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Comparing deliantra/server/server/player.C (file contents):
Revision 1.32 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.243 by root, Sat Nov 7 18:30:06 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 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 28#include <sproto.h>
28#endif
29#include <sounds.h> 29#include <sounds.h>
30#include <living.h> 30#include <living.h>
31#include <object.h> 31#include <object.h>
32#include <spells.h> 32#include <spells.h>
33#include <skills.h> 33#include <skills.h>
34#include <newclient.h>
35 34
36#ifdef COZY_SERVER 35#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 36#include <functional>
38#endif
39 37
40player * 38playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78
79void
80display_motd (const object *op)
81{
82 char buf[MAX_BUF];
83 char motd[HUGE_BUF];
84 FILE *fp;
85 int comp;
86 int size;
87
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return;
92 }
93 motd[0] = '\0';
94 size = 0;
95 while (fgets (buf, MAX_BUF, fp) != NULL)
96 {
97 if (*buf == '#')
98 continue;
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp);
104}
105
106void
107send_rules (const object *op)
108{
109 char buf[MAX_BUF];
110 char rules[HUGE_BUF];
111 FILE *fp;
112 int comp;
113 int size;
114
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return;
119 }
120 rules[0] = '\0';
121 size = 0;
122 while (fgets (buf, MAX_BUF, fp) != NULL)
123 {
124 if (*buf == '#')
125 continue;
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf);
133 }
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp);
136}
137
138void
139send_news (const object *op)
140{
141 char buf[MAX_BUF];
142 char news[HUGE_BUF];
143 char subject[MAX_BUF];
144 FILE *fp;
145 int comp;
146 int size;
147
148 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return;
151 news[0] = '\0';
152 subject[0] = '\0';
153 size = 0;
154 while (fgets (buf, MAX_BUF, fp) != NULL)
155 {
156 if (*buf == '#')
157 continue;
158 if (*buf == '%')
159 { /* send one news */
160 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
162 strcpy (subject, buf + 1);
163 strip_endline (subject);
164 size = 0;
165 news[0] = '\0';
166 }
167 else
168 {
169 if (size + strlen (buf) >= HUGE_BUF)
170 {
171 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
172 break;
173 }
174 strncat (news + size, buf, HUGE_BUF - size);
175 size += strlen (buf);
176 }
177 }
178
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307}
308 39
309/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
310static void 41static void
311set_first_map (object *op) 42set_first_map (object *op)
312{ 43{
313 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
314 op->x = -1; 45 op->x = -1;
315 op->y = -1; 46 op->y = -1;
316 enter_exit (op, NULL);
317} 47}
318 48
319/* Tries to add player on the connection passwd in ns. 49void
320 * All we can really get in this is some settings like host and display 50player::activate ()
321 * mode.
322 */
323
324int
325add_player (NewSocket * ns)
326{ 51{
327 player *p; 52 if (active)
53 return;
328 54
329 p = get_player (NULL); 55 players.insert (this);
330 p->socket = *ns; 56 ob->remove ();
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
332 62
333 if (p->socket.faces_sent == NULL) 63void
334 fatal (OUT_OF_MEMORY); 64player::deactivate ()
65{
66 if (!active)
67 return;
335 68
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 69 terminate_all_pets (ob);
337 /* Needed because the socket we just copied over needs to be cleared. 70 remove_friendly_object (ob);
338 * Note that this can result in a client reset if there is partial data 71 ob->deactivate_recursive ();
339 * on the uncoming socket. 72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name);
115
116 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob))
118 {
119 object *tmp, *abil = 0, *skin = 0;
120
121 for (tmp = ob->inv; tmp; tmp = tmp->below)
122 if (tmp->type == FORCE)
123 if (tmp->arch->archname == shstr_dragon_ability_force)
124 abil = tmp;
125 else if (tmp->arch->archname == shstr_dragon_skin_force)
126 skin = tmp;
127
128 set_dragon_name (ob, abil, skin);
129 }
130
131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
132
133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
202 case WAND:
203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
212 }
213
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
216}
217
218void
219player::set_observe (object *op)
220{
221 observe = viewpoint = op ? op : ob;
222 do_los = 1;
223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
233
234player::player ()
235{
236 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point.
340 */ 238 */
341 p->socket.inbuf.len = 0; 239 outputs_sync = 4;
342 set_first_map (p->ob); 240 outputs_count = 4;
241 unapply = unapply_nochoice;
343 242
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 243 savebed_map = first_map_path; /* Init. respawn position */
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 244
351 return 0; 245 gen_sp_armour = 10;
246 bowtype = bow_normal;
247 petmode = pet_normal;
248 usekeys = containers;
249 peaceful = 1; /* default peaceful */
250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
254}
255
256void
257player::do_destroy ()
258{
259 disconnect ();
260
261 attachable::do_destroy ();
262
263 if (ob)
264 {
265 ob->destroy_inv (false);
266 ob->destroy ();
267 }
268
269 ob = observe = viewpoint = 0;
270}
271
272player::~player ()
273{
274 /* Clear item stack */
275 free (stack_items);
352} 276}
353 277
354/* 278/*
355 * get_player_archetype() return next player archetype from archetype 279 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 280 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 281 * Note: there MUST be at least one player archetype!
358 */ 282 */
359archetype * 283static archetype *
360get_player_archetype (archetype *at) 284get_player_archetype (archetype *at)
361{ 285{
362 archetype *start = at; 286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
363 293
364 for (;;) 294 for (;;)
365 { 295 {
366 if (at == NULL || at->next == NULL) 296 if (++i == archetypes.end ())
367 at = first_archetype; 297 i = archetypes.begin ();
368 else 298 else if (*i == at)
369 at = at->next; 299 cleanup ("not a single player archetype found");
300
370 if (at->clone.type == PLAYER) 301 if ((*i)->type == PLAYER)
371 return at; 302 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 303 }
378} 304}
379 305
306/* Tries to add player on the connection passed in ns.
307 * All we can really get in this is some settings like host and display
308 * mode.
309 */
310player *
311player::create ()
312{
313 player *pl = new player;
314
315 pl->set_object (arch_to_object (get_player_archetype (0)));
316
317 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */
320
321 set_first_map (pl->ob);
322
323 return pl;
324}
380 325
381object * 326object *
382get_nearest_player (object *mon) 327get_nearest_player (object *mon)
383{ 328{
384 object *op = NULL; 329 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 330 objectlink *ol;
387 unsigned lastdist; 331 unsigned lastdist;
388 rv_vector rv; 332 rv_vector rv;
389 333
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 335 {
392 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop.
396 */
397 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
398 {
399 object *tmp = ol->ob;
400
401 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared.
403 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
405 ol = ol->next;
406 remove_friendly_object (tmp);
407 if (!ol)
408 return op;
409 }
410
411 /* Remove special check for player from this. First, it looks to cause
412 * some crashes (ol->ob->contr not set properly?), but secondly, a more
413 * complicated method of state checking would be needed in any case -
414 * as it was, a clever player could type quit, and the function would
415 * skip them over while waiting for confirmation. Remove
416 * on_same_map check, as can_detect_enemy also does this
417 */
418 if (!can_detect_enemy (mon, ol->ob, &rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
419 continue; 337 continue;
420 338
421 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
422 { 340 {
423 op = ol->ob; 341 op = ol->ob;
424 lastdist = rv.distance; 342 lastdist = rv.distance;
425 } 343 }
426 } 344 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 345
428 { 346 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 347 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 348 if (lastdist > rv.distance)
433 { 349 {
434 op = pl->ob; 350 op = pl->ob;
435 lastdist = rv.distance; 351 lastdist = rv.distance;
436 } 352 }
437 } 353
438 }
439#if 0 354#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 355 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 356#endif
442 return op; 357 return op;
443} 358}
461 * circling behaviour. Unfortunately, this function is also used to determined 376 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 377 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 378 * is probably not a good thing.
464 */ 379 */
465#define MAX_SPACES 50 380#define MAX_SPACES 50
466
467 381
468/* 382/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 383 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 384 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 385 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 416 x = mon->x;
503 y = mon->y; 417 y = mon->y;
504 m = mon->map; 418 m = mon->map;
505 dir = rv.direction; 419 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 420 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422
508 /* If we can't solve it within the search distance, return now. */ 423 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 424 if (diff > max)
510 return 0; 425 return 0;
426
511 while (diff > 1 && max > 0) 427 while (diff > 1 && max > 0)
512 { 428 {
513 lastx = x; 429 lastx = x;
514 lasty = y; 430 lasty = y;
515 lastmap = m; 431 lastmap = m;
597 max--; 513 max--;
598 lastdir = dir; 514 lastdir = dir;
599 if (!firstdir) 515 if (!firstdir)
600 firstdir = dir; 516 firstdir = dir;
601 } 517 }
518
602 if (diff <= 1) 519 if (diff <= 1)
603 { 520 {
604 /* Recalculate diff (distance) because we may not have actually 521 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 522 * headed toward player for entire distance.
606 */ 523 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 526 }
527
610 if (diff > max) 528 if (diff > max)
611 return 0; 529 return 0;
612 } 530 }
531
613 /* If we reached the max, didn't find a direction in time */ 532 /* If we reached the max, didn't find a direction in time */
614 if (!max) 533 if (!max)
615 return 0; 534 return 0;
616 535
617 return firstdir; 536 return firstdir;
618} 537}
619 538
620void 539void
621give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
622{ 541{
623 object *op, *next = NULL;
624
625 if (pl->randomitems != NULL) 542 if (pl->randomitems)
626 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
627 544
628 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
629 { 546 {
630 next = op->below; 547 next = op->below;
631 548
632 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
633 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
638 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
639 * by this player due to race restrictions 556 * by this player due to race restrictions
640 */ 557 */
641 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
642 { 559 {
643 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
644 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
645 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
646 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 567 {
649 op->remove ();
650 op->destroy (0); 568 op->destroy ();
651 continue; 569 continue;
652 } 570 }
653 } 571 }
654 572
655 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
656 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
657 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
658 * a first level treasurelist for each skill.)
659 * remove duplicate skills also
660 */ 576 */
661 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
662 { 578 {
663 object *tmp;
664
665 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
666 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
581 {
582 op->destroy ();
583 LOG (llevError,
584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
667 break; 585 break;
668
669 if (tmp)
670 {
671 op->remove ();
672 op->destroy (0);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue;
675 } 586 }
587
676 if (op->nrof > 1) 588 if (op->nrof > 1)
677 op->nrof = 1; 589 op->nrof = 1;
678 } 590 }
679 591
680 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
681 {
682 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
683 }
684 594
685 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
686 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
687 * merged properly. 597 * merged properly.
688 */ 598 */
689 if (need_identify (op)) 599 if (need_identify (op))
690 { 600 {
691 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
692 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 604 }
605
695 if (op->type == SPELL) 606 if (op->type == SPELL)
696 { 607 {
697 op->remove ();
698 op->destroy (0); 608 op->destroy ();
699 continue; 609 continue;
700 } 610 }
701 else if (op->type == SKILL) 611 else if (op->type == SKILL)
702 { 612 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
704 op->stats.exp = 0; 614 op->stats.exp = 0;
705 op->level = 1; 615 op->level = 1;
706 } 616 }
707 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
708 else
709 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
710 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
711 620
712 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
713 link_player_skills (pl); 622 pl->contr->link_skills ();
714}
715
716void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 op->remove ();
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797} 623}
798 624
799void 625void
800get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
801{ 627{
802 if (party == NULL) 628 if (party == NULL)
803 { 629 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 630 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 631 return;
806 } 632 }
633
807 op->contr->write_buf[0] = '\0'; 634 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 635 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 636 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 638}
812
813 639
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 641static int
816roll_stat (void) 642roll_stat (void)
817{ 643{
818 int a[4], i, j, k; 644 int a[4], i, j, k;
819 645
820 for (i = 0; i < 4; i++) 646 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 647 a[i] = (int) rndm (6) + 1;
822 648
823 for (i = 0, j = 0, k = 7; i < 4; i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 650 if (a[i] < k)
825 k = a[i], j = i; 651 k = a[i], j = i;
826 652
827 for (i = 0, k = 0; i < 4; i++) 653 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 654 if (i != j)
830 k += a[i]; 655 k += a[i];
831 } 656
832 return k; 657 return k;
833} 658}
834 659
835void 660void
836roll_stats (object *op) 661object::roll_stats ()
837{ 662{
663 int statsort [NUM_STATS];
664
665 for (;;)
666 {
838 int sum = 0; 667 int sum = 0;
839 int i = 0, j = 0; 668 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 669 sum += statsort [i] = roll_stat ();
841 670
842 do 671 if (sum >= 82 && sum <= 116)
672 break;
843 { 673 }
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 }
853 while (sum < 82 || sum > 116);
854 674
855 /* Sort the stats so that rerolling is easier... */ 675 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 677
864 /* a quick and dirty bubblesort? */ 678 for (int i = 0; i < NUM_STATS; ++i)
865 do 679 stats.stat (i) = statsort [i];
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880 680
881 op->stats.Str = statsort[0];
882 op->stats.Dex = statsort[1];
883 op->stats.Con = statsort[2];
884 op->stats.Int = statsort[3];
885 op->stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6];
888
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 681 stats.exp = 0;
900 op->stats.ac = 0; 682 stats.ac = 0;
901 683
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 684 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 685 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
690 contr->levhp[1] = 9;
691 contr->levsp[1] = 6;
692 contr->levgrace[1] = 3;
693
910 op->contr->orig_stats = op->stats; 694 contr->orig_stats = stats;
695 }
911} 696}
912 697
913void 698void
914Roll_Again (object *op) 699object::swap_stats (int a, int b)
915{ 700{
916 esrv_new_player (op->contr, 0); 701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919}
920 702
921void 703 for (int i = 0; i < NUM_STATS; ++i)
922Swap_Stat (object *op, int Swap_Second) 704 stats.stat (i) = contr->orig_stats.stat (i);
705
706 //TODO: the following code looks so borked and should, at the very least,
707 // be merged with the similar code in roll_stats
708 stats.ac = 0;
709
710 level = 1;
711 stats.exp = 0;
712 stats.ac = 0;
713
714 stats.hp = stats.maxhp;
715 stats.sp = stats.maxsp;
716 stats.grace = stats.maxgrace;
717
718 if (contr)
719 {
720 contr->levhp[1] = 9;
721 contr->levsp[1] = 6;
722 contr->levgrace[1] = 3;
723
724 contr->orig_stats = stats;
725 }
726}
727
728static void
729start_info (object *op)
923{ 730{
924 signed char tmp;
925 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
926 732
927 if (op->contr->Swap_First == -1) 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str;
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf);
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 735}
1042 736
1043/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
1047 * not the class. 741 * not the class.
1048 */ 742 */
1049 743void
1050int 744player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 745{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 op->remove ();
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D')
1062 {
1063 char buf[MAX_BUF];
1064
1065 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 747 esrv_new_player (ob->contr);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 748
749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl)
751 create_treasure (tl, ob, 0, 0, 0);
752
1069 INVOKE_PLAYER (BIRTH, op->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
1071 755
1072 op->contr->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
1073 757
1074 if (op->msg) 758 if (ob->msg)
1075 op->msg = NULL; 759 ob->msg = 0;
1076 760
1077 /* We create this now because some of the unique maps will need it
1078 * to save here.
1079 */
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1081 make_path_to_file (buf);
1082
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 761 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 763 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op);
1090 esrv_send_inventory (op, op); 764 esrv_send_inventory (ob, ob);
1091 fix_player (op); 765 ob->update_stats ();
1092 766
1093 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
1094 * is one for this race 768 * is one for this race
1095 */ 769 */
1096 if (*first_map_ext_path) 770 if (*first_map_ext_path)
1097 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1098 object *tmp;
1099 char mapname[MAX_BUF];
1100
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1102 tmp = get_object ();
1103 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x;
1105 EXIT_Y (tmp) = op->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the
1108 * default initial map */
1109 tmp->destroy (0);
1110 }
1111 else 772 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 774}
1115 return 0;
1116 }
1117 775
776void
777player::chargen_race_next ()
778{
1118 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
1120 */ 781 */
1121 782
1122 tmp_loop = 0; 783 do
1123 while (!tmp_loop)
1124 { 784 {
1125 shstr name = op->name; 785 shstr name = ob->name;
1126 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
1127 787
1128 remove_statbonus (op); 788 ob->remove_statbonus ();
1129 op->remove (); 789 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 790 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 791 ob->arch->copy_to (ob);
1132 op->instantiate (); 792 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 794 ob->name = ob->name_pl = name;
1135 op->x = x; 795 ob->x = x;
1136 op->y = y; 796 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
1139 assign (op->contr->title, op->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
1140 add_statbonus (op); 800 ob->add_statbonus ();
1141 tmp_loop = allowed_class (op);
1142 } 801 }
802 while (!allowed_class (ob));
1143 803
1144 update_object (op, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 805 esrv_update_item (UPD_FACE, ob, ob);
1146 fix_player (op); 806 ob->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
1149 op->stats.grace = 0; 809 ob->stats.grace = 0;
1150
1151 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0;
1156} 810}
1157 811
1158int 812static void
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205}
1206
1207void
1208flee_player (object *op) 813flee_player (object *op)
1209{ 814{
1210 int dir, diff; 815 int dir, diff;
1211 rv_vector rv; 816 rv_vector rv;
1212 817
1215 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
1216 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
1217 return; 822 return;
1218 } 823 }
1219 824
1220 if (op->enemy == NULL) 825 if (!op->enemy)
1221 { 826 {
1222 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
1223 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1224 return; 829 return;
1225 } 830 }
1226 831
1227 /* Seen some crashes here. Since we don't store an
1228 * op->enemy_count, it is possible that something destroys the
1229 * actual enemy, and the object is recycled.
1230 */
1231 if (op->enemy->map == NULL)
1232 {
1233 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL;
1235 return;
1236 }
1237
1238 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1239 { 833 {
1240 op->enemy = NULL; 834 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 836 return;
1243 } 837 }
838
1244 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1245 840
1246 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1248 { 843 {
1249 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1250 845
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return; 847 return;
1254 }
1255 } 848 }
849
1256 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 852 op->enemy = NULL;
1259} 853}
1260 854
1261
1262/* check_pick sees if there is stuff to be picked up/picks up stuff. 855/* check_pick sees if there is stuff to be picked up/picks up stuff.
1263 * IT returns 1 if the player should keep on moving, 0 if he should 856 * It returns 1 if the player should keep on moving, 0 if he should
1264 * stop. 857 * stop.
1265 */ 858 */
1266int 859int
1267check_pick (object *op) 860check_pick (object *op)
1268{ 861{
1269 object *tmp, *next; 862 object *tmp, *next;
1270 int stop = 0; 863 int stop = 0;
1271 int j, k, wvratio; 864 int wvratio;
1272 char putstring[128], tmpstr[16];
1273 865
1274 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1276 return 1; 868 return 1;
1277 869
1278 next = op->below; 870 next = op->below;
1279 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1280 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1281 * destroyed */ 876 * destroyed */
1282 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1283 { 878 {
1284 tmp = next; 879 tmp = next;
1285 next = tmp->below; 880 next = tmp->below;
1286 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1287 if (op->destroyed ()) 888 if (op->destroyed ())
1288 return 0; 889 return 0;
1289 890
1290 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1291 continue; 892 continue;
1292 893
1293 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1294 { 895 {
1295 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1296 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1297 continue; 899 continue;
1298 } 900 }
1299 901
1300 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1301 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1302 { 964 {
1303 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1304 { 1024 {
1305 case 0: 1025 CHK_PICK_PICKUP;
1306 return 1; /* don't pick up */ 1026 continue;
1307 case 1:
1308 pick_up (op, tmp);
1309 return 1;
1310 case 2:
1311 pick_up (op, tmp);
1312 return 0;
1313 case 3:
1314 return 0; /* stop before pickup */
1315 case 4:
1316 pick_up (op, tmp);
1317 break;
1318 case 5:
1319 pick_up (op, tmp);
1320 stop = 1;
1321 break;
1322 case 6:
1323 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1324 pick_up (op, tmp);
1325 break;
1326
1327 case 7:
1328 if (tmp->type == MONEY || tmp->type == GEM)
1329 pick_up (op, tmp);
1330 break;
1331
1332 default:
1333 /* use value density */
1334 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1335 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1336 pick_up (op, tmp);
1337 } 1027 }
1338 } 1028 }
1339 else 1029
1340 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1341 /* NEW pickup handling */
1342 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1343 { 1033 {
1344 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1345 if (tmp->name != NULL)
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 }
1382 /* philosophy:
1383 * It's easy to grab an item type from a pile, as long as it's
1384 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a
1386 * grab-as-you-run type mode that's really useful for arrows for
1387 * example.
1388 * The drawback: right now it has no frontend, so you need to
1389 * stick the bits you want into a calculator in hex mode and then
1390 * convert to decimal and then 'pickup <#>
1391 */
1392
1393 /* the first two modes are exclusive: if NOTHING we return, if
1394 * STOP then we stop. All the rest are applied sequentially,
1395 * meaning if any test passes, the item gets picked up. */
1396
1397 /* if mode is set to pick nothing up, return */
1398
1399 if (op->contr->mode & PU_NOTHING)
1400 return 1;
1401
1402 /* if mode is set to stop when encountering objects, return */
1403 /* take STOP before INHIBIT since it doesn't actually pick
1404 * anything up */
1405
1406 if (op->contr->mode & PU_STOP)
1407 return 0;
1408
1409 /* useful for going into stores and not losing your settings... */
1410 /* and for battles wher you don't want to get loaded down while
1411 * fighting */
1412 if (op->contr->mode & PU_INHIBIT)
1413 return 1;
1414
1415 /* prevent us from turning into auto-thieves :) */
1416 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1417 continue; 1035 continue;
1036 }
1418 1037
1419 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1420 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1421 continue; 1043 continue;
1044 }
1422 1045
1423 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1424 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1425 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1426 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1427 { 1117 {
1428 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1429 continue; 1119 continue;
1430 } 1120 }
1121 }
1431 1122
1123 /* misc stuff that's useful */
1432 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1434 { 1126 {
1435 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1436 continue; 1128 continue;
1437 } 1129 }
1438 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1439 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1440 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1441 { 1138 */
1442 pick_up (op, tmp);
1443 continue;
1444 }
1445
1446 /* spellbooks, skillscrolls and normal books/scrolls */
1447 if (op->contr->mode & PU_SPELLBOOK)
1448 if (tmp->type == SPELLBOOK)
1449 {
1450 pick_up (op, tmp);
1451 continue;
1452 }
1453
1454 if (op->contr->mode & PU_SKILLSCROLL)
1455 if (tmp->type == SKILLSCROLL)
1456 {
1457 pick_up (op, tmp);
1458 continue;
1459 }
1460
1461 if (op->contr->mode & PU_READABLES)
1462 if (tmp->type == BOOK || tmp->type == SCROLL)
1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1467
1468 /* wands/staves/rods/horns */
1469 if (op->contr->mode & PU_MAGIC_DEVICE)
1470 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1471 {
1472 pick_up (op, tmp);
1473 continue;
1474 }
1475
1476 /* pick up all magical items */
1477 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1478 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1479 {
1480 pick_up (op, tmp);
1481 continue;
1482 }
1483
1484 if (op->contr->mode & PU_VALUABLES)
1485 { 1141 {
1486 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1487 { 1145 {
1488 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1489 continue;
1490 } 1147 }
1491 }
1492
1493 /* rings & amulets - talismans seems to be typed AMULET */
1494 if (op->contr->mode & PU_JEWELS)
1495 if (tmp->type == RING || tmp->type == AMULET)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 /* we don't forget dragon food */
1502 if (op->contr->mode & PU_FLESH)
1503 if (tmp->type == FLESH)
1504 {
1505 pick_up (op, tmp);
1506 continue;
1507 }
1508
1509 /* bows and arrows. Bows are good for selling! */
1510 if (op->contr->mode & PU_BOW)
1511 if (tmp->type == BOW)
1512 {
1513 pick_up (op, tmp);
1514 continue;
1515 }
1516
1517 if (op->contr->mode & PU_ARROW)
1518 if (tmp->type == ARROW)
1519 {
1520 pick_up (op, tmp);
1521 continue;
1522 }
1523
1524 /* all kinds of armor etc. */
1525 if (op->contr->mode & PU_ARMOUR)
1526 if (tmp->type == ARMOUR)
1527 {
1528 pick_up (op, tmp);
1529 continue;
1530 }
1531
1532 if (op->contr->mode & PU_HELMET)
1533 if (tmp->type == HELMET)
1534 {
1535 pick_up (op, tmp);
1536 continue;
1537 }
1538
1539 if (op->contr->mode & PU_SHIELD)
1540 if (tmp->type == SHIELD)
1541 {
1542 pick_up (op, tmp);
1543 continue;
1544 }
1545
1546 if (op->contr->mode & PU_BOOTS)
1547 if (tmp->type == BOOTS)
1548 {
1549 pick_up (op, tmp);
1550 continue;
1551 }
1552
1553 if (op->contr->mode & PU_GLOVES)
1554 if (tmp->type == GLOVES)
1555 {
1556 pick_up (op, tmp);
1557 continue;
1558 }
1559
1560 if (op->contr->mode & PU_CLOAK)
1561 if (tmp->type == CLOAK)
1562 {
1563 pick_up (op, tmp);
1564 continue;
1565 }
1566
1567 /* hoping to catch throwing daggers here */
1568 if (op->contr->mode & PU_MISSILEWEAPON)
1569 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1570 {
1571 pick_up (op, tmp);
1572 continue;
1573 }
1574
1575 /* careful: chairs and tables are weapons! */
1576 if (op->contr->mode & PU_ALLWEAPON)
1577 {
1578 if (tmp->type == WEAPON && tmp->name != NULL)
1579 {
1580 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1581 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1582 {
1583 pick_up (op, tmp);
1584 continue;
1585 }
1586 }
1587
1588 if (tmp->type == WEAPON && tmp->name == NULL)
1589 {
1590 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1591 {
1592 pick_up (op, tmp);
1593 continue;
1594 }
1595 }
1596 }
1597
1598 /* misc stuff that's useful */
1599 if (op->contr->mode & PU_KEY)
1600 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1601 {
1602 pick_up (op, tmp);
1603 continue;
1604 }
1605
1606 /* any of the last 4 bits set means we use the ratio for value
1607 * pickups */
1608 if (op->contr->mode & PU_RATIO)
1609 {
1610 /* use value density to decide what else to grab */
1611 /* >=7 was >= op->contr->mode */
1612 /* >=7 is the old standard setting. Now we take the last 4 bits
1613 * and multiply them by 5, giving 0..15*5== 5..75 */
1614 wvratio = (op->contr->mode & PU_RATIO) * 5;
1615 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1616 {
1617 pick_up (op, tmp);
1618#if 0
1619 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1620 if (tmp->name != NULL)
1621 {
1622 fprintf (stderr, "%s", tmp->name);
1623 }
1624 else 1148 else
1625 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1626 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1627 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1628#endif 1152#endif
1153 CHK_PICK_PICKUP;
1629 continue; 1154 continue;
1630 }
1631 } 1155 }
1632 } /* the new pickup model */ 1156 } /* the new pickup model */
1633 } 1157 }
1634 1158
1635 return !stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1636} 1195}
1637 1196
1638/* 1197/*
1639 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1640 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1641 * found object is returned. 1200 * found object is returned.
1642 */ 1201 */
1643object * 1202static object *
1644find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1645{ 1204{
1646 object *tmp = NULL;
1647
1648 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1649 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1650 tmp = find_arrow (op, type);
1651 else if (op->type == ARROW && op->race == type) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1208
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type))
1212 {
1213 splay (tmp);
1652 return op; 1214 return arrow;
1215 }
1216
1653 return tmp; 1217 return 0;
1654} 1218}
1655 1219
1656/* 1220/*
1657 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1658 * against the target. A full test is not performed, simply a basic test 1222 * against the target. A full test is not performed, simply a basic test
1659 * of resistances. The archer is making a quick guess at what he sees down 1223 * of resistances. The archer is making a quick guess at what he sees down
1660 * the hall. Failing that it does it's best to pick the highest plus arrow. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1661 */ 1225 */
1662 1226static object *
1663object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1665{ 1228{
1666 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1668 1231
1669 if (!type) 1232 if (!type)
1673 { 1236 {
1674 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1675 { 1238 {
1676 i = 0; 1239 i = 0;
1677 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1678 if (i > betterby) 1242 if (i > betterby)
1679 { 1243 {
1680 tmp = ntmp; 1244 tmp = ntmp;
1681 betterby = i; 1245 betterby = i;
1682 } 1246 }
1683 } 1247 }
1684 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1685 { 1249 {
1686 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1687 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1688 { 1252 {
1689 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1690 { 1254 {
1691 *better = 100; 1255 *better = 100;
1692 return arrow; 1256 return arrow;
1700 else 1264 else
1701 { 1265 {
1702 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1703 { 1267 {
1704 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1705 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1706 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1707 { 1271 {
1708 tmp = arrow; 1272 tmp = arrow;
1709 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1710 } 1274 }
1711 } 1275 }
1276
1712 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1713 { 1278 {
1714 tmp = arrow; 1279 tmp = arrow;
1715 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1716 } 1281 }
1282
1717 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1718 { 1284 {
1719 tmp = arrow; 1285 tmp = arrow;
1720 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1721 } 1287 }
1722 } 1288 }
1723 } 1289 }
1724 } 1290 }
1291
1725 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1726 return find_arrow (op, type); 1293 return find_arrow (op, type);
1727 1294
1728 *better = betterby; 1295 *better = betterby;
1729 return tmp; 1296 return tmp;
1733 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1734 * op = the shooter 1301 * op = the shooter
1735 * type = bow->race 1302 * type = bow->race
1736 * dir = fire direction 1303 * dir = fire direction
1737 */ 1304 */
1738 1305static object *
1739object *
1740pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1741{ 1307{
1742 object *tmp = NULL; 1308 object *tmp = NULL;
1743 maptile *m; 1309 maptile *m;
1744 int i, mflags, found, number; 1310 int i, mflags, found, number;
1745 sint16 x, y; 1311 sint16 x, y;
1760 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1761 { 1327 {
1762 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1763 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1764 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1765 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1766 { 1333 {
1767 tmp = NULL; 1334 tmp = 0;
1768 break; 1335 break;
1769 } 1336 }
1770 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1771 { 1338 {
1772 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1773 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1774 */ 1341 */
1775 tmp = NULL; 1342 tmp = 0;
1776 break; 1343 break;
1777 } 1344 }
1345
1778 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1779 {
1780 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1781 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1782 {
1783 found++;
1784 break;
1785 }
1786 if (found)
1787 break; 1349 break;
1788 }
1789 } 1350 }
1790 if (tmp == NULL) 1351
1352 if (!tmp)
1791 return find_arrow (op, type); 1353 return find_arrow (op, type);
1792 1354
1793 if (tmp->head) 1355 if (tmp->head)
1794 tmp = tmp->head; 1356 tmp = tmp->head;
1795 1357
1808 */ 1370 */
1809int 1371int
1810fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1372fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1811{ 1373{
1812 object *left, *bow; 1374 object *left, *bow;
1813 int bowspeed, mflags; 1375 int mflags;
1814 maptile *m; 1376 maptile *m;
1815 1377
1816 if (!dir) 1378 if (!dir)
1817 { 1379 {
1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1380 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819 return 0; 1381 return 0;
1820 } 1382 }
1821 if (op->type == PLAYER) 1383
1822 bow = op->contr->ranges[range_bow]; 1384 if (op->contr)
1385 bow = op->current_weapon;
1823 else 1386 else
1824 { 1387 {
1825 for (bow = op->inv; bow; bow = bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1826 /* Don't check for applied - monsters don't apply bows - in that way, they 1389 /* Don't check for applied - monsters don't apply bows - in that way, they
1827 * don't need to switch back and forth between bows and weapons. 1390 * don't need to switch back and forth between bows and weapons.
1832 if (!bow) 1395 if (!bow)
1833 { 1396 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1398 return 0;
1836 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1837 } 1403 }
1404
1838 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1839 { 1406 {
1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841 return 0; 1408 return 0;
1842 } 1409 }
1843
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845
1846 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1849 if (bowspeed < 1)
1850 bowspeed = 1;
1851 1410
1852 if (arrow == NULL) 1411 if (arrow == NULL)
1853 { 1412 {
1854 if ((arrow = find_arrow (op, bow->race)) == NULL) 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 { 1414 {
1856 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1857 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1416 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1858 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1417 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1859 else 1418 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1861 return 0; 1421 return 0;
1862 } 1422 }
1863 } 1423 }
1424
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1426 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1427 return 0;
1868 } 1428
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1429 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1430 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872 return 0; 1432 return 0;
1873 } 1433 }
1874 1434
1875 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1877 { 1437 {
1878 arrow->remove (); 1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1879 arrow->destroy (0); 1439 arrow->destroy ();
1880 return 0; 1440 return 0;
1881 } 1441 }
1882 1442
1883 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1885 if (arrow == NULL) 1445 if (!arrow)
1886 { 1446 {
1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888 return 0; 1448 return 0;
1889 } 1449 }
1890 set_owner (arrow, op); 1450
1451 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1452 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1453 arrow->direction = dir;
1894 arrow->x = sx; 1454
1895 arrow->y = sy; 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1456 arrow->stats.hp = arrow->stats.dam;
1457 arrow->stats.grace = arrow->attacktype;
1458 arrow->custom_name = arrow->slaying;
1459
1460#if 0
1461 if (player *pl = op->contr)
1462 {
1463 float speed = pl->weapon_sp;
1464
1465 /* penalize ROF for bestarrow */
1466 if (pl->bowtype == bow_bestarrow)
1467 speed *= .9f;
1468 else
1469 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1470
1471 op->speed_left += speed - op->speed;
1472 }
1473#endif
1474
1475 SET_ANIMATION (arrow, arrow->direction);
1476
1477 /* update the speed */
1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1479 + bow->stats.dam / 7.f;
1480
1481 arrow->set_speed (max (arrow->speed, 2.f));
1482 arrow->speed_left = 0;
1483
1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1896 1485
1897 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1898 { 1487 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op);
1901 }
1902
1903 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying);
1909
1910 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper.
1912 */
1913
1914 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1915
1916 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919
1920 if (arrow->speed < 1.0)
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0;
1924
1925 if (op->type == PLAYER)
1926 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1928 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1929 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1930
1931 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1488 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1489 wc -= dex_bonus[op->stats.Dex];
1490
1491 if (!arrow->slaying)
1492 arrow->slaying = op->slaying;
1493
1494 arrow->attacktype |= op->attacktype;
1932 } 1495 }
1933 else 1496 else
1934 { 1497 {
1935 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1936 arrow->level = op->level; 1498 arrow->level = op->level;
1937 } 1499 arrow->stats.wc -= bow->magic;
1938 1500
1939 if (arrow->attacktype == AT_PHYSICAL) 1501 if (!arrow->slaying)
1502 arrow->slaying = bow->slaying;
1503
1940 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1505 }
1941 1506
1942 if (bow->slaying != NULL) 1507 wc -= arrow->level;
1943 arrow->slaying = bow->slaying; 1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1944 1509
1945 arrow->map = m; 1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1946 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1513
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1950 insert_ob_in_map (arrow, m, op, 0); 1515 m->insert (arrow, sx, sy, op);
1951 1516
1952 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1518 move_arrow (arrow);
1954
1955 if (op->type == PLAYER)
1956 {
1957 if (left->destroyed ())
1958 esrv_del_item (op->contr, left->count);
1959 else
1960 esrv_send_item (op, left);
1961 }
1962 1519
1963 return 1; 1520 return 1;
1964} 1521}
1965 1522
1966/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1968 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1969 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1970 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1971 * hence the function name. 1528 * hence the function name.
1972 */ 1529 */
1973int 1530static int
1974player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1975{ 1532{
1976 int ret = 0, wcmod = 0; 1533 int ret;
1977 1534
1978 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1979 { 1536 {
1980 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1981 } 1538 }
1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 { 1540 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1985 wcmod = -1;
1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1987 } 1543 }
1988 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1989 { 1545 {
1990 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1991 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1547 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1992 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1993 } 1549 }
1994 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1995 { 1551 {
1996 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1552 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1997 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1553 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1998 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1999
2000 } 1555 }
2001 else 1556 else
2002 { 1557 {
2003 /* Simple case */ 1558 /* Simple case */
2004 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2005 } 1560 }
1561
2006 return ret; 1562 return ret;
2007} 1563}
2008
2009 1564
2010/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
2011 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
2012 */ 1567 */
2013void 1568static void
2014fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
2015{ 1570{
2016 object *item; 1571 object *item = op->contr->ranged_ob;
2017 1572
2018 if (!op->contr->ranges[range_misc]) 1573 if (!item)
2019 { 1574 {
2020 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2021 return; 1576 return;
2022 } 1577 }
2023 1578
2024 item = op->contr->ranges[range_misc];
2025 if (!item->inv) 1579 if (!item->inv)
2026 { 1580 {
2027 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2028 return; 1582 return;
2029 } 1583 }
1584
1585 if (!op->change_weapon (item))
1586 return;
1587
2030 if (item->type == WAND) 1588 if (item->type == WAND)
2031 { 1589 {
2032 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
2033 { 1591 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 op->contr->play_sound (sound_find ("wand_poof"));
2035 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1594
2036 return; 1595 return;
2037 } 1596 }
2038 } 1597 }
2039 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
2040 { 1599 {
2041 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
2042 { 1605 {
2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
2044 if (item->type == ROD) 1608 if (item->type == ROD)
2045 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2046 else 1610 else
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1612
2048 return; 1613 return;
2049 } 1614 }
2050 } 1615 }
2051 1616
2052 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
2053 { 1618 {
2054 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
2055 if (item->type == WAND) 1621 if (item->type == WAND)
2056 { 1622 {
2057 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
2058 { 1624 {
2059 object *tmp; 1625 object *tmp;
2060 1626
2061 if (item->arch) 1627 if (item->arch)
2062 { 1628 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
2065 item->speed = 0; 1631 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1632 }
2068 if ((tmp = is_player_inv (item))) 1633
1634 if (object *pl = item->visible_to ())
2069 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
2070 } 1636 }
2071 } 1637 }
2072 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1639 drain_rod_charge (item);
2075 }
2076 } 1640 }
2077} 1641}
2078 1642
2079/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
2080 */ 1644 */
2081void 1645bool
2082fire (object *op, int dir) 1646fire (object *op, int dir)
2083{ 1647{
2084 int spellcost = 0; 1648 int spellcost = 0;
1649
1650 player *pl = op->contr;
1651
1652 if (pl->golem)
1653 {
1654 control_golem (op->contr->golem, dir);
1655 return false;
1656 }
1657
1658 object *ob = pl->ranged_ob;
1659
1660 if (!ob)
1661 return false;
1662
1663 if (op->speed_left > 0.f)
1664 --op->speed_left;
1665 else
1666 return false;
1667
1668 if (!op->change_weapon (ob))
1669 return false;
2085 1670
2086 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
2087 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
2088 make_visible (op); 1673 make_visible (op);
2089 1674
2090 switch (op->contr->shoottype) 1675 switch (ob->type)
2091 { 1676 {
2092 case range_none: 1677 case BOW:
2093 return;
2094
2095 case range_bow:
2096 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
2097 return; 1679 break;
2098 1680
2099 case range_magic: /* Casting spells */ 1681 case SPELL:
2100 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
2101 return; 1683 break;
2102 1684
2103 case range_misc: 1685 case BUILDER:
1686 apply_map_builder (op, dir);
1687 break;
1688
1689 case SKILL:
1690 do_skill (op, op, ob, dir, 0);
1691 break;
1692
1693 default:
2104 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
2105 return; 1695 break;
2106
2107 case range_golem: /* Control summoned monsters from scrolls */
2108 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 {
2110 op->contr->ranges[range_golem] = 0;
2111 op->contr->shoottype = range_none;
2112 }
2113 else
2114 control_golem (op->contr->ranges[range_golem], dir);
2115 return;
2116
2117 case range_skill:
2118 if (!op->chosen_skill)
2119 {
2120 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122 return;
2123 }
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return;
2126 case range_builder:
2127 apply_map_builder (op, dir);
2128 return;
2129 default:
2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2131 return;
2132 } 1696 }
2133}
2134 1697
1698 return true;
1699}
2135 1700
2136 1701static object *
2137/* find_key
2138 * We try to find a key for the door as passed. If we find a key
2139 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic
2141 * for both is the same - just the specific key is different.
2142 * pl is the player,
2143 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers.
2146 */
2147
2148object *
2149find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
2150{ 1703{
2151 object *tmp, *key; 1704 object *tmp, *key;
2152 1705
2153 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1707 if (!container->inv)
2155 return NULL; 1708 return 0;
2156 1709
2157 /* First, lets try to find a key in the top level inventory */ 1710 /* First, lets try to find a key in the top level inventory */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1712 {
2160 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1714 break;
1715
2162 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
2164 */ 1718 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1720 break;
2167 } 1721 }
1722
2168 /* No key found - lets search inventories now */ 1723 /* No key found - lets search inventories now */
2169 /* If we find and use a key in an inventory, return at that time. 1724 /* If we find and use a key in an inventory, return at that time.
2170 * otherwise, if we search all the inventories and still don't find 1725 * otherwise, if we search all the inventories and still don't find
2171 * a key, return 1726 * a key, return
2172 */ 1727 */
2173 if (!tmp) 1728 if (!tmp)
2174 { 1729 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 {
2177 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
2179 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1733 if ((key = find_key_ (pl, tmp, door)))
2181 return key; 1734 return key;
2182 } 1735
2183 }
2184 if (!tmp) 1736 if (!tmp)
2185 return NULL; 1737 return 0;
2186 } 1738 }
1739
2187 /* We get down here if we have found a key. Now if its in a container, 1740 /* We get down here if we have found a key. Now if its in a container,
2188 * see if we actually want to use it 1741 * see if we actually want to use it
2189 */ 1742 */
2190 if (pl != container) 1743 if (pl != container)
2191 { 1744 {
2192 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
2193 if (!pl->contr) 1746 if (!pl->contr)
2194 return NULL; 1747 return 0;
1748
2195 /* cases where this fails: 1749 /* cases where this fails:
2196 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
2197 * are not in the players inventory. 1751 * are not in the players inventory.
2198 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
2199 * containers can be used. 1753 * containers can be used.
2203 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
2204 * 1758 *
2205 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
2206 * all the others. 1760 * all the others.
2207 */ 1761 */
2208 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
2209 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
2210 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2211 { 1765 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2213 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2214 return NULL; 1768 return NULL;
2215 } 1769 }
2216 } 1770 }
1771
2217 return tmp; 1772 return tmp;
1773}
1774
1775/* find_key
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door)
1787{
1788 if (door->slaying && is_match_expr (door->slaying))
1789 {
1790 // for match expressions, we try to find the key by applying the match
1791 // to the op itself, which is supposed to find the "key", instead
1792 // of searching through containers ourselves.
1793
1794 return match_one (door->slaying, container, door, pl, pl);
1795 }
1796 else
1797 return find_key_ (pl, container, door);
2218} 1798}
2219 1799
2220/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
2222 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
2223 * 0 otherwise 1803 * 0 otherwise
2224 */ 1804 */
2225static int 1805static int
2226player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
2227{ 1807{
2228
2229 /* If its a door, try to find a use a key. If we do destroy the door, 1808 /* If its a door, try to find a key. If we do destroy the door,
2230 * might as well return immediately as there is nothing more to do - 1809 * might as well return immediately as there is nothing more to do -
2231 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
2232 */ 1811 */
2233 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
2234 1813
2235 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
2236 if (key) 1815 if (key)
2237 { 1816 {
2238 object *container = key->env; 1817 object *container = key->env;
2239 1818
2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2241 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
2242 make_visible (op); 1820 make_visible (op);
1821
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 1823 spring_trap (door->inv, op);
1824
2245 if (door->type == DOOR) 1825 if (door->type == DOOR)
2246 {
2247 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2248 }
2249 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
2250 { 1828 {
2251 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2252 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
2253 } 1831 }
1832
2254 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 1835
2257 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container);
2259 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2260 } 1837 }
2261 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2262 { 1839 {
2263 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2265 return 1; 1842 return 1;
2266 } 1843 }
1844
2267 return 0; 1845 return 0;
2268} 1846}
2269 1847
2270/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2275 */ 1853 */
2276 1854bool
2277void
2278move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2279{ 1856{
2280 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2281 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2282 int on_battleground; 1863 int on_battleground;
2283 maptile *m;
2284 1864
2285 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2287 1867
2288 on_battleground = op_on_battleground (op, NULL, NULL); 1868 on_battleground = op_on_battleground (op, 0, 0);
1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2289 1872
2290 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2291 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2292 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2293 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2294 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2295 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2296 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2297 * move_ob uses. 1880 * move_ob uses.
2298 */ 1881 */
2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2300 { 1897 }
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2302 { 1910 }
2303 m = get_map_from_coord (op->map, &nx, &ny); 1911
2304 if (!m) 1912 /* The following deals with possibly attacking peaceful
2305 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2306 } 1945 }
2307 else 1946 else
2308 m = op->map;
2309
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return; 1947 return false;
2314 } 1948 }
2315 1949
2316 mon = NULL;
2317 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space
2321 */
2322 while (tmp != NULL)
2323 {
2324 if (tmp == op)
2325 {
2326 tmp = tmp->above;
2327 continue;
2328 }
2329
2330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2331 {
2332 mon = tmp;
2333 break;
2334 }
2335
2336 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2337 mon = tmp;
2338
2339 tmp = tmp->above;
2340 }
2341
2342 if (mon == NULL) /* This happens anytime the player tries to move */
2343 return; /* into a wall */
2344
2345 if (mon->head != NULL)
2346 mon = mon->head;
2347
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2349 if (player_attack_door (op, mon))
2350 return;
2351
2352 /* The following deals with possibly attacking peaceful
2353 * or frienddly creatures. Basically, all players are considered
2354 * unaggressive. If the moving player has peaceful set, then the
2355 * object should be pushed instead of attacked. It is assumed that
2356 * if you are braced, you will not attack friends accidently,
2357 * and thus will not push them.
2358 */
2359
2360 /* If the creature is a pet, push it even if the player is not
2361 * peaceful. Our assumption is the creature is a pet if the
2362 * player owns it and it is either friendly or unagressive.
2363 */
2364 if ((op->type == PLAYER)
2365#if COZY_SERVER
2366 &&
2367 ((get_owner (mon) && get_owner (mon)->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2369#else
2370 && get_owner (mon) == op
2371#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 {
2374 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced)
2376 return;
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378 (void) push_ob (mon, dir, op);
2379 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op);
2381 return;
2382 }
2383
2384 /* in certain circumstances, you shouldn't attack friendly 1950 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2386 * someone, but put it inside this loop so that you won't 1952 * someone, but put it inside this loop so that you won't
2387 * attack them either. 1953 * attack them either.
2388 */ 1954 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2391#ifdef PROHIBIT_PLAYERKILL 1957 && ((op->contr->peaceful
2392 (op->contr->peaceful 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2393 || (mon->type == PLAYER 1959 && !on_battleground))
2394 && mon->contr-> 1960 {
2395 peaceful)) && 1961 if (op->speed_left > 0.f)
2396#else
2397 op->contr->peaceful &&
2398#endif
2399 !on_battleground))
2400 { 1962 {
1963 --op->speed_left;
1964
2401 if (!op->contr->braced) 1965 if (!op->contr->braced)
2402 { 1966 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2404 (void) push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2405 } 1969 }
2406 else 1970 else
2407 { 1971 op->statusmsg ("You withhold your attack");
2408 new_draw_info (0, 0, op, "You withhold your attack"); 1972
2409 }
2410 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2411 make_visible (op); 1974 make_visible (op);
2412 }
2413 1975
1976 return true;
1977 }
1978 }
2414 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2415 * roll it if not braced. You can't roll it if you are braced. 1980 * roll it if not braced. You can't roll it if you are braced.
2416 */ 1981 */
2417 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1983 {
1984 if (op->speed_left > 0.f)
2418 { 1985 {
1986 --op->speed_left;
1987
2419 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2420 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2421 make_visible (op); 1990 make_visible (op);
2422 }
2423 1991
1992 return true;
1993 }
1994 }
2424 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2425 * Way it works is like this: First, it must have some hit points 1996 * Way it works is like this: First, it must have some hit points
2426 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2427 * 1) Not a player, 2) A player, but of a different party. Note 1998 * 1) Not a player, 2) A player, but of a different party. Note
2428 * that party_number -1 is no party, so attacks can still happen. 1999 * that party_number -1 is no party, so attacks can still happen.
2429 */ 2000 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 { 2003 {
2434 2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2435 /* If the player hasn't hit something this tick, and does
2436 * so, give them speed boost based on weapon speed. Doing
2437 * it here is better than process_players2, which basically
2438 * incurred a 1 tick offset.
2439 */
2440 if (!op->contr->has_hit)
2441 { 2005 {
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2006 --op->contr->weapon_sp_left;
2443 2007
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 }
2446
2447 skill_attack (mon, op, 0, NULL, NULL); 2008 skill_attack (mon, op, 0, 0, 0);
2448 2009
2449 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is
2452 * the wiz.
2453 */
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 {
2456 short luck = mon->stats.luck;
2457
2458 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL);
2460 mon->stats.luck = luck;
2461 }
2462 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2463 make_visible (op); 2011 make_visible (op);
2464 }
2465 } /* if player should attack something */
2466}
2467 2012
2468int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2469move_player (object *op, int dir) 2021move_player (object *op, int dir)
2470{ 2022{
2471 int pick;
2472
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2474 return 0; 2024 return 0;
2475 2025
2476 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2478 { 2028 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2029 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2030 return 0;
2481 } 2031 }
2482 2032
2483 /* peterm: added following line */ 2033 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2036
2487 op->facing = dir; 2037 op->facing = dir;
2488 2038
2489 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2490 do_hidden_move (op); 2040 do_hidden_move (op);
2491 2041
2042 bool retval;
2043 int pick = 0;
2044
2492 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2493 /*nop */ ; 2046 retval = RESULT_INT (0);
2494 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2495 fire (op, dir); 2048 retval = fire (op, dir);
2496 else 2049 else
2497 { 2050 {
2498 move_player_attack (op, dir); 2051 retval = move_player_attack (op, dir);
2499 pick = check_pick (op); 2052 pick = check_pick (op);
2500 } 2053 }
2501 2054
2502 /* Add special check for newcs players and fire on - this way, the 2055 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing. 2056 * server can handle repeat firing.
2504 */ 2057 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2058 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2059 op->direction = dir;
2508 }
2509 else 2060 else
2510 {
2511 op->direction = 0; 2061 op->direction = 0;
2512 } 2062
2513 /* Update how the player looks. Use the facing, so direction may 2063 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2064 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2065 * for players.
2516 */ 2066 */
2517 animate_object (op, op->facing); 2067 animate_object (op, op->facing);
2518 return 0; 2068
2069 return retval;
2519} 2070}
2520 2071
2521/* This is similar to handle_player, below, but is only used by the 2072/* This is similar to handle_player, below, but is only used by the
2522 * new client/server stuff. 2073 * new client/server stuff.
2523 * This is sort of special, in that the new client/server actually uses 2074 * This is sort of special, in that the new client/server actually uses
2524 * the new speed values for commands. 2075 * the new speed values for commands.
2525 * 2076 *
2526 * Returns true if there are more actions we can do. 2077 * Returns true if there are more actions we can do. Should not do
2078 * many actions in a row, as that would be too unfair to other
2079 * players.
2527 */ 2080 */
2528int 2081bool
2529handle_newcs_player (object *op) 2082handle_newcs_player (object *op)
2530{ 2083{
2531 if (op->contr->hidden)
2532 {
2533 op->invisible = 1000;
2534 /* the socket code flashes the player visible/invisible
2535 * depending on the value of invisible, so we need to
2536 * alternate it here for it to work correctly.
2537 */
2538 if (pticks & 2)
2539 op->invisible--;
2540 }
2541 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2542 {
2543 op->invisible--;
2544 if (!op->invisible)
2545 {
2546 make_visible (op);
2547 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2548 }
2549 }
2550
2551 if (QUERY_FLAG (op, FLAG_SCARED)) 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2552 { 2085 {
2553 flee_player (op); 2086 if (op->speed_left > 0.f)
2554 /* If player is still scared, that is his action for this tick */
2555 if (QUERY_FLAG (op, FLAG_SCARED))
2556 { 2087 {
2557 op->speed_left--; 2088 --op->speed_left;
2089 flee_player (op);
2090
2558 return 0; 2091 return true;
2559 } 2092 }
2093 else
2094 return false;
2560 } 2095 }
2561
2562 /* I've been seeing crashes where the golem has been destroyed, but
2563 * the player object still points to the defunct golem. The code that
2564 * destroys the golem looks correct, and it doesn't always happen, so
2565 * put this in a a workaround to clean up the golem pointer.
2566 */
2567 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2568 op->contr->ranges[range_golem] = 0;
2569 2096
2570 /* call this here - we also will call this in do_ericserver, but 2097 /* call this here - we also will call this in do_ericserver, but
2571 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2099 * called, so we recheck it here.
2573 */ 2100 */
2574 HandleClient (&op->contr->socket, op->contr); 2101 if (op->contr->ns->handle_command ())
2575 if (op->speed_left < 0)
2576 return 0; 2102 return true;
2577 2103
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 {
2580 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--;
2582
2583 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff.
2586 */
2587 move_player (op, op->direction); 2105 return move_player (op, op->direction);
2588 if (op->speed_left > 0) 2106
2589 return 1;
2590 else
2591 return 0;
2592 }
2593 return 0; 2107 return false;
2594} 2108}
2595 2109
2596int 2110static int
2597save_life (object *op) 2111save_life (object *op)
2598{ 2112{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2114 return 0;
2603 2115
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2118 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 op->play_sound (sound_find ("ob_evaporate"));
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2609 if (op->contr) 2121
2610 esrv_del_item (op->contr, tmp->count);
2611 tmp->remove ();
2612 tmp->destroy (0); 2122 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2124
2614 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2126 op->stats.hp = op->stats.maxhp;
2127
2616 if (op->stats.food < 0) 2128 if (op->stats.food < 0)
2617 op->stats.food = 999; 2129 op->stats.food = 999;
2618 fix_player (op); 2130
2131 op->update_stats ();
2619 return 1; 2132 return 1;
2620 } 2133 }
2134
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2136 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2137 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2138 return 0;
2625} 2139}
2626 2140
2627/* This goes throws the inventory and removes unpaid objects, and puts them 2141/* This goes throws the inventory and removes unpaid objects, and puts them
2628 * back in the map (location and map determined by values of env). This 2142 * back in the map (location and map determined by values of env). This
2629 * function will descend into containers. op is the object to start the search 2143 * function will descend into containers. op is the object to start the search
2630 * from. 2144 * from.
2631 */ 2145 */
2146static void
2147drop_unpaid_items (object *op, object *env)
2148{
2149 while (op)
2150 {
2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2152
2153 if (QUERY_FLAG (op, FLAG_UNPAID))
2154 op->insert_at (env);
2155 else if (op->inv)
2156 drop_unpaid_items (op->inv, env);
2157
2158 op = next;
2159 }
2160}
2161
2632void 2162void
2633remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2634{ 2164{
2635 object *next; 2165 if (!flag [FLAG_REMOVED])
2636 2166 ::drop_unpaid_items (inv, this);
2637 while (op)
2638 {
2639 next = op->below; /* Make sure we have a good value, in case
2640 * we remove object 'op'
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 {
2644 op->remove ();
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0);
2650 }
2651 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env);
2653 op = next;
2654 }
2655} 2167}
2656
2657
2658/*
2659 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the
2662 * best, a misc file for object actions is probably better,
2663 * but there isn't one in the server directory.
2664 */
2665char *
2666gravestone_text (object *op)
2667{
2668 static char buf2[MAX_BUF];
2669 char buf[MAX_BUF];
2670 time_t now = time (NULL);
2671
2672 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else
2676 sprintf (buf, "%s\n", &op->name);
2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf);
2679 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2683 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf);
2685 if (op->type == PLAYER)
2686 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf);
2690 }
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf);
2694 return buf2;
2695}
2696
2697
2698 2168
2699void 2169void
2700do_some_living (object *op) 2170do_some_living (object *op)
2701{ 2171{
2702 int last_food = op->stats.food; 2172 int last_food = op->stats.food;
2708 int rate_grace = 2000; 2178 int rate_grace = 2000;
2709 const int max_hp = 1; 2179 const int max_hp = 1;
2710 const int max_sp = 1; 2180 const int max_sp = 1;
2711 const int max_grace = 1; 2181 const int max_grace = 1;
2712 2182
2713 if (op->contr->outputs_sync) 2183 if (op->contr->hidden)
2714 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]);
2718 } 2184 {
2185 op->invisible = 1000;
2186 /* the socket code flashes the player visible/invisible
2187 * depending on the value of invisible, so we need to
2188 * alternate it here for it to work correctly.
2189 */
2190 if (pticks & 2)
2191 op->invisible--;
2192 }
2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2194 {
2195 if (!op->invisible--)
2196 {
2197 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2199 }
2200 }
2719 2201
2720 if (op->contr->state == ST_PLAYING) 2202 if (op->contr->ns->state == ST_PLAYING)
2721 { 2203 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2204 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2205 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2206 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2207 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2208 else
2728 { 2209 {
2729 gen_hp = op->stats.maxhp; 2210 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2211 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2212 }
2213
2732 if (op->contr->gen_sp >= 0) 2214 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2215 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2216 else
2735 { 2217 {
2736 gen_sp = op->stats.maxsp; 2218 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2219 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2220 }
2221
2739 if (op->contr->gen_grace >= 0) 2222 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2224 else
2742 { 2225 {
2743 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745 } 2228 }
2746 2229
2747 /* Regenerate Spell Points */
2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2749 {
2750 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2751 if (op->stats.sp < op->stats.maxsp)
2752 {
2753 op->stats.sp++;
2754 /* dms do not consume food */
2755 if (!QUERY_FLAG (op, FLAG_WIZ))
2756 {
2757 op->stats.food--;
2758 if (op->contr->digestion < 0)
2759 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food;
2762 }
2763 }
2764 if (max_sp > 1)
2765 {
2766 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0)
2768 {
2769 if (op->stats.sp < op->stats.maxsp)
2770 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--;
2774 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp;
2776 }
2777 op->last_sp = 0;
2778 }
2779 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 }
2784 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 }
2789
2790 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2231 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2793 { 2233 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2234 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2235 op->stats.grace++; /* no penalty in food for regaining grace */
2236
2796 if (max_grace > 1) 2237 if (max_grace > 1)
2797 { 2238 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2240 if (over_grace > 0)
2800 { 2241 {
2812 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2813 } 2254 }
2814 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2815 } 2256 }
2816 2257
2258 if (op->stats.food > 0)
2259 {
2817 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2818 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2819 {
2820 if (op->stats.hp < op->stats.maxhp)
2821 { 2262 {
2822 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2823 /* dms do not consume food */ 2264
2824 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2825 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2826 op->stats.food--; 2272 op->stats.food--;
2273
2827 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2828 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2829 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2276 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2830 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2831 } 2279 }
2832 } 2280
2833 if (max_hp > 1) 2281 if (max_sp > 1)
2834 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0)
2837 { 2282 {
2838 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2283 over_sp = (gen_sp + 10) / rate_sp;
2284 if (over_sp > 0)
2285 {
2286 if (op->stats.sp < op->stats.maxsp)
2287 {
2288 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2289
2290 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2291 op->stats.sp--;
2292
2293 if (op->stats.sp > op->stats.maxsp)
2294 op->stats.sp = op->stats.maxsp;
2295 }
2296
2839 op->last_heal = 0; 2297 op->last_sp = 0;
2298 }
2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2840 } 2301 }
2841 else 2302 else
2303 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2304 }
2305
2306 /* Regenerate Hit Points */
2307 if (--op->last_heal < 0)
2308 {
2309 if (op->stats.hp < op->stats.maxhp)
2842 { 2310 {
2843 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2311 op->stats.hp++;
2312
2313 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ))
2315 {
2316 op->stats.food--;
2317
2318 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion;
2320 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2321 op->stats.food = last_food;
2322 }
2844 } 2323 }
2324
2325 if (max_hp > 1)
2326 {
2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2328
2329 if (over_hp > 0)
2330 {
2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2332 op->last_heal = 0;
2333 }
2334 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 } 2336 }
2846 else 2337 else
2847 {
2848 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2849 } 2339 }
2850 } 2340 }
2851 2341
2852 /* Digestion */ 2342 /* Digestion */
2853 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2854 { 2344 {
2855#ifdef COZY_SERVER 2345 int bonus = max (0, op->contr->digestion),
2856 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2346 penalty = max (0, -op->contr->digestion);
2857 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2858#else
2859 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2860#endif
2861 2347
2862 if (op->contr->gen_hp > 0)
2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2864 else 2349
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2866 /* dms do not consume food */ 2350 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2352 op->stats.food--;
2869 } 2353 }
2870 }
2871 2354
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2356 {
2874 object *tmp, *flesh = NULL; 2357 object *flesh = 0;
2875 2358
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2877 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2360 {
2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881 { 2365 {
2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2366 op->statusmsg ("You blindly grab for a bite of food. "
2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2883 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2371 break;
2886 } 2372 }
2887 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2888 flesh = tmp; 2374 flesh = tmp;
2889 } /* End if paid for object */ 2375 }
2890 } /* end of for loop */ 2376
2891 /* If player is still starving, it means they don't have any food, so 2377 /* If player is still starving, it means they don't have any food, so
2892 * eat flesh instead. 2378 * eat flesh instead.
2893 */ 2379 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2381 {
2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2382 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2897 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2385 }
2386
2387 // If player is still starving, alert him!
2388 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! "
2390 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2391 }
2392
2393 if (op->stats.food < 0)
2898 } 2394 {
2899 } /* end if player is starving */ 2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2900 2397
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2398 if (op->stats.hp < 0)
2902 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2903 2404
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2405 /* killer should be set here already */
2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2905 kill_player (op); 2407 kill_player (op);
2408 }
2906} 2409}
2907
2908
2909 2410
2910/* If the player should die (lack of hp, food, etc), we call this. 2411/* If the player should die (lack of hp, food, etc), we call this.
2911 * op is the player in jeopardy. If the player can not be saved (not 2412 * op is the player in jeopardy. If the player can not be saved (not
2912 * permadeath, no lifesave), this will take care of removing the player 2413 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2414 * file.
2914 */ 2415 */
2915void 2416void
2916kill_player (object *op) 2417kill_player (object *op)
2917{ 2418{
2918 char buf[MAX_BUF];
2919 int x, y; 2419 int x, y;
2920
2921 //int i;
2922 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2923
2924 /* int z;
2925 int num_stats_lose;
2926 int lost_a_stat;
2927 int lose_this_stat;
2928 int this_stat; */
2929 int will_kill_again; 2421 int will_kill_again;
2930 archetype *at; 2422 archetype *at;
2931 object *tmp; 2423 object *tmp;
2932 2424
2933 if (save_life (op)) 2425 if (save_life (op))
2934 return; 2426 return;
2935 2427
2428 dynbuf_text deathtab;
2429
2430 /* restore player */
2431 at = archetype::find (shstr_poisoning);
2432 if (object *tmp = present_arch_in_ob (at, op))
2433 {
2434 tmp->destroy ();
2435 deathtab << "Your body feels cleansed...\r";
2436 }
2437
2438 at = archetype::find (shstr_confusion);
2439 if (object *tmp = present_arch_in_ob (at, op))
2440 {
2441 tmp->destroy ();
2442 deathtab << "Your mind feels clearer...\r";
2443 }
2444
2445 cure_disease (op, 0, 0); /* remove any disease */
2446
2447 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0)
2452 op->stats.food = 999;
2453
2454 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; )
2457 {
2458 object *next = item->below;
2459
2460 if (item->type == SPELL_EFFECT && item->active)
2461 item->destroy ();
2462
2463 item = next;
2464 }
2936 2465
2937 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2466 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2938 * in cities ONLY!!! It is very important that this doesn't get abused. 2467 * in cities ONLY!!! It is very important that this doesn't get abused.
2939 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2940 */ 2469 */
2941 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2942 { 2471 {
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2472 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945
2946 /* restore player */
2947 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op);
2949 if (tmp)
2950 {
2951 tmp->remove ();
2952 tmp->destroy (0);
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 }
2955
2956 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op);
2958 if (tmp)
2959 {
2960 tmp->remove ();
2961 tmp->destroy (0);
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 }
2964
2965 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0)
2968 op->stats.food = 999;
2969 2473
2970 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2972 if (tmp != NULL)
2973 { 2476 {
2974 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2975 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2976 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2479 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title,
2482 (int)op->level,
2483 op->contr->killer_name ()
2484 );
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2486 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2487 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2488 }
2985 2489
2986 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2989 return; 2495 return;
2990 } 2496 }
2991 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2992 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2993 2502
2994 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2995 2504
2996 if (op->stats.food < 0) 2505 op->contr->play_sound (sound_find ("player_dies"));
2506
2507 /* save the map location for corpse, gravestone */
2508 x = op->x;
2509 y = op->y;
2510 map = op->map;
2511
2512 /* NOT_PERMADEATH code. This basically brings the character back to
2513 * life if they are dead - it takes some exp and a random stat.
2514 * See the config.h file for a little more in depth detail about this.
2515 */
2516
2517 /* Basically two ways to go - remove a stat permanently, or just
2518 * make it depletion. This bunch of code deals with that aspect
2519 * of death.
2520 */
2521#ifndef COZY_SERVER
2522 if (settings.balanced_stat_loss)
2997 { 2523 {
2998 if (op->contr->explore) 2524 /* If stat loss is permanent, lose one stat only. */
2999 { 2525 /* Lower level chars don't lose as many stats because they suffer
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2526 more if they do. */
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2527 /* Higher level characters can afford things such as potions of
3002 op->stats.food = 999; 2528 restoration, or better, stat potions. So we slug them that
3003 return; 2529 little bit harder. */
3004 } 2530 /* GD */
3005 sprintf (buf, "%s starved to death.", &op->name); 2531 if (settings.stat_loss_on_death)
3006 strcpy (op->contr->killer, "starvation"); 2532 num_stats_lose = 1;
2533 else
2534 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3007 } 2535 }
3008 else 2536 else
3009 { 2537 num_stats_lose = 1;
3010 if (op->contr->explore) 2538
3011 { 2539 lost_a_stat = 0;
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2540
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2541 for (z = 0; z < num_stats_lose; z++)
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name);
3018 } 2542 {
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2543 i = rndm (NUM_STATS);
3020 2544
3021 /* save the map location for corpse, gravestone */
3022 x = op->x;
3023 y = op->y;
3024 map = op->map;
3025
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this.
3032 */
3033
3034 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect
3036 * of death.
3037 */
3038#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss)
3040 {
3041 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */
3044 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */
3047 /* GD */
3048 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2546 {
3050 else 2547 /* Pick a random stat and take a point off it. Tell the player
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2548 * what he lost.
2549 */
2550 change_attr_value (&(op->stats), i, -1);
2551 check_stat_bounds (&(op->stats));
2552 change_attr_value (&(op->contr->orig_stats), i, -1);
2553 check_stat_bounds (&(op->contr->orig_stats));
2554 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2555 lost_a_stat = 1;
3052 } 2556 }
3053 else 2557 else
3054 { 2558 {
3055 num_stats_lose = 1; 2559 /* deplete a stat */
3056 } 2560 archetype *deparch = archetype::find (shstr_depletion);
3057 lost_a_stat = 0; 2561 object *dep;
3058 2562
3059 for (z = 0; z < num_stats_lose; z++) 2563 dep = present_arch_in_ob (deparch, op);
3060 { 2564 if (!dep)
3061 i = RANDOM () % NUM_STATS;
3062
3063 if (settings.stat_loss_on_death)
3064 { 2565 {
3065 /* Pick a random stat and take a point off it. Tell the player 2566 dep = arch_to_object (deparch);
3066 * what he lost. 2567 insert_ob_in_ob (dep, op);
3067 */
3068 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1;
3074 } 2568 }
3075 else 2569 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss)
3076 { 2571 {
3077 /* deplete a stat */ 2572 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2573 /* Get the stat that we're about to deplete. */
3079 object *dep; 2574 this_stat = get_attr_value (&(dep->stats), i);
3080 2575 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2576 {
3084 dep = arch_to_object (deparch); 2577 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2578 int keep_chance = this_stat * this_stat;
3086 } 2579
3087 lose_this_stat = 1; 2580 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 2581 if (keep_chance < 1)
2582 keep_chance = 1;
2583
2584 /* There is a maximum depletion total per level. */
2585 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2586 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2587 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2588 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2589 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2590 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2591 else
3129 if (this_stat >= -50)
3130 { 2592 {
3131 change_attr_value (&(dep->stats), i, -1); 2593 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 2594 lose_this_stat = 0;
2595 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2596 this_stat, keep_chance, loss_chance,
2597 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2598 }
3137 } 2599 }
3138 } 2600 }
2601
2602 if (lose_this_stat)
2603 {
2604 this_stat = get_attr_value (&dep->stats, i);
2605 /* We could try to do something clever like find another
2606 * stat to reduce if this fails. But chances are, if
2607 * stats have been depleted to -50, all are pretty low
2608 * and should be roughly the same, so it shouldn't make a
2609 * difference.
2610 */
2611 if (this_stat >= -50)
2612 {
2613 change_attr_value (&(dep->stats), i, -1);
2614 SET_FLAG (dep, FLAG_APPLIED);
2615 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2616 op->update_stats ();
2617 lost_a_stat = 1;
2618 }
3139 } 2619 }
2620 }
2621 }
2622
3140 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2624 if (!lost_a_stat)
3142 { 2625 {
3143 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2627 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
3146 2629
3147 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3149 else 2632 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
3151 } 2634 }
3152#else 2635#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
3154#endif 2637#endif
3155 2638
3156 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2640 * exp loss on the stone.
3158 */ 2641 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
3160 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
3161 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
3162 sprintf (buf, "%s's gravestones", &op->name); 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3163 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
3164 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);
3165 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2649
3169 /**************************************/ 2650 /**************************************/
3170 /* */ 2651 /* */
3171 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */
3174 /* */ 2653 /* */
3175 /**************************************/ 2654 /**************************************/
3176 2655
3177 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */
3179 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op);
3181 if (tmp)
3182 {
3183 tmp->remove ();
3184 tmp->destroy (0);
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 }
3187
3188 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op);
3190 if (tmp)
3191 {
3192 tmp->remove ();
3193 tmp->destroy (0);
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 }
3196
3197 cure_disease (op, 0); /* remove any disease */
3198
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100)
3202 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2658
3207 /* 2659 /*
3208 * Check to see if the player is in a shop. IF so, then check to see if 2660 * Check to see if the player has any unpaid items. If so, remove them
3209 * the player has any unpaid items. If so, remove them and put them back 2661 * and put them back in the map.
3210 * in the map. 2662 */
3211 */ 2663 op->drop_unpaid_items ();
3212 2664
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op);
3215
3216 /****************************************/ 2665 /****************************************/
3217 /* */ 2666 /* */
3218 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
3220 /* */ 2669 /* */
3221 /****************************************/ 2670 /****************************************/
3222 2671
3223 enter_player_savebed (op); 2672 enter_player_savebed (op);
3224 2673
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2674 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2675
3231 /* it is possible that the player has blown something up 2676 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2677 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2678 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2679 * on the space that might harm the player.
3235 */ 2680 */
3236 will_kill_again = 0; 2681 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2682 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT) 2683 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2684 will_kill_again |= tmp->attacktype;
3240 2685
3241 if (will_kill_again) 2686 if (will_kill_again)
3242 { 2687 {
3243 object *force; 2688 object *force;
3244 int at; 2689 int at;
3245 2690
3246 force = get_archetype (FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2693 force->speed = 0.1f;
3249 force->speed_left = -5.0; 2694 force->speed_left = -5.f;
3250 SET_FLAG (force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2696 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2698 force->resist[at] = 100;
3254 2699
3255 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
3256 fix_player (op); 2701 op->update_stats ();
3257
3258 }
3259
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 { 2702 }
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268 2703
3269 op->contr->party = NULL; 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 op->contr->ranges[range_golem]->remove ();
3279 op->contr->ranges[range_golem]->destroy (0);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 op->remove ();
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2705}
3330 2706
3331 2707static void
3332void
3333loot_object (object *op) 2708loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
3336 2711
3337 if (op->container) 2712 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2713
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2714 for (tmp = op->inv; tmp; tmp = next)
3343 { 2715 {
3344 next = tmp->below; 2716 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2717
2718 if (tmp->invisible)
3346 continue; 2719 continue;
2720
3347 tmp->remove (); 2721 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2722 tmp->x = op->x, tmp->y = op->y;
2723
3349 if (tmp->type == CONTAINER) 2724 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2725 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2726
3352 }
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3354 { 2728 {
3355 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
3356 { 2730 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
3358 tmp2->destroy (0);
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2733 }
3361 else 2734 else
3362 tmp->destroy (0); 2735 tmp->destroy ();
3363 } 2736 }
3364 else 2737 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2738 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2739 }
3367} 2740}
3369/* 2742/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 2743 * fix_weight(): Check recursively the weight of all players, and fix
3371 * what needs to be fixed. Refresh windows and fix speed if anything 2744 * what needs to be fixed. Refresh windows and fix speed if anything
3372 * was changed. 2745 * was changed.
3373 */ 2746 */
3374
3375void 2747void
3376fix_weight (void) 2748fix_weight (void)
3377{ 2749{
3378 player *pl; 2750 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 2751 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
3383 2753
3384 if (old == sum) 2754 pl->ob->update_weight ();
3385 continue; 2755
3386 fix_player (pl->ob); 2756 if (old != pl->ob->carrying)
2757 {
2758 pl->ob->update_stats ();
3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2759 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2760 }
3388 } 2761 }
3389} 2762}
3390 2763
3391void 2764void
3392fix_luck (void) 2765fix_luck (void)
3393{ 2766{
3394 player *pl; 2767 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 2768 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 2769 pl->ob->change_luck (0);
3399} 2770}
3400
3401 2771
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 2772/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 2773 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 2774 * just treat this as any other spell casting object.
3405 */ 2775 */
3406
3407void 2776void
3408cast_dust (object *op, object *throw_ob, int dir) 2777cast_dust (object *op, object *throw_ob, int dir)
3409{ 2778{
3410 object *skop, *spob; 2779 object *skop, *spob;
3411 2780
3432 if (op->type == PLAYER) 2801 if (op->type == PLAYER)
3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2802 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 2803
3435 cast_spell (op, throw_ob, dir, spob, NULL); 2804 cast_spell (op, throw_ob, dir, spob, NULL);
3436 2805
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3438 throw_ob->remove ();
3439 throw_ob->destroy (0); 2806 throw_ob->destroy ();
3440} 2807}
3441 2808
3442void 2809void
3443make_visible (object *op) 2810make_visible (object *op)
3444{ 2811{
3445 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3446 op->invisible = 0; 2813 op->invisible = 0;
2814
3447 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3448 { 2816 {
3449 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3450 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3451 } 2819 }
2820
3452 update_object (op, UP_OBJ_FACE); 2821 update_object (op, UP_OBJ_CHANGE);
3453} 2822}
3454 2823
3455int 2824int
3456is_true_undead (object *op) 2825is_true_undead (object *op)
3457{ 2826{
3458 object *tmp = NULL;
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3461 return 1; 2828 return 1;
3462 2829
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 2830 return 0;
3469} 2831}
3470 2832
3471/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3473 * indicate greater hideability. 2835 * indicate greater hideability.
3474 */ 2836 */
3475
3476int 2837int
3477hideability (object *ob) 2838hideability (object *ob)
3478{ 2839{
3479 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3480 sint16 x, y; 2841 sint16 x, y;
3481 2842
3482 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3483 return 0; 2844 return 0;
3484 2845
3485 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3486 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3487 2848
3488 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3489 * If you carry a light on a non-dark map, its not 2850 * If you carry a light on a non-dark map, its not
3490 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3491 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3492 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3493 2854
3494 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3495 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2856 for (i = 0, x = ob->x, y = ob->y;
2857 i <= SIZEOFFREE1;
2858 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3496 { 2859 {
3497 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3498 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3499 {
3500 continue; 2862 continue;
3501 } 2863
3502 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3503 level += 2; 2865 level += 2;
3504 else /* open terrain! */ 2866 else /* open terrain! */
3505 level -= 1; 2867 level -= 1;
3506 } 2868 }
3514/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3515 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3516 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3517 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3518 */ 2880 */
3519
3520void 2881void
3521do_hidden_move (object *op) 2882do_hidden_move (object *op)
3522{ 2883{
3523 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3524 object *skop;
3525 2885
3526 if (!op || !op->map) 2886 if (!op || !op->map)
3527 return; 2887 return;
3528 2888
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2889 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2890 int num = random_roll (0, 19, op, PREFER_LOW);
3530 2891
3531 /* its *extremely* hard to run and sneak/hide at the same time! */ 2892 /* its *extremely* hard to run and sneak/hide at the same time! */
3532 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3535 { 2895 {
3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2896 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3537 make_visible (op); 2897 make_visible (op);
3538 return; 2898 return;
3539 } 2899 }
3540 else 2900 else
3541 num += 20; 2901 num += 20;
3542 } 2902
3543 num += op->map->difficulty; 2903 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 2904 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 2905 num -= hide;
2906
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 2908 {
3548 make_visible (op); 2909 make_visible (op);
2910
3549 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2912 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3551 } 2913 }
3552 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3553 {
3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2915 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3555 }
3556} 2916}
3557 2917
3558/* determine if who is standing near a hostile creature. */ 2918/* determine if who is standing near a hostile creature. */
3559 2919
3560int 2920int
3587 if (mflags & P_OUT_OF_MAP) 2947 if (mflags & P_OUT_OF_MAP)
3588 continue; 2948 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2949 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue; 2950 continue;
3591 2951
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 2952 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3593 { 2953 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2954 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1; 2955 return 1;
3596 else if (tmp->type == PLAYER) 2956 else if (tmp->type == PLAYER)
3597 { 2957 {
3608 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3609 * but we dont worry if the object isnt the top one in 2969 * but we dont worry if the object isnt the top one in
3610 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3611 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3612 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3613 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3614 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3615 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3616 * for them to differ. Sigh, this fctn could get a bit more complex. 2976 * for them to differ. Sigh, this fctn could get a bit more complex.
3617 * -b.t. 2977 * -b.t.
3618 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3619 */ 2979 */
3620
3621int 2980int
3622player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3623{ 2982{
3624 rv_vector rv; 2983 rv_vector rv;
3625 int dx, dy; 2984 int dx, dy;
3627 if (pl->type != PLAYER) 2986 if (pl->type != PLAYER)
3628 { 2987 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 2988 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 2989 return -1;
3631 } 2990 }
2991
3632 if (!pl || !op) 2992 if (!pl || !op)
3633 return 0; 2993 return 0;
3634 2994
3635 if (op->head)
3636 {
3637 op = op->head; 2995 op = op->head_ ();
3638 } 2996
3639 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3640 2998
3641 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3000 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3644 * a blocked los square. 3002 * a blocked los square.
3645 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3646 */ 3004 */
3647 while (op) 3005 while (op)
3648 { 3006 {
3649 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3650 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3651 3009
3652 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3653 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values.
3655 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3659 return 1; 3011 return 1;
3012
3660 op = op->more; 3013 op = op->more;
3661 } 3014 }
3662 return 0;
3663}
3664 3015
3665/* routine for both players and monsters. We call this when
3666 * there is a possibility for our action distrubing our hiding
3667 * place or invisiblity spell. Artefact invisiblity is not
3668 * effected by this. If we arent invisible to begin with, we
3669 * return 0.
3670 */
3671int
3672action_makes_visible (object *op)
3673{
3674
3675 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3676 {
3677 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3678 return 0;
3679
3680 if (op->contr && op->contr->tmp_invis == 0)
3681 return 0;
3682
3683 /* If monsters, they should become visible */
3684 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3685 {
3686 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3687 return 1;
3688 }
3689 }
3690 return 0; 3016 return 0;
3691} 3017}
3692 3018
3693/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3694 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3699 * Default is to do the same as before, so only people wanting to have different points need worry about this 3025 * Default is to do the same as before, so only people wanting to have different points need worry about this
3700 */ 3026 */
3701int 3027int
3702op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3703{ 3029{
3704 object *tmp;
3705
3706 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3707 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3031 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3708 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3709 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3710 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3711 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3712 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3713 { 3037 {
3714 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3715 { 3039 {
3716 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3717 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3041 && tmp->type == BATTLEGROUND
3042 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp))
3718 { 3044 {
3719 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3720 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3721 { 3047 {
3722 object *invtmp;
3723
3724 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3725 { 3049 {
3726 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3727 { 3051 {
3728 if (x != NULL && y != NULL) 3052 if (x && y)
3729 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3730 return 1; 3055 return 1;
3731 } 3056 }
3732 } 3057 }
3733 } 3058 }
3059
3734 if (x != NULL && y != NULL) 3060 if (x && y)
3735 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3736 return 1; 3063 return 1;
3737 } 3064 }
3738 } 3065 }
3739 } 3066 }
3067
3740 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3741 return 0; 3069 return 0;
3742} 3070}
3743 3071
3744/* 3072/*
3760 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3761 int i = 0, j = 0; 3089 int i = 0, j = 0;
3762 3090
3763 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3764 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3765 trlist = find_treasurelist ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3766 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3767 trlist = find_treasurelist ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3768 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3769 trlist = find_treasurelist ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3770 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3771 trlist = find_treasurelist ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3772 3100
3773 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3774 return; 3102 return;
3775 3103
3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3104 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777 3105
3778 if (tr == NULL || tr->item == NULL) 3106 if (!tr || !tr->item)
3779 { 3107 {
3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3108 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781 return; 3109 return;
3782 } 3110 }
3783 3111
3784 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3785 item = &(tr->item->clone); 3113 item = tr->item;
3786 3114
3787 if (item->type == SPELL) 3115 if (item->type == SPELL)
3788 { 3116 {
3789 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3790 return; 3118 return;
3849 { 3177 {
3850 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3179 object *skin;
3852 3180
3853 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3854 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3182 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3183 ;
3184
3855 if (skin == NULL) 3185 if (!skin)
3856 return; 3186 return;
3857 3187
3858 /* adding new spellpath attunements */ 3188 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3189 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3190 {
3892 else 3222 else
3893 { 3223 {
3894 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3895 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3896 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3897 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3898 if (who->type == PLAYER)
3899 esrv_send_item (who, tmp);
3900 } 3228 }
3901} 3229}
3902 3230
3903/** 3231/**
3904 * Unready an object for a player. This function does nothing if the object was 3232 * Unready an object for a player. This function does nothing if the object was
3905 * not readied. 3233 * not readied.
3906 */ 3234 */
3907void 3235void
3908player_unready_range_ob (player *pl, object *ob) 3236player_unready_range_ob (player *pl, object *ob)
3909{ 3237{
3910 rangetype i; 3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3911 3240
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 if (pl->combat_ob == ob)
3913 { 3242 pl->combat_ob = 0;
3243
3914 if (pl->ranges[i] == ob) 3244 if (pl->ranged_ob == ob)
3915 { 3245 pl->ranged_ob = 0;
3916 pl->ranges[i] = NULL;
3917 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none;
3920 }
3921 }
3922 }
3923} 3246}
3247
3248//-GPL
3249
3250sint8
3251player::darkness_at (maptile *map, int x, int y) const
3252{
3253 if (!ns)
3254 return LOS_BLOCKED;
3255
3256 int dx, dy;
3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3258 return LOS_BLOCKED;
3259
3260 x += dx - ns->current_x;
3261 y += dy - ns->current_y;
3262
3263 return blocked_los (x, y);
3264}
3265
3266void
3267player::infobox (const char *title, const char *msg, int color)
3268{
3269 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3270}
3271
3272void
3273player::statusmsg (const char *msg, int color)
3274{
3275 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3276}
3277
3278void
3279player::failmsg (const char *msg, int color)
3280{
3281 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color);
3283}
3284

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