * 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
1646 * 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
1647 * 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
1648 * 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.
1649 */ 1184 */
1650
1651object * 1185object *
1652find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1653{ 1187{
1654 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1656 1190
1657 if (!type) 1191 if (!type)
1661 { 1195 {
1662 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))
1663 { 1197 {
1664 i = 0; 1198 i = 0;
1665 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1666 if (i > betterby) 1201 if (i > betterby)
1667 { 1202 {
1668 tmp = ntmp; 1203 tmp = ntmp;
1669 betterby = i; 1204 betterby = i;
1670 } 1205 }
1671 } 1206 }
1672 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1673 { 1208 {
1674 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1675 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1676 { 1211 {
1677 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1678 { 1213 {
1679 *better = 100; 1214 *better = 100;
1680 return arrow; 1215 return arrow;
1688 else 1223 else
1689 { 1224 {
1690 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1691 { 1226 {
1692 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1693 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1694 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)
1695 { 1230 {
1696 tmp = arrow; 1231 tmp = arrow;
1697 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;
1698 } 1233 }
1699 } 1234 }
1235
1700 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1701 { 1237 {
1702 tmp = arrow; 1238 tmp = arrow;
1703 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1704 } 1240 }
1241
1705 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1706 { 1243 {
1707 tmp = arrow; 1244 tmp = arrow;
1708 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1709 } 1246 }
1710 } 1247 }
1711 } 1248 }
1712 } 1249 }
1250
1713 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1714 return find_arrow (op, type); 1252 return find_arrow (op, type);
1715 1253
1716 *better = betterby; 1254 *better = betterby;
1717 return tmp; 1255 return tmp;
1721 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1722 * op = the shooter 1260 * op = the shooter
1723 * type = bow->race 1261 * type = bow->race
1724 * dir = fire direction 1262 * dir = fire direction
1725 */ 1263 */
1726
1727object * 1264object *
1728pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1729{ 1266{
1730 object *tmp = NULL; 1267 object *tmp = NULL;
1731 maptile *m; 1268 maptile *m;
1732 int i, mflags, found, number; 1269 int i, mflags, found, number;
1733 sint16 x, y; 1270 sint16 x, y;
1748 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1749 { 1286 {
1750 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1751 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1752 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1753 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1754 { 1292 {
1755 tmp = NULL; 1293 tmp = 0;
1756 break; 1294 break;
1757 } 1295 }
1758 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)
1759 { 1297 {
1760 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1761 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1762 */ 1300 */
1763 tmp = NULL; 1301 tmp = 0;
1764 break; 1302 break;
1765 } 1303 }
1304
1766 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1767 {
1768 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)
1769 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1770 {
1771 found++;
1772 break;
1773 }
1774 if (found)
1775 break; 1308 break;
1776 }
1777 } 1309 }
1778 if (tmp == NULL) 1310
1311 if (!tmp)
1779 return find_arrow (op, type); 1312 return find_arrow (op, type);
1780 1313
1781 if (tmp->head) 1314 if (tmp->head)
1782 tmp = tmp->head; 1315 tmp = tmp->head;
1783 1316
1796 */ 1329 */
1797int 1330int
1798fire_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)
1799{ 1332{
1800 object *left, *bow; 1333 object *left, *bow;
1801 int bowspeed, mflags; 1334 int mflags;
1802 maptile *m; 1335 maptile *m;
1803 1336
1804 if (!dir) 1337 if (!dir)
1805 { 1338 {
1806 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!");
1807 return 0; 1340 return 0;
1808 } 1341 }
1809 1342
1810 if (op->type == PLAYER) 1343 if (op->contr)
1811 bow = op->contr->ranges[range_bow]; 1344 bow = op->current_weapon;
1812 else 1345 else
1813 { 1346 {
1814 for (bow = op->inv; bow; bow = bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1815 /* 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
1816 * 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.
1821 if (!bow) 1354 if (!bow)
1822 { 1355 {
1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1824 return 0; 1357 return 0;
1825 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1826 } 1362 }
1827 1363
1828 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1829 { 1365 {
1830 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);
1831 return 0; 1367 return 0;
1832 } 1368 }
1833
1834 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1835
1836 /* penalize ROF for bestarrow */
1837 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1838 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1839
1840 if (bowspeed < 1)
1841 bowspeed = 1;
1842 1369
1843 if (arrow == NULL) 1370 if (arrow == NULL)
1844 { 1371 {
1845 if ((arrow = find_arrow (op, bow->race)) == NULL) 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 { 1373 {
1847 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1848 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);
1849 /* 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 */
1850 else 1377 else
1851 CLEAR_FLAG (op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1852 return 0; 1380 return 0;
1853 } 1381 }
1854 } 1382 }
1855 1383
1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 } 1392 }
1865 1393
1866 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1867 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1868 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1869 arrow->destroy (); 1398 arrow->destroy ();
1870 return 0; 1399 return 0;
1871 } 1400 }
1872 1401
1873 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1874 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1875 if (!arrow) 1404 if (!arrow)
1876 { 1405 {
1877 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);
1878 return 0; 1407 return 0;
1879 } 1408 }
1880 1409
1881 arrow->set_owner (op); 1410 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1411 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1412 arrow->direction = dir;
1885 arrow->x = sx; 1413
1886 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;
1887 1444
1888 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1889 { 1446 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op);
1892 }
1893
1894 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam;
1897 arrow->stats.grace = arrow->attacktype;
1898 if (arrow->slaying != NULL)
1899 arrow->spellarg = strdup (arrow->slaying);
1900
1901 /* Note that this was different for monsters - they got their level
1902 * added to the damage. I think the strength bonus is more proper.
1903 */
1904
1905 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1906
1907 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1910
1911 if (arrow->speed < 1.0)
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0;
1915
1916 if (op->type == PLAYER)
1917 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1919 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1920 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1921
1922 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;
1923 } 1454 }
1924 else 1455 else
1925 { 1456 {
1926 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1927 arrow->level = op->level; 1457 arrow->level = op->level;
1928 } 1458 arrow->stats.wc -= bow->magic;
1929 1459
1930 if (arrow->attacktype == AT_PHYSICAL) 1460 if (!arrow->slaying)
1461 arrow->slaying = bow->slaying;
1462
1931 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1464 }
1932 1465
1933 if (bow->slaying) 1466 wc -= arrow->level;
1934 arrow->slaying = bow->slaying; 1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1935 1468
1936 arrow->map = m; 1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1937 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1472
1940 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1941 insert_ob_in_map (arrow, m, op, 0); 1474 m->insert (arrow, sx, sy, op);
1942 1475
1943 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1477 move_arrow (arrow);
1945
1946 if (op->type == PLAYER)
1947 {
1948 if (left->destroyed ())
1949 esrv_del_item (op->contr, left->count);
1950 else
1951 esrv_send_item (op, left);
1952 }
1953 1478
1954 return 1; 1479 return 1;
1955} 1480}
1956 1481
1957/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1962 * hence the function name. 1487 * hence the function name.
1963 */ 1488 */
1964int 1489int
1965player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1966{ 1491{
1967 int ret = 0, wcmod = 0; 1492 int ret;
1968 1493
1969 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1970 { 1495 {
1971 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);
1972 } 1497 }
1973 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)
1974 { 1499 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1976 wcmod = -1;
1977 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);
1978 } 1502 }
1979 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1980 { 1504 {
1981 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);
1982 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)]);
1983 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)]);
1984 } 1508 }
1985 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1986 { 1510 {
1987 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);
1988 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);
1989 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);
1990
1991 } 1514 }
1992 else 1515 else
1993 { 1516 {
1994 /* Simple case */ 1517 /* Simple case */
1995 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);
1996 } 1519 }
1520
1997 return ret; 1521 return ret;
1998} 1522}
1999
2000 1523
2001/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
2002 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
2003 */ 1526 */
2004void 1527void
2005fire_misc_object (object *op, int dir) 1528fire_misc_object (object *op, int dir)
2006{ 1529{
2007 object *item; 1530 object *item = op->contr->ranged_ob;
2008 1531
2009 if (!op->contr->ranges[range_misc]) 1532 if (!item)
2010 { 1533 {
2011 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.");
2012 return; 1535 return;
2013 } 1536 }
2014 1537
2015 item = op->contr->ranges[range_misc];
2016 if (!item->inv) 1538 if (!item->inv)
2017 { 1539 {
2018 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2019 return; 1541 return;
2020 } 1542 }
1543
1544 if (!op->change_weapon (item))
1545 return;
1546
2021 if (item->type == WAND) 1547 if (item->type == WAND)
2022 { 1548 {
2023 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
2024 { 1550 {
2025 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
2026 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
2027 return; 1554 return;
2028 } 1555 }
2029 } 1556 }
2030 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
2031 { 1558 {
2032 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))
2033 { 1564 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
2035 if (item->type == ROD) 1567 if (item->type == ROD)
2036 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));
2037 else 1569 else
2038 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
2039 return; 1572 return;
2040 } 1573 }
2041 } 1574 }
2042 1575
2043 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
2044 { 1577 {
2045 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
2046 if (item->type == WAND) 1580 if (item->type == WAND)
2047 { 1581 {
2048 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
2049 { 1583 {
2050 object *tmp; 1584 object *tmp;
2051 1585
2052 if (item->arch) 1586 if (item->arch)
2053 { 1587 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
2056 item->speed = 0; 1590 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1591 }
2059 if ((tmp = item->in_player ())) 1592
1593 if (object *pl = item->visible_to ())
2060 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
2061 } 1595 }
2062 } 1596 }
2063 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1598 drain_rod_charge (item);
2066 }
2067 } 1599 }
2068} 1600}
2069 1601
2070/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
2071 */ 1603 */
2072void 1604bool
2073fire (object *op, int dir) 1605fire (object *op, int dir)
2074{ 1606{
2075 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;
2076 1629
2077 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
2078 if (action_makes_visible (op)) 1631 if (action_makes_visible (op))
2079 make_visible (op); 1632 make_visible (op);
2080 1633
2081 switch (op->contr->shoottype) 1634 switch (ob->type)
2082 { 1635 {
2083 case range_none: 1636 case BOW:
2084 return;
2085
2086 case range_bow:
2087 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
2088 return; 1638 break;
2089 1639
2090 case range_magic: /* Casting spells */ 1640 case SPELL:
2091 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);
2092 return; 1642 break;
2093 1643
2094 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:
2095 fire_misc_object (op, dir); 1653 fire_misc_object (op, dir);
2096 return; 1654 break;
2097
2098 case range_golem: /* Control summoned monsters from scrolls */
2099 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 {
2101 op->contr->ranges[range_golem] = 0;
2102 op->contr->shoottype = range_none;
2103 }
2104 else
2105 control_golem (op->contr->ranges[range_golem], dir);
2106 return;
2107
2108 case range_skill:
2109 if (!op->chosen_skill)
2110 {
2111 if (op->type == PLAYER)
2112 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113 return;
2114 }
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return;
2117 case range_builder:
2118 apply_map_builder (op, dir);
2119 return;
2120 default:
2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2122 return;
2123 } 1655 }
2124}
2125 1656
1657 return true;
1658}
2126 1659
2127 1660static object *
2128/* find_key
2129 * We try to find a key for the door as passed. If we find a key
2130 * and successfully use it, we return the key, otherwise NULL
2131 * This function merges both normal and locked door, since the logic
2132 * for both is the same - just the specific key is different.
2133 * pl is the player,
2134 * inv is the objects inventory to searched
2135 * door is the door we are trying to match against.
2136 * This function can be called recursively to search containers.
2137 */
2138
2139object *
2140find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
2141{ 1662{
2142 object *tmp, *key; 1663 object *tmp, *key;
2143 1664
2144 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL) 1666 if (!container->inv)
2146 return NULL; 1667 return 0;
2147 1668
2148 /* 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 */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
2150 { 1671 {
2151 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
2152 break; 1673 break;
1674
2153 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
2155 */ 1677 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break; 1679 break;
2158 } 1680 }
1681
2159 /* No key found - lets search inventories now */ 1682 /* No key found - lets search inventories now */
2160 /* 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.
2161 * 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
2162 * a key, return 1685 * a key, return
2163 */ 1686 */
2164 if (!tmp) 1687 if (!tmp)
2165 { 1688 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
2167 {
2168 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
2170 {
2171 if ((key = find_key (pl, tmp, door)) != NULL) 1692 if ((key = find_key_ (pl, tmp, door)))
2172 return key; 1693 return key;
2173 } 1694
2174 }
2175 if (!tmp) 1695 if (!tmp)
2176 return NULL; 1696 return 0;
2177 } 1697 }
1698
2178 /* 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,
2179 * see if we actually want to use it 1700 * see if we actually want to use it
2180 */ 1701 */
2181 if (pl != container) 1702 if (pl != container)
2182 { 1703 {
2183 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
2184 if (!pl->contr) 1705 if (!pl->contr)
2185 return NULL; 1706 return 0;
1707
2186 /* cases where this fails: 1708 /* cases where this fails:
2187 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
2188 * are not in the players inventory. 1710 * are not in the players inventory.
2189 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
2190 * containers can be used. 1712 * containers can be used.
2194 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
2195 * 1717 *
2196 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
2197 * all the others. 1719 * all the others.
2198 */ 1720 */
2199 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
2200 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
2201 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2202 { 1724 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2204 "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));
2205 return NULL; 1727 return NULL;
2206 } 1728 }
2207 } 1729 }
1730
2208 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);
2209} 1757}
2210 1758
2211/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
2213 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
2214 * 0 otherwise 1762 * 0 otherwise
2215 */ 1763 */
2216static int 1764static int
2217player_attack_door (object *op, object *door) 1765player_attack_door (object *op, object *door)
2218{ 1766{
2219 /* 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,
2220 * 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 -
2221 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
2222 */ 1770 */
2223 object *key = find_key (op, op, door); 1771 object *key = find_key (op, op, door);
2224 1772
2225 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
2226 if (key) 1774 if (key)
2227 { 1775 {
2228 object *container = key->env; 1776 object *container = key->env;
2229 1777
2230 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2231 if (action_makes_visible (op)) 1778 if (action_makes_visible (op))
2232 make_visible (op); 1779 make_visible (op);
1780
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op); 1782 spring_trap (door->inv, op);
1783
2235 if (door->type == DOOR) 1784 if (door->type == DOOR)
2236 {
2237 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 */
2238 }
2239 else if (door->type == LOCKED_DOOR) 1786 else if (door->type == LOCKED_DOOR)
2240 { 1787 {
2241 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);
2242 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
2243 } 1790 }
1791
2244 /* Do this after we print the message */ 1792 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */ 1794
2247 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container);
2249 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
2250 } 1796 }
2251 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
2252 { 1798 {
2253 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
2254 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...");
2255 return 1; 1801 return 1;
2256 } 1802 }
1803
2257 return 0; 1804 return 0;
2258} 1805}
2259 1806
2260/* This function is just part of a breakup from move_player. 1807/* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
2262 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2263 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2264 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2265 */ 1812 */
2266void 1813bool
2267move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2268{ 1815{
2269 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2270 sint16 nx, ny; 1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2271 int on_battleground; 1822 int on_battleground;
2272 maptile *m;
2273 1823
2274 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2275 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2276 1826
2277 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;
2278 1831
2279 /* 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
2280 * 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
2281 * 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
2282 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2283 * 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
2284 * 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
2285 * 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
2286 * move_ob uses. 1839 * move_ob uses.
2287 */ 1840 */
2288 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;
2289 { 1856 }
2290 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;
2291 { 1869 }
2292 m = get_map_from_coord (op->map, &nx, &ny); 1870
2293 if (!m) 1871 /* The following deals with possibly attacking peaceful
2294 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;
2295 } 1904 }
2296 else 1905 else
2297 m = op->map;
2298
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2300 {
2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 return; 1906 return false;
2303 } 1907 }
2304 1908
2305 mon = 0;
2306 /* Go through all the objects, and find ones of interest. Only stop if
2307 * we find a monster - that is something we know we want to attack.
2308 * if its a door or barrel (can roll) see if there may be monsters
2309 * on the space
2310 */
2311 while (tmp)
2312 {
2313 if (tmp == op)
2314 {
2315 tmp = tmp->above;
2316 continue;
2317 }
2318
2319 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2320 {
2321 mon = tmp;
2322 break;
2323 }
2324
2325 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2326 mon = tmp;
2327
2328 tmp = tmp->above;
2329 }
2330
2331 if (!mon) /* This happens anytime the player tries to move */
2332 return; /* into a wall */
2333
2334 if (mon->head)
2335 mon = mon->head;
2336
2337 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2338 if (player_attack_door (op, mon))
2339 return;
2340
2341 /* The following deals with possibly attacking peaceful
2342 * or frienddly creatures. Basically, all players are considered
2343 * unaggressive. If the moving player has peaceful set, then the
2344 * object should be pushed instead of attacked. It is assumed that
2345 * if you are braced, you will not attack friends accidently,
2346 * and thus will not push them.
2347 */
2348
2349 /* If the creature is a pet, push it even if the player is not
2350 * peaceful. Our assumption is the creature is a pet if the
2351 * player owns it and it is either friendly or unagressive.
2352 */
2353 if ((op->type == PLAYER)
2354#if COZY_SERVER
2355 &&
2356 ((mon->owner && mon->owner->contr
2357 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2358#else
2359 && mon->owner == op
2360#endif
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 {
2363 /* If we're braced, we don't want to switch places with it */
2364 if (op->contr->braced)
2365 return;
2366 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2367 (void) push_ob (mon, dir, op);
2368 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op);
2370 return;
2371 }
2372
2373 /* in certain circumstances, you shouldn't attack friendly 1909 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 1910 * creatures. Note that if you are braced, you can't push
2375 * 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
2376 * attack them either. 1912 * attack them either.
2377 */ 1913 */
2378 if ((mon->type == PLAYER || mon->enemy != op) && 1914 if ((mon->type == PLAYER || mon->enemy != op)
2379 (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))
2380#ifdef PROHIBIT_PLAYERKILL
2381 (op->contr->peaceful 1916 && ((op->contr->peaceful
2382 || (mon->type == PLAYER 1917 || (mon->type == PLAYER && mon->contr->peaceful))
2383 && mon->contr->
2384 peaceful)) &&
2385#else
2386 op->contr->peaceful &&
2387#endif
2388 !on_battleground)) 1918 && !on_battleground))
1919 {
1920 if (op->speed_left > 0.f)
2389 { 1921 {
1922 --op->speed_left;
1923
2390 if (!op->contr->braced) 1924 if (!op->contr->braced)
2391 { 1925 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1926 op->play_sound (sound_find ("push_player"));
2393 (void) push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2394 } 1928 }
2395 else 1929 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2397 1931
2398 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2399 make_visible (op); 1933 make_visible (op);
2400 }
2401 1934
1935 return true;
1936 }
1937 }
2402 /* If the object is a boulder or other rollable object, then 1938 /* If the object is a boulder or other rollable object, then
2403 * 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.
2404 */ 1940 */
2405 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)
2406 { 1944 {
1945 --op->speed_left;
1946
2407 recursive_roll (mon, dir, op); 1947 recursive_roll (mon, dir, op);
2408 if (action_makes_visible (op)) 1948 if (action_makes_visible (op))
2409 make_visible (op); 1949 make_visible (op);
2410 }
2411 1950
1951 return true;
1952 }
1953 }
2412 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2413 * 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
2414 * and be living. Then, it must be one of the following: 1956 * and be living. Then, it must be one of the following:
2415 * 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
2416 * 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.
2417 */ 1959 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420 ((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)))
2421 { 1962 {
2422 1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2423 /* If the player hasn't hit something this tick, and does
2424 * so, give them speed boost based on weapon speed. Doing
2425 * it here is better than process_players2, which basically
2426 * incurred a 1 tick offset.
2427 */
2428 if (!op->contr->has_hit)
2429 { 1964 {
2430 op->speed_left += op->speed / op->contr->weapon_sp; 1965 --op->contr->weapon_sp_left;
2431
2432 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2433 }
2434 1966
2435 skill_attack (mon, op, 0, 0, 0); 1967 skill_attack (mon, op, 0, 0, 0);
2436
2437 /* If attacking another player, that player gets automatic
2438 * hitback, and doesn't loose luck either.
2439 * Disable hitback on the battleground or if the target is
2440 * the wiz.
2441 */
2442 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2443 {
2444 short luck = mon->stats.luck;
2445
2446 mon->contr->has_hit = 1;
2447 skill_attack (op, mon, 0, 0, 0);
2448 mon->stats.luck = luck;
2449 }
2450 1968
2451 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2452 make_visible (op); 1970 make_visible (op);
2453 }
2454 } /* if player should attack something */
2455}
2456 1971
2457int 1972 return true;
1973 }
1974 }
1975
1976 return false;
1977}
1978
1979bool
2458move_player (object *op, int dir) 1980move_player (object *op, int dir)
2459{ 1981{
2460 int pick; 1982 int pick;
2461 1983
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2463 return 0; 1985 return 0;
2464 1986
2465 /* Sanity check: make sure dir is valid */ 1987 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 1988 if ((dir < 0) || (dir >= 9))
2467 { 1989 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 1990 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 1991 return 0;
2470 } 1992 }
2471 1993
2472 /* peterm: added following line */ 1994 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2475 1997
2476 op->facing = dir; 1998 op->facing = dir;
2477 1999
2478 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2479 do_hidden_move (op); 2001 do_hidden_move (op);
2480 2002
2003 bool retval;
2004
2481 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2482 /*nop */ ; 2006 retval = RESULT_INT (0);
2483 else if (op->contr->fire_on) 2007 else if (op->contr->fire_on)
2484 fire (op, dir); 2008 retval = fire (op, dir);
2485 else 2009 else
2486 { 2010 {
2487 move_player_attack (op, dir); 2011 retval = move_player_attack (op, dir);
2488 pick = check_pick (op); 2012 pick = check_pick (op);
2489 } 2013 }
2490 2014
2491 /* 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
2492 * server can handle repeat firing. 2016 * server can handle repeat firing.
2499 /* Update how the player looks. Use the facing, so direction may 2023 /* Update how the player looks. Use the facing, so direction may
2500 * get reset to zero. This allows for full animation capabilities 2024 * get reset to zero. This allows for full animation capabilities
2501 * for players. 2025 * for players.
2502 */ 2026 */
2503 animate_object (op, op->facing); 2027 animate_object (op, op->facing);
2504 return 0; 2028
2029 return retval;
2505} 2030}
2506 2031
2507/* 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
2508 * new client/server stuff. 2033 * new client/server stuff.
2509 * 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
2510 * the new speed values for commands. 2035 * the new speed values for commands.
2511 * 2036 *
2512 * 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.
2513 */ 2040 */
2514int 2041bool
2515handle_newcs_player (object *op) 2042handle_newcs_player (object *op)
2516{ 2043{
2517 if (op->contr->hidden)
2518 {
2519 op->invisible = 1000;
2520 /* the socket code flashes the player visible/invisible
2521 * depending on the value of invisible, so we need to
2522 * alternate it here for it to work correctly.
2523 */
2524 if (pticks & 2)
2525 op->invisible--;
2526 }
2527 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528 {
2529 op->invisible--;
2530 if (!op->invisible)
2531 {
2532 make_visible (op);
2533 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2534 }
2535 }
2536
2537 if (QUERY_FLAG (op, FLAG_SCARED)) 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2045 {
2539 flee_player (op); 2046 if (op->speed_left > 0.f)
2540 /* If player is still scared, that is his action for this tick */
2541 if (QUERY_FLAG (op, FLAG_SCARED))
2542 { 2047 {
2543 op->speed_left--; 2048 --op->speed_left;
2049 flee_player (op);
2050
2544 return 0; 2051 return true;
2545 } 2052 }
2053 else
2054 return false;
2546 } 2055 }
2547
2548 /* I've been seeing crashes where the golem has been destroyed, but
2549 * the player object still points to the defunct golem. The code that
2550 * destroys the golem looks correct, and it doesn't always happen, so
2551 * put this in a a workaround to clean up the golem pointer.
2552 */
2553 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2554 op->contr->ranges[range_golem] = 0;
2555 2056
2556 /* 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
2557 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2059 * called, so we recheck it here.
2559 */ 2060 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2061 if (op->contr->ns->handle_command ())
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2562 ;
2563
2564 if (op->speed_left < 0)
2565 return 0; 2062 return true;
2566 2063
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2064 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 {
2569 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--;
2571
2572 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff.
2575 */
2576 move_player (op, op->direction); 2065 return move_player (op, op->direction);
2577 if (op->speed_left > 0)
2578 return 1;
2579 else
2580 return 0;
2581 }
2582 2066
2583 return 0; 2067 return false;
2584} 2068}
2585 2069
2586int 2070int
2587save_life (object *op) 2071save_life (object *op)
2588{ 2072{
2590 return 0; 2074 return 0;
2591 2075
2592 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2593 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2594 { 2078 {
2595 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2079 op->play_sound (sound_find ("ob_evaporate"));
2596 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));
2597
2598 if (op->contr)
2599 esrv_del_item (op->contr, tmp->count);
2600 2081
2601 tmp->destroy (); 2082 tmp->destroy ();
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 2084
2604 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2605 op->stats.hp = op->stats.maxhp; 2086 op->stats.hp = op->stats.maxhp;
2606 2087
2607 if (op->stats.food < 0) 2088 if (op->stats.food < 0)
2608 op->stats.food = 999; 2089 op->stats.food = 999;
2609 2090
2610 fix_player (op); 2091 op->update_stats ();
2611 return 1; 2092 return 1;
2612 } 2093 }
2613 2094
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2095 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2096 CLEAR_FLAG (op, FLAG_LIFESAVE);
2617 return 0; 2098 return 0;
2618} 2099}
2619 2100
2620/* 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
2621 * 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
2622 * 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
2623 * from. 2104 * from.
2624 */ 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
2625void 2122void
2626remove_unpaid_objects (object *op, object *env) 2123object::drop_unpaid_items ()
2627{ 2124{
2628 object *next; 2125 if (!flag [FLAG_REMOVED])
2629 2126 ::drop_unpaid_items (inv, this);
2630 while (op)
2631 {
2632 next = op->below; /* Make sure we have a good value, in case
2633 * we remove object 'op'
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0);
2643 }
2644 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env);
2646
2647 op = next;
2648 }
2649} 2127}
2650
2651 2128
2652/* 2129/*
2653 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2656 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2657 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2658 */ 2135 */
2659char * 2136const char *
2660gravestone_text (object *op) 2137gravestone_text (object *op)
2661{ 2138{
2662 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2663 char buf[MAX_BUF];
2664 time_t now = time (NULL);
2665 2140
2666 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2667 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2668 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2669 else
2670 sprintf (buf, "%s\n", &op->name);
2671 2146
2672 strncat (buf2, " ", 20 - strlen (buf) / 2); 2147 buf << "\n\n";
2673 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
2674 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2675 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2676 else
2677 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2678 2155
2679 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf);
2681 if (op->type == PLAYER)
2682 { 2156 {
2683 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2684 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2685 strcat (buf2, buf);
2686 }
2687
2688 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2689 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2690 strcat (buf2, buf); 2161 }
2691 2162
2692 return buf2; 2163 return buf;
2693} 2164}
2694
2695
2696 2165
2697void 2166void
2698do_some_living (object *op) 2167do_some_living (object *op)
2699{ 2168{
2700 int last_food = op->stats.food; 2169 int last_food = op->stats.food;
2706 int rate_grace = 2000; 2175 int rate_grace = 2000;
2707 const int max_hp = 1; 2176 const int max_hp = 1;
2708 const int max_sp = 1; 2177 const int max_sp = 1;
2709 const int max_grace = 1; 2178 const int max_grace = 1;
2710 2179
2711 if (op->contr->outputs_sync) 2180 if (op->contr->hidden)
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--;
2712 { 2189 }
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2190 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2714 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2191 {
2715 flush_output_element (op, &op->contr->outputs[i]); 2192 if (!op->invisible--)
2193 {
2194 make_visible (op);
2195 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2196 }
2716 } 2197 }
2717 2198
2718 if (op->contr->ns->state == ST_PLAYING) 2199 if (op->contr->ns->state == ST_PLAYING)
2719 { 2200 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2201 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2202 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2203 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2204 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2205 else
2726 { 2206 {
2727 gen_hp = op->stats.maxhp; 2207 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2208 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2209 }
2210
2730 if (op->contr->gen_sp >= 0) 2211 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2212 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2213 else
2733 { 2214 {
2734 gen_sp = op->stats.maxsp; 2215 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2216 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2217 }
2218
2737 if (op->contr->gen_grace >= 0) 2219 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2221 else
2740 { 2222 {
2741 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743 } 2225 }
2744 2226
2745 /* Regenerate Spell Points */
2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2747 {
2748 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2749 if (op->stats.sp < op->stats.maxsp)
2750 {
2751 op->stats.sp++;
2752 /* dms do not consume food */
2753 if (!QUERY_FLAG (op, FLAG_WIZ))
2754 {
2755 op->stats.food--;
2756 if (op->contr->digestion < 0)
2757 op->stats.food += op->contr->digestion;
2758 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2759 op->stats.food = last_food;
2760 }
2761 }
2762 if (max_sp > 1)
2763 {
2764 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0)
2766 {
2767 if (op->stats.sp < op->stats.maxsp)
2768 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2770 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2771 op->stats.sp--;
2772 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp;
2774 }
2775 op->last_sp = 0;
2776 }
2777 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 }
2782 else
2783 {
2784 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2785 }
2786 }
2787
2788 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2789 /* 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. */
2790 if (--op->last_grace < 0) 2229 if (--op->last_grace < 0)
2791 { 2230 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2231 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2232 op->stats.grace++; /* no penalty in food for regaining grace */
2233
2794 if (max_grace > 1) 2234 if (max_grace > 1)
2795 { 2235 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2236 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2237 if (over_grace > 0)
2798 { 2238 {
2810 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);
2811 } 2251 }
2812 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2813 } 2253 }
2814 2254
2255 if (op->stats.food > 0)
2256 {
2815 /* Regenerate Hit Points */ 2257 /* Regenerate Spell Points */
2816 if (--op->last_heal < 0) 2258 if (!op->contr->golem && --op->last_sp < 0)
2817 {
2818 if (op->stats.hp < op->stats.maxhp)
2819 { 2259 {
2820 op->stats.hp++; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2821 /* dms do not consume food */ 2261
2822 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (op->stats.sp < op->stats.maxsp)
2823 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2268 {
2824 op->stats.food--; 2269 op->stats.food--;
2270
2825 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2826 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2827 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))
2828 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2829 } 2276 }
2830 } 2277
2831 if (max_hp > 1) 2278 if (max_sp > 1)
2832 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0)
2835 { 2279 {
2836 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
2837 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);
2838 } 2298 }
2839 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)
2840 { 2307 {
2841 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 }
2842 } 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);
2843 } 2333 }
2844 else 2334 else
2845 {
2846 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);
2847 } 2336 }
2848 } 2337 }
2849 2338
2850 /* Digestion */ 2339 /* Digestion */
2851 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2852 { 2341 {
2853#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2854 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 penalty = max (0, -op->contr->digestion);
2855 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2856#else
2857 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2858#endif
2859 2344
2860 if (op->contr->gen_hp > 0)
2861 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);
2862 else 2346
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2864 /* dms do not consume food */ 2347 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2349 op->stats.food--;
2867 } 2350 }
2868 }
2869 2351
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2353 {
2872 object *tmp, *flesh = NULL; 2354 object *flesh = 0;
2873 2355
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2875 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2357 {
2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879 { 2362 {
2880 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.>");
2881 manual_apply (op, tmp, 0); 2365 manual_apply (op, tmp, 0);
2366
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2368 break;
2884 } 2369 }
2885 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2886 flesh = tmp; 2371 flesh = tmp;
2887 } /* End if paid for object */ 2372 }
2888 } /* end of for loop */ 2373
2889 /* 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
2890 * eat flesh instead. 2375 * eat flesh instead.
2891 */ 2376 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2378 {
2894 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.>");
2895 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)
2896 } 2391 {
2897 } /* end if player is starving */ 2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2898 2394
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2395 if (op->stats.hp < 0)
2900 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2901 2401
2902 if (!op->contr->ns->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))
2903 kill_player (op); 2404 kill_player (op);
2405 }
2904} 2406}
2905
2906
2907 2407
2908/* 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.
2909 * 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
2910 * permadeath, no lifesave), this will take care of removing the player 2410 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2411 * file.
2912 */ 2412 */
2913void 2413void
2914kill_player (object *op) 2414kill_player (object *op)
2915{ 2415{
2916 char buf[MAX_BUF];
2917 int x, y; 2416 int x, y;
2918
2919 //int i;
2920 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2921
2922 /* int z;
2923 int num_stats_lose;
2924 int lost_a_stat;
2925 int lose_this_stat;
2926 int this_stat; */
2927 int will_kill_again; 2418 int will_kill_again;
2928 archetype *at; 2419 archetype *at;
2929 object *tmp; 2420 object *tmp;
2930 2421
2931 if (save_life (op)) 2422 if (save_life (op))
2932 return; 2423 return;
2933 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 }
2934 2462
2935 /* 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
2936 * 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.
2937 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2938 */ 2466 */
2939 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2940 { 2468 {
2941 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";
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2943
2944 /* restore player */
2945 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op);
2947 if (tmp)
2948 {
2949 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 }
2952
2953 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op);
2955 if (tmp)
2956 {
2957 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 }
2960
2961 cure_disease (op, 0); /* remove any disease */
2962 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0)
2964 op->stats.food = 999;
2965 2470
2966 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2968 if (tmp != NULL)
2969 { 2473 {
2970 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2971 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2972 sprintf (buf, " This finger has been cut off %s\n"
2973 " the %s, when he was defeated at\n level %d by %s.\n",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 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 );
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2483 tmp->materialname = "organics";
2978 tmp->x = op->x, tmp->y = op->y; 2484 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2485 }
2981 2486
2982 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985 return; 2492 return;
2986 } 2493 }
2987 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2988 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2989 2499
2990 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2991 2501
2992 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)
2993 { 2520 {
2994 if (op->contr->explore) 2521 /* If stat loss is permanent, lose one stat only. */
2995 { 2522 /* Lower level chars don't lose as many stats because they suffer
2996 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2523 more if they do. */
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2524 /* Higher level characters can afford things such as potions of
2998 op->stats.food = 999; 2525 restoration, or better, stat potions. So we slug them that
2999 return; 2526 little bit harder. */
3000 } 2527 /* GD */
3001 sprintf (buf, "%s starved to death.", &op->name); 2528 if (settings.stat_loss_on_death)
3002 strcpy (op->contr->killer, "starvation"); 2529 num_stats_lose = 1;
2530 else
2531 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3003 } 2532 }
3004 else 2533 else
3005 { 2534 num_stats_lose = 1;
3006 if (op->contr->explore) 2535
3007 { 2536 lost_a_stat = 0;
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2537
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2538 for (z = 0; z < num_stats_lose; z++)
3010 op->stats.hp = op->stats.maxhp;
3011 return;
3012 }
3013 sprintf (buf, "%s died.", &op->name);
3014 } 2539 {
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2540 i = rndm (NUM_STATS);
3016 2541
3017 /* save the map location for corpse, gravestone */
3018 x = op->x;
3019 y = op->y;
3020 map = op->map;
3021
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * life if they are dead - it takes some exp and a random stat.
3027 * See the config.h file for a little more in depth detail about this.
3028 */
3029
3030 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect
3032 * of death.
3033 */
3034#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss)
3036 {
3037 /* If stat loss is permanent, lose one stat only. */
3038 /* Lower level chars don't lose as many stats because they suffer
3039 more if they do. */
3040 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */
3043 /* GD */
3044 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2543 {
3046 else 2544 /* Pick a random stat and take a point off it. Tell the player
3047 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;
3048 } 2553 }
3049 else 2554 else
3050 { 2555 {
3051 num_stats_lose = 1; 2556 /* deplete a stat */
3052 } 2557 archetype *deparch = archetype::find ("depletion");
3053 lost_a_stat = 0; 2558 object *dep;
3054 2559
3055 for (z = 0; z < num_stats_lose; z++) 2560 dep = present_arch_in_ob (deparch, op);
3056 { 2561 if (!dep)
3057 i = RANDOM () % NUM_STATS;
3058
3059 if (settings.stat_loss_on_death)
3060 { 2562 {
3061 /* Pick a random stat and take a point off it. Tell the player 2563 dep = arch_to_object (deparch);
3062 * what he lost. 2564 insert_ob_in_ob (dep, op);
3063 */
3064 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 lost_a_stat = 1;
3070 } 2565 }
3071 else 2566 lose_this_stat = 1;
2567 if (settings.balanced_stat_loss)
3072 { 2568 {
3073 /* deplete a stat */ 2569 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2570 /* Get the stat that we're about to deplete. */
3075 object *dep; 2571 this_stat = get_attr_value (&(dep->stats), i);
3076 2572 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2573 {
3080 dep = arch_to_object (deparch); 2574 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2575 int keep_chance = this_stat * this_stat;
3082 } 2576
3083 lose_this_stat = 1; 2577 /* Yes, I am paranoid. Sue me. */
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 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)
3090 { 2583 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0; 2584 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2585 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2586 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 } 2587 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */ 2588 else
3125 if (this_stat >= -50)
3126 { 2589 {
3127 change_attr_value (&(dep->stats), i, -1); 2590 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 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"); */
3132 } 2595 }
3133 } 2596 }
3134 } 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 }
3135 } 2616 }
2617 }
2618 }
2619
3136 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2621 if (!lost_a_stat)
3138 { 2622 {
3139 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2624 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
3142 2626
3143 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
3144 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";
3145 else 2629 else
3146 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";
3147 } 2631 }
3148#else 2632#else
3149 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.";
3150#endif 2634#endif
3151 2635
3152 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2637 * exp loss on the stone.
3154 */ 2638 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
3157 tmp->name = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
3158 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",
3159 tmp->name_pl = buf; 2643 &op->name, op->contr->title, op->contr->killer_name ());
3160 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);
3161 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2646
3165 /**************************************/ 2647 /**************************************/
3166 /* */ 2648 /* */
3167 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */
3170 /* */ 2650 /* */
3171 /**************************************/ 2651 /**************************************/
3172 2652
3173 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */
3175 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op);
3177
3178 if (tmp)
3179 {
3180 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 }
3183
3184 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op);
3186 if (tmp)
3187 {
3188 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 }
3191
3192 cure_disease (op, 0); /* remove any disease */
3193
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100)
3197 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2655
3202 /* 2656 /*
3203 * 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
3204 * the player has any unpaid items. If so, remove them and put them back 2658 * and put them back in the map.
3205 * in the map. 2659 */
3206 */ 2660 op->drop_unpaid_items ();
3207 2661
3208 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op);
3210
3211 /****************************************/ 2662 /****************************************/
3212 /* */ 2663 /* */
3213 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
3215 /* */ 2666 /* */
3216 /****************************************/ 2667 /****************************************/
3217 2668
3218 enter_player_savebed (op); 2669 enter_player_savebed (op);
3219 2670
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2671 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2672
3226 /* it is possible that the player has blown something up 2673 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2674 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2675 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2676 * on the space that might harm the player.
3230 */ 2677 */
3231 will_kill_again = 0; 2678 will_kill_again = 0;
3232 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)
3233 if (tmp->type == SPELL_EFFECT) 2680 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2681 will_kill_again |= tmp->attacktype;
3235 2682
3236 if (will_kill_again) 2683 if (will_kill_again)
3237 { 2684 {
3238 object *force; 2685 object *force;
3239 int at; 2686 int at;
3240 2687
3241 force = get_archetype (FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2690 force->speed = 0.1f;
3244 force->speed_left = -5.0; 2691 force->speed_left = -5.f;
3245 SET_FLAG (force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2695 force->resist[at] = 100;
3249 2696
3250 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
3251 fix_player (op); 2698 op->update_stats ();
3252
3253 }
3254
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 { 2699 }
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263 2700
3264 op->contr->party = NULL; 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323} 2702}
3324
3325 2703
3326void 2704void
3327loot_object (object *op) 2705loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
3330 2708
3331 if (op->container) 2709 op->close_container (); /* close open sack first */
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335 2710
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
3337 { 2712 {
3338 next = tmp->below; 2713 next = tmp->below;
2714
3339 if (tmp->invisible) 2715 if (tmp->invisible)
3340 continue; 2716 continue;
2717
3341 tmp->remove (); 2718 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3343 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3345 loot_object (tmp); 2723
3346 }
3347 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))))
3348 { 2725 {
3349 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3350 { 2727 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3352 tmp2->destroy ();
3353 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3354 } 2730 }
3355 else 2731 else
3356 tmp->destroy (); 2732 tmp->destroy ();
3357 } 2733 }
3363/* 2739/*
3364 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3365 * 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
3366 * was changed. 2742 * was changed.
3367 */ 2743 */
3368
3369void 2744void
3370fix_weight (void) 2745fix_weight (void)
3371{ 2746{
3372 player *pl; 2747 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 2748 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3377 2750
3378 if (old == sum) 2751 pl->ob->update_weight ();
3379 continue; 2752
3380 fix_player (pl->ob); 2753 if (old != pl->ob->carrying)
2754 {
2755 pl->ob->update_stats ();
3381 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 }
3382 } 2758 }
3383} 2759}
3384 2760
3385void 2761void
3386fix_luck (void) 2762fix_luck (void)
3387{ 2763{
3388 player *pl; 2764 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 2766 pl->ob->change_luck (0);
3393} 2767}
3394
3395 2768
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3399 */ 2772 */
3400
3401void 2773void
3402cast_dust (object *op, object *throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3403{ 2775{
3404 object *skop, *spob; 2776 object *skop, *spob;
3405 2777
3432} 2804}
3433 2805
3434void 2806void
3435make_visible (object *op) 2807make_visible (object *op)
3436{ 2808{
3437 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3438 op->invisible = 0; 2810 op->invisible = 0;
2811
3439 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3440 { 2813 {
3441 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3442 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3443 } 2816 }
2817
3444 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3445} 2819}
3446 2820
3447int 2821int
3448is_true_undead (object *op) 2822is_true_undead (object *op)
3449{ 2823{
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3453 return 1; 2825 return 1;
3454 2826
3455 return 0; 2827 return 0;
3456} 2828}
3457 2829
3458/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3460 * indicate greater hideability. 2832 * indicate greater hideability.
3461 */ 2833 */
3462
3463int 2834int
3464hideability (object *ob) 2835hideability (object *ob)
3465{ 2836{
3466 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3467 sint16 x, y; 2838 sint16 x, y;
3468 2839
3469 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3470 return 0; 2841 return 0;
3471 2842
3472 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3473 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3474 2845
3475 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3476 * 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
3477 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3478 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3479 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3480 2851
3481 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3482 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])
3483 { 2856 {
3484 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3485 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3486 {
3487 continue; 2859 continue;
3488 } 2860
3489 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3490 level += 2; 2862 level += 2;
3491 else /* open terrain! */ 2863 else /* open terrain! */
3492 level -= 1; 2864 level -= 1;
3493 } 2865 }
3501/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3502 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3503 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3504 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3505 */ 2877 */
3506
3507void 2878void
3508do_hidden_move (object *op) 2879do_hidden_move (object *op)
3509{ 2880{
3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3511 object *skop;
3512 2882
3513 if (!op || !op->map) 2883 if (!op || !op->map)
3514 return; 2884 return;
3515 2885
3516 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);
3517 2888
3518 /* 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! */
3519 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3522 { 2892 {
3523 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!");
3524 make_visible (op); 2894 make_visible (op);
3525 return; 2895 return;
3526 } 2896 }
3527 else 2897 else
3528 num += 20; 2898 num += 20;
3529 } 2899
3530 num += op->map->difficulty; 2900 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 2902 num -= hide;
2903
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 2905 {
3535 make_visible (op); 2906 make_visible (op);
2907
3536 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3537 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!");
3538 } 2910 }
3539 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3540 {
3541 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);
3542 }
3543} 2913}
3544 2914
3545/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3546 2916
3547int 2917int
3595 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3596 * 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
3597 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3598 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3599 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3600 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3601 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3602 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3603 * 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.
3604 * -b.t. 2974 * -b.t.
3605 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3606 */ 2976 */
3607
3608int 2977int
3609player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3610{ 2979{
3611 rv_vector rv; 2980 rv_vector rv;
3612 int dx, dy; 2981 int dx, dy;
3614 if (pl->type != PLAYER) 2983 if (pl->type != PLAYER)
3615 { 2984 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 2986 return -1;
3618 } 2987 }
2988
3619 if (!pl || !op) 2989 if (!pl || !op)
3620 return 0; 2990 return 0;
3621 2991
3622 if (op->head)
3623 {
3624 op = op->head; 2992 op = op->head_ ();
3625 } 2993
3626 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3627 2995
3628 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 2997 * through the object and find if it has any
3630 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3631 * a blocked los square. 2999 * a blocked los square.
3632 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3633 */ 3001 */
3634 while (op) 3002 while (op)
3635 { 3003 {
3636 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3637 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3638 3006
3639 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3640 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values.
3642 */
3643 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3646 return 1; 3008 return 1;
3009
3647 op = op->more; 3010 op = op->more;
3648 } 3011 }
3012
3649 return 0; 3013 return 0;
3650} 3014}
3651 3015
3652/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3653 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3654 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3655 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3656 * return 0. 3020 * return 0.
3657 */ 3021 */
3658int 3022int
3659action_makes_visible (object *op) 3023action_makes_visible (object *op)
3660{ 3024{
3661
3662 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3663 { 3026 {
3664 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
3665 return 0; 3034 return 0;
3035 }
3666 3036
3667 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3668 return 0; 3038 return 0;
3669 3039
3670 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3671 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))
3672 { 3042 {
3673 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");
3674 return 1; 3044 return 1;
3675 } 3045 }
3676 } 3046 }
3047
3677 return 0; 3048 return 0;
3678} 3049}
3679 3050
3680/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3681 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3686 * 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
3687 */ 3058 */
3688int 3059int
3689op_on_battleground (object *op, int *x, int *y) 3060op_on_battleground (object *op, int *x, int *y)
3690{ 3061{
3691 object *tmp;
3692
3693 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3694 * 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),
3695 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3696 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3697 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3698 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3699 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3700 { 3069 {
3701 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702 { 3071 {
3703 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3704 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))
3705 { 3076 {
3706 /*before we assign the exit, check if this is a teambattle */ 3077 /* before we assign the exit, check if this is a teambattle */
3707 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))
3708 { 3079 {
3709 object *invtmp;
3710
3711 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3712 { 3081 {
3713 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3714 { 3083 {
3715 if (x != NULL && y != NULL) 3084 if (x && y)
3716 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3717 return 1; 3087 return 1;
3718 } 3088 }
3719 } 3089 }
3720 } 3090 }
3091
3721 if (x != NULL && y != NULL) 3092 if (x && y)
3722 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3723 return 1; 3095 return 1;
3724 } 3096 }
3725 } 3097 }
3726 } 3098 }
3099
3727 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3728 return 0; 3101 return 0;
3729} 3102}
3730 3103
3731/* 3104/*
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3121 int i = 0, j = 0;
3749 3122
3750 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3753 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3755 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3757 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3759 3132
3760 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3761 return; 3134 return;
3762 3135
3763 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++);
3764 3137
3765 if (tr == NULL || tr->item == NULL) 3138 if (!tr || !tr->item)
3766 { 3139 {
3767 /* 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]); */
3768 return; 3141 return;
3769 } 3142 }
3770 3143
3771 /* everything seems okay - now bring on the gift: */ 3144 /* everything seems okay - now bring on the gift: */
3772 item = &(tr->item->clone); 3145 item = tr->item;
3773 3146
3774 if (item->type == SPELL) 3147 if (item->type == SPELL)
3775 { 3148 {
3776 if (check_spell_known (who, item->name)) 3149 if (check_spell_known (who, item->name))
3777 return; 3150 return;
3836 { 3209 {
3837 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3211 object *skin;
3839 3212
3840 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3841 shstr_cmp dragon_skin_force ("dragon_skin_force");
3842 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3214 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3843 ; 3215 ;
3844 3216
3845 if (!skin) 3217 if (!skin)
3846 return; 3218 return;
3847 3219
3882 else 3254 else
3883 { 3255 {
3884 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3885 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3886 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));
3887 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3888 if (who->type == PLAYER)
3889 esrv_send_item (who, tmp);
3890 } 3260 }
3891} 3261}
3892 3262
3893/** 3263/**
3894 * 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
3895 * not readied. 3265 * not readied.
3896 */ 3266 */
3897void 3267void
3898player_unready_range_ob (player *pl, object *ob) 3268player_unready_range_ob (player *pl, object *ob)
3899{ 3269{
3900 rangetype i; 3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3901 3272
3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3273 if (pl->combat_ob == ob)
3903 { 3274 pl->combat_ob = 0;
3275
3904 if (pl->ranges[i] == ob) 3276 if (pl->ranged_ob == ob)
3905 { 3277 pl->ranged_ob = 0;
3906 pl->ranges[i] = NULL;
3907 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none;
3910 }
3911 }
3912 }
3913} 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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