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Comparing deliantra/server/server/player.C (file contents):
Revision 1.34 by root, Wed Dec 13 03:28:42 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->destroy (); 568 op->destroy ();
650 continue; 569 continue;
651 } 570 }
652 } 571 }
653 572
654 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
655 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
656 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
657 * a first level treasurelist for each skill.)
658 * remove duplicate skills also
659 */ 576 */
660 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
661 { 578 {
662 object *tmp;
663
664 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
665 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
666 break;
667
668 if (tmp)
669 { 581 {
670 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
671 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
672 continue; 585 break;
673 } 586 }
674 587
675 if (op->nrof > 1) 588 if (op->nrof > 1)
676 op->nrof = 1; 589 op->nrof = 1;
677 } 590 }
678 591
679 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
680 {
681 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 }
683 594
684 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
685 * 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
686 * merged properly. 597 * merged properly.
687 */ 598 */
688 if (need_identify (op)) 599 if (need_identify (op))
689 { 600 {
690 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
691 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 604 }
605
694 if (op->type == SPELL) 606 if (op->type == SPELL)
695 { 607 {
696 op->destroy (); 608 op->destroy ();
697 continue; 609 continue;
698 } 610 }
700 { 612 {
701 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
702 op->stats.exp = 0; 614 op->stats.exp = 0;
703 op->level = 1; 615 op->level = 1;
704 } 616 }
705 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
706 else
707 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
708 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
709 620
710 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
711 link_player_skills (pl); 622 pl->contr->link_skills ();
712}
713
714void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795} 623}
796 624
797void 625void
798get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
799{ 627{
800 if (party == NULL) 628 if (party == NULL)
801 { 629 {
802 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);
803 return; 631 return;
804 } 632 }
633
805 op->contr->write_buf[0] = '\0'; 634 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 635 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 636 op->contr->party_to_join = party;
808 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:");
809} 638}
810
811 639
812/* 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. */
813int 641static int
814roll_stat (void) 642roll_stat (void)
815{ 643{
816 int a[4], i, j, k; 644 int a[4], i, j, k;
817 645
818 for (i = 0; i < 4; i++) 646 for (i = 0; i < 4; i++)
819 a[i] = (int) RANDOM () % 6 + 1; 647 a[i] = (int) rndm (6) + 1;
820 648
821 for (i = 0, j = 0, k = 7; i < 4; i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 650 if (a[i] < k)
823 k = a[i], j = i; 651 k = a[i], j = i;
824 652
825 for (i = 0, k = 0; i < 4; i++) 653 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 654 if (i != j)
828 k += a[i]; 655 k += a[i];
829 } 656
830 return k; 657 return k;
831} 658}
832 659
833void 660void
834roll_stats (object *op) 661object::roll_stats ()
835{ 662{
663 int statsort [NUM_STATS];
664
665 for (;;)
666 {
836 int sum = 0; 667 int sum = 0;
837 int i = 0, j = 0; 668 for (int i = NUM_STATS; i--; )
838 int statsort[7]; 669 sum += statsort [i] = roll_stat ();
839 670
840 do 671 if (sum >= 82 && sum <= 116)
672 break;
841 { 673 }
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 }
851 while (sum < 82 || sum > 116);
852 674
853 /* Sort the stats so that rerolling is easier... */ 675 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 677
862 /* a quick and dirty bubblesort? */ 678 for (int i = 0; i < NUM_STATS; ++i)
863 do 679 stats.stat (i) = statsort [i];
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878 680
879 op->stats.Str = statsort[0];
880 op->stats.Dex = statsort[1];
881 op->stats.Con = statsort[2];
882 op->stats.Int = statsort[3];
883 op->stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6];
886
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 681 stats.exp = 0;
898 op->stats.ac = 0; 682 stats.ac = 0;
899 683
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 684 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 685 stats.sp = stats.maxsp;
907 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
908 op->contr->orig_stats = op->stats; 694 contr->orig_stats = stats;
695 }
909} 696}
910 697
911void 698void
912Roll_Again (object *op) 699object::swap_stats (int a, int b)
913{ 700{
914 esrv_new_player (op->contr, 0); 701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
917}
918 702
919void 703 for (int i = 0; i < NUM_STATS; ++i)
920Swap_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)
921{ 730{
922 signed char tmp;
923 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
924 732
925 if (op->contr->Swap_First == -1) 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str;
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf);
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 735}
1040 736
1041/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
1045 * not the class. 741 * not the class.
1046 */ 742 */
1047 743void
1048int 744player::chargen_race_done ()
1049key_change_class (object *op, char key)
1050{ 745{
1051 int tmp_loop;
1052
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D')
1060 {
1061 char buf[MAX_BUF];
1062
1063 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 747 esrv_new_player (ob->contr);
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1066 748
749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl)
751 create_treasure (tl, ob, 0, 0, 0);
752
1067 INVOKE_PLAYER (BIRTH, op->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
1069 755
1070 op->contr->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
1071 757
1072 if (op->msg) 758 if (ob->msg)
1073 op->msg = NULL; 759 ob->msg = 0;
1074 760
1075 /* We create this now because some of the unique maps will need it
1076 * to save here.
1077 */
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1079 make_path_to_file (buf);
1080
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 761 start_info (ob);
1085 CLEAR_FLAG (op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 763 give_initial_items (ob, ob->randomitems);
1087 link_player_skills (op);
1088 esrv_send_inventory (op, op); 764 esrv_send_inventory (ob, ob);
1089 fix_player (op); 765 ob->update_stats ();
1090 766
1091 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
1092 * is one for this race 768 * is one for this race
1093 */ 769 */
1094 if (*first_map_ext_path) 770 if (*first_map_ext_path)
1095 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1096 object *tmp;
1097 char mapname[MAX_BUF];
1098
1099 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1100 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x;
1103 EXIT_Y (tmp) = op->y;
1104 enter_exit (op, tmp); /* we don't really care if it succeeded;
1105 * if the map isn't there, then stay on the
1106 * default initial map */
1107 tmp->destroy ();
1108 }
1109 else 772 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 774}
1113 return 0;
1114 }
1115 775
776void
777player::chargen_race_next ()
778{
1116 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
1118 */ 781 */
1119 782
1120 tmp_loop = 0; 783 do
1121 while (!tmp_loop)
1122 { 784 {
1123 shstr name = op->name; 785 shstr name = ob->name;
1124 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
1125 787
1126 remove_statbonus (op); 788 ob->remove_statbonus ();
1127 op->remove (); 789 ob->remove ();
1128 op->arch = get_player_archetype (op->arch); 790 ob->arch = get_player_archetype (ob->arch);
1129 op->arch->clone.copy_to (op); 791 ob->arch->copy_to (ob);
1130 op->instantiate (); 792 ob->instantiate ();
1131 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
1132 op->name = op->name_pl = name; 794 ob->name = ob->name_pl = name;
1133 op->x = x; 795 ob->x = x;
1134 op->y = y; 796 ob->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
1137 assign (op->contr->title, op->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
1138 add_statbonus (op); 800 ob->add_statbonus ();
1139 tmp_loop = allowed_class (op);
1140 } 801 }
802 while (!allowed_class (ob));
1141 803
1142 update_object (op, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 805 esrv_update_item (UPD_FACE, ob, ob);
1144 fix_player (op); 806 ob->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
1147 op->stats.grace = 0; 809 ob->stats.grace = 0;
1148
1149 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0;
1154} 810}
1155 811
1156int 812static void
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203}
1204
1205void
1206flee_player (object *op) 813flee_player (object *op)
1207{ 814{
1208 int dir, diff; 815 int dir, diff;
1209 rv_vector rv; 816 rv_vector rv;
1210 817
1213 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
1214 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 822 return;
1216 } 823 }
1217 824
1218 if (op->enemy == NULL) 825 if (!op->enemy)
1219 { 826 {
1220 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
1221 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1222 return; 829 return;
1223 } 830 }
1224 831
1225 /* Seen some crashes here. Since we don't store an
1226 * op->enemy_count, it is possible that something destroys the
1227 * actual enemy, and the object is recycled.
1228 */
1229 if (op->enemy->map == NULL)
1230 {
1231 CLEAR_FLAG (op, FLAG_SCARED);
1232 op->enemy = NULL;
1233 return;
1234 }
1235
1236 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1237 { 833 {
1238 op->enemy = NULL; 834 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 836 return;
1241 } 837 }
838
1242 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1243 840
1244 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1246 { 843 {
1247 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1248 845
1249 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)))
1250 {
1251 return; 847 return;
1252 }
1253 } 848 }
849
1254 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 852 op->enemy = NULL;
1257} 853}
1258 854
1259
1260/* 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.
1261 * 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
1262 * stop. 857 * stop.
1263 */ 858 */
1264int 859int
1265check_pick (object *op) 860check_pick (object *op)
1266{ 861{
1267 object *tmp, *next; 862 object *tmp, *next;
1268 int stop = 0; 863 int stop = 0;
1269 int j, k, wvratio; 864 int wvratio;
1270 char putstring[128], tmpstr[16];
1271 865
1272 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1273 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1274 return 1; 868 return 1;
1275 869
1276 next = op->below; 870 next = op->below;
1277 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1278 /* 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
1279 * destroyed */ 876 * destroyed */
1280 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1281 { 878 {
1282 tmp = next; 879 tmp = next;
1283 next = tmp->below; 880 next = tmp->below;
1284 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1285 if (op->destroyed ()) 888 if (op->destroyed ())
1286 return 0; 889 return 0;
1287 890
1288 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1289 continue; 892 continue;
1290 893
1291 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1292 { 895 {
1293 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1294 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1295 continue; 899 continue;
1296 } 900 }
1297 901
1298 /* 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? */
1299 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1300 { 964 {
1301 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)
1302 { 1024 {
1303 case 0: 1025 CHK_PICK_PICKUP;
1304 return 1; /* don't pick up */ 1026 continue;
1305 case 1:
1306 pick_up (op, tmp);
1307 return 1;
1308 case 2:
1309 pick_up (op, tmp);
1310 return 0;
1311 case 3:
1312 return 0; /* stop before pickup */
1313 case 4:
1314 pick_up (op, tmp);
1315 break;
1316 case 5:
1317 pick_up (op, tmp);
1318 stop = 1;
1319 break;
1320 case 6:
1321 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1322 pick_up (op, tmp);
1323 break;
1324
1325 case 7:
1326 if (tmp->type == MONEY || tmp->type == GEM)
1327 pick_up (op, tmp);
1328 break;
1329
1330 default:
1331 /* use value density */
1332 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1333 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1334 pick_up (op, tmp);
1335 } 1027 }
1336 } 1028 }
1337 else 1029
1338 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1339 /* NEW pickup handling */
1340 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1341 { 1033 {
1342 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1343 if (tmp->name != NULL)
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1346 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 }
1380 /* philosophy:
1381 * It's easy to grab an item type from a pile, as long as it's
1382 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a
1384 * grab-as-you-run type mode that's really useful for arrows for
1385 * example.
1386 * The drawback: right now it has no frontend, so you need to
1387 * stick the bits you want into a calculator in hex mode and then
1388 * convert to decimal and then 'pickup <#>
1389 */
1390
1391 /* the first two modes are exclusive: if NOTHING we return, if
1392 * STOP then we stop. All the rest are applied sequentially,
1393 * meaning if any test passes, the item gets picked up. */
1394
1395 /* if mode is set to pick nothing up, return */
1396
1397 if (op->contr->mode & PU_NOTHING)
1398 return 1;
1399
1400 /* if mode is set to stop when encountering objects, return */
1401 /* take STOP before INHIBIT since it doesn't actually pick
1402 * anything up */
1403
1404 if (op->contr->mode & PU_STOP)
1405 return 0;
1406
1407 /* useful for going into stores and not losing your settings... */
1408 /* and for battles wher you don't want to get loaded down while
1409 * fighting */
1410 if (op->contr->mode & PU_INHIBIT)
1411 return 1;
1412
1413 /* prevent us from turning into auto-thieves :) */
1414 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1415 continue; 1035 continue;
1036 }
1416 1037
1417 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1418 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;
1419 continue; 1043 continue;
1044 }
1420 1045
1421 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1422 /* 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
1423 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1424 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"))
1425 { 1117 {
1426 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1427 continue; 1119 continue;
1428 } 1120 }
1121 }
1429 1122
1123 /* misc stuff that's useful */
1430 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1431 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1432 { 1126 {
1433 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1434 continue; 1128 continue;
1435 } 1129 }
1436 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1437 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1438 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
1439 { 1138 */
1440 pick_up (op, tmp);
1441 continue;
1442 }
1443
1444 /* spellbooks, skillscrolls and normal books/scrolls */
1445 if (op->contr->mode & PU_SPELLBOOK)
1446 if (tmp->type == SPELLBOOK)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 if (op->contr->mode & PU_SKILLSCROLL)
1453 if (tmp->type == SKILLSCROLL)
1454 {
1455 pick_up (op, tmp);
1456 continue;
1457 }
1458
1459 if (op->contr->mode & PU_READABLES)
1460 if (tmp->type == BOOK || tmp->type == SCROLL)
1461 {
1462 pick_up (op, tmp);
1463 continue;
1464 }
1465
1466 /* wands/staves/rods/horns */
1467 if (op->contr->mode & PU_MAGIC_DEVICE)
1468 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1469 {
1470 pick_up (op, tmp);
1471 continue;
1472 }
1473
1474 /* pick up all magical items */
1475 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1476 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)
1477 {
1478 pick_up (op, tmp);
1479 continue;
1480 }
1481
1482 if (op->contr->mode & PU_VALUABLES)
1483 { 1141 {
1484 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1485 { 1145 {
1486 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1487 continue;
1488 } 1147 }
1489 }
1490
1491 /* rings & amulets - talismans seems to be typed AMULET */
1492 if (op->contr->mode & PU_JEWELS)
1493 if (tmp->type == RING || tmp->type == AMULET)
1494 {
1495 pick_up (op, tmp);
1496 continue;
1497 }
1498
1499 /* we don't forget dragon food */
1500 if (op->contr->mode & PU_FLESH)
1501 if (tmp->type == FLESH)
1502 {
1503 pick_up (op, tmp);
1504 continue;
1505 }
1506
1507 /* bows and arrows. Bows are good for selling! */
1508 if (op->contr->mode & PU_BOW)
1509 if (tmp->type == BOW)
1510 {
1511 pick_up (op, tmp);
1512 continue;
1513 }
1514
1515 if (op->contr->mode & PU_ARROW)
1516 if (tmp->type == ARROW)
1517 {
1518 pick_up (op, tmp);
1519 continue;
1520 }
1521
1522 /* all kinds of armor etc. */
1523 if (op->contr->mode & PU_ARMOUR)
1524 if (tmp->type == ARMOUR)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_HELMET)
1531 if (tmp->type == HELMET)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_SHIELD)
1538 if (tmp->type == SHIELD)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 if (op->contr->mode & PU_BOOTS)
1545 if (tmp->type == BOOTS)
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 if (op->contr->mode & PU_GLOVES)
1552 if (tmp->type == GLOVES)
1553 {
1554 pick_up (op, tmp);
1555 continue;
1556 }
1557
1558 if (op->contr->mode & PU_CLOAK)
1559 if (tmp->type == CLOAK)
1560 {
1561 pick_up (op, tmp);
1562 continue;
1563 }
1564
1565 /* hoping to catch throwing daggers here */
1566 if (op->contr->mode & PU_MISSILEWEAPON)
1567 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1568 {
1569 pick_up (op, tmp);
1570 continue;
1571 }
1572
1573 /* careful: chairs and tables are weapons! */
1574 if (op->contr->mode & PU_ALLWEAPON)
1575 {
1576 if (tmp->type == WEAPON && tmp->name != NULL)
1577 {
1578 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1579 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1580 {
1581 pick_up (op, tmp);
1582 continue;
1583 }
1584 }
1585
1586 if (tmp->type == WEAPON && tmp->name == NULL)
1587 {
1588 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1589 {
1590 pick_up (op, tmp);
1591 continue;
1592 }
1593 }
1594 }
1595
1596 /* misc stuff that's useful */
1597 if (op->contr->mode & PU_KEY)
1598 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1599 {
1600 pick_up (op, tmp);
1601 continue;
1602 }
1603
1604 /* any of the last 4 bits set means we use the ratio for value
1605 * pickups */
1606 if (op->contr->mode & PU_RATIO)
1607 {
1608 /* use value density to decide what else to grab */
1609 /* >=7 was >= op->contr->mode */
1610 /* >=7 is the old standard setting. Now we take the last 4 bits
1611 * and multiply them by 5, giving 0..15*5== 5..75 */
1612 wvratio = (op->contr->mode & PU_RATIO) * 5;
1613 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1614 {
1615 pick_up (op, tmp);
1616#if 0
1617 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1618 if (tmp->name != NULL)
1619 {
1620 fprintf (stderr, "%s", tmp->name);
1621 }
1622 else 1148 else
1623 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1624 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1625 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))));
1626#endif 1152#endif
1153 CHK_PICK_PICKUP;
1627 continue; 1154 continue;
1628 }
1629 } 1155 }
1630 } /* the new pickup model */ 1156 } /* the new pickup model */
1631 } 1157 }
1632 1158
1633 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;
1634} 1195}
1635 1196
1636/* 1197/*
1637 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1638 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1639 * found object is returned. 1200 * found object is returned.
1640 */ 1201 */
1641object * 1202static object *
1642find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1643{ 1204{
1644 object *tmp = NULL;
1645
1646 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1647 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1648 tmp = find_arrow (op, type);
1649 else if (op->type == ARROW && op->race == type) 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);
1650 return op; 1214 return arrow;
1215 }
1216
1651 return tmp; 1217 return 0;
1652} 1218}
1653 1219
1654/* 1220/*
1655 * 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
1656 * 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
1657 * 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
1658 * 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.
1659 */ 1225 */
1660 1226static object *
1661object *
1662find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1663{ 1228{
1664 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1665 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1666 1231
1667 if (!type) 1232 if (!type)
1671 { 1236 {
1672 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))
1673 { 1238 {
1674 i = 0; 1239 i = 0;
1675 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1676 if (i > betterby) 1242 if (i > betterby)
1677 { 1243 {
1678 tmp = ntmp; 1244 tmp = ntmp;
1679 betterby = i; 1245 betterby = i;
1680 } 1246 }
1681 } 1247 }
1682 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1683 { 1249 {
1684 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1685 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1686 { 1252 {
1687 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1688 { 1254 {
1689 *better = 100; 1255 *better = 100;
1690 return arrow; 1256 return arrow;
1698 else 1264 else
1699 { 1265 {
1700 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1701 { 1267 {
1702 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1703 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1704 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)
1705 { 1271 {
1706 tmp = arrow; 1272 tmp = arrow;
1707 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;
1708 } 1274 }
1709 } 1275 }
1276
1710 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1711 { 1278 {
1712 tmp = arrow; 1279 tmp = arrow;
1713 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1714 } 1281 }
1282
1715 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1716 { 1284 {
1717 tmp = arrow; 1285 tmp = arrow;
1718 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1719 } 1287 }
1720 } 1288 }
1721 } 1289 }
1722 } 1290 }
1291
1723 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1724 return find_arrow (op, type); 1293 return find_arrow (op, type);
1725 1294
1726 *better = betterby; 1295 *better = betterby;
1727 return tmp; 1296 return tmp;
1731 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1732 * op = the shooter 1301 * op = the shooter
1733 * type = bow->race 1302 * type = bow->race
1734 * dir = fire direction 1303 * dir = fire direction
1735 */ 1304 */
1736 1305static object *
1737object *
1738pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1739{ 1307{
1740 object *tmp = NULL; 1308 object *tmp = NULL;
1741 maptile *m; 1309 maptile *m;
1742 int i, mflags, found, number; 1310 int i, mflags, found, number;
1743 sint16 x, y; 1311 sint16 x, y;
1758 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1759 { 1327 {
1760 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1761 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1762 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1763 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1764 { 1333 {
1765 tmp = NULL; 1334 tmp = 0;
1766 break; 1335 break;
1767 } 1336 }
1768 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)
1769 { 1338 {
1770 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1771 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1772 */ 1341 */
1773 tmp = NULL; 1342 tmp = 0;
1774 break; 1343 break;
1775 } 1344 }
1345
1776 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1777 {
1778 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)
1779 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1780 {
1781 found++;
1782 break;
1783 }
1784 if (found)
1785 break; 1349 break;
1786 }
1787 } 1350 }
1788 if (tmp == NULL) 1351
1352 if (!tmp)
1789 return find_arrow (op, type); 1353 return find_arrow (op, type);
1790 1354
1791 if (tmp->head) 1355 if (tmp->head)
1792 tmp = tmp->head; 1356 tmp = tmp->head;
1793 1357
1806 */ 1370 */
1807int 1371int
1808fire_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)
1809{ 1373{
1810 object *left, *bow; 1374 object *left, *bow;
1811 int bowspeed, mflags; 1375 int mflags;
1812 maptile *m; 1376 maptile *m;
1813 1377
1814 if (!dir) 1378 if (!dir)
1815 { 1379 {
1816 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!");
1817 return 0; 1381 return 0;
1818 } 1382 }
1819 if (op->type == PLAYER) 1383
1820 bow = op->contr->ranges[range_bow]; 1384 if (op->contr)
1385 bow = op->current_weapon;
1821 else 1386 else
1822 { 1387 {
1823 for (bow = op->inv; bow; bow = bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1824 /* 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
1825 * 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.
1830 if (!bow) 1395 if (!bow)
1831 { 1396 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1398 return 0;
1834 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1835 } 1403 }
1404
1836 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1837 { 1406 {
1838 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);
1839 return 0; 1408 return 0;
1840 } 1409 }
1841
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843
1844 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1847 if (bowspeed < 1)
1848 bowspeed = 1;
1849 1410
1850 if (arrow == NULL) 1411 if (arrow == NULL)
1851 { 1412 {
1852 if ((arrow = find_arrow (op, bow->race)) == NULL) 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1853 { 1414 {
1854 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1855 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);
1856 /* 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 */
1857 else 1418 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1859 return 0; 1421 return 0;
1860 } 1422 }
1861 } 1423 }
1424
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1426 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1427 return 0;
1866 } 1428
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1429 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1430 {
1869 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.");
1870 return 0; 1432 return 0;
1871 } 1433 }
1872 1434
1873 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1874 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1875 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1876 arrow->destroy (); 1439 arrow->destroy ();
1877 return 0; 1440 return 0;
1878 } 1441 }
1879 1442
1880 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1882 if (arrow == NULL) 1445 if (!arrow)
1883 { 1446 {
1884 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);
1885 return 0; 1448 return 0;
1886 } 1449 }
1450
1887 arrow->set_owner (op); 1451 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1452 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1453 arrow->direction = dir;
1891 arrow->x = sx; 1454
1892 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;
1893 1485
1894 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1895 { 1487 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op);
1898 }
1899
1900 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying);
1906
1907 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper.
1909 */
1910
1911 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912
1913 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916
1917 if (arrow->speed < 1.0)
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0;
1921
1922 if (op->type == PLAYER)
1923 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1925 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1926 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1927
1928 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1929 } 1495 }
1930 else 1496 else
1931 { 1497 {
1932 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1933 arrow->level = op->level; 1498 arrow->level = op->level;
1934 } 1499 arrow->stats.wc -= bow->magic;
1935 1500
1936 if (arrow->attacktype == AT_PHYSICAL) 1501 if (!arrow->slaying)
1502 arrow->slaying = bow->slaying;
1503
1937 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1505 }
1938 1506
1939 if (bow->slaying != NULL) 1507 wc -= arrow->level;
1940 arrow->slaying = bow->slaying; 1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1941 1509
1942 arrow->map = m; 1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1943 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1513
1946 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1947 insert_ob_in_map (arrow, m, op, 0); 1515 m->insert (arrow, sx, sy, op);
1948 1516
1949 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1518 move_arrow (arrow);
1951
1952 if (op->type == PLAYER)
1953 {
1954 if (left->destroyed ())
1955 esrv_del_item (op->contr, left->count);
1956 else
1957 esrv_send_item (op, left);
1958 }
1959 1519
1960 return 1; 1520 return 1;
1961} 1521}
1962 1522
1963/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1965 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1966 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1967 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1968 * hence the function name. 1528 * hence the function name.
1969 */ 1529 */
1970int 1530static int
1971player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1972{ 1532{
1973 int ret = 0, wcmod = 0; 1533 int ret;
1974 1534
1975 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1976 { 1536 {
1977 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);
1978 } 1538 }
1979 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)
1980 { 1540 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1982 wcmod = -1;
1983 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1984 } 1543 }
1985 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1986 { 1545 {
1987 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);
1988 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)]);
1989 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)]);
1990 } 1549 }
1991 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1992 { 1551 {
1993 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);
1994 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);
1995 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);
1996
1997 } 1555 }
1998 else 1556 else
1999 { 1557 {
2000 /* Simple case */ 1558 /* Simple case */
2001 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);
2002 } 1560 }
1561
2003 return ret; 1562 return ret;
2004} 1563}
2005
2006 1564
2007/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
2008 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
2009 */ 1567 */
2010void 1568static void
2011fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
2012{ 1570{
2013 object *item; 1571 object *item = op->contr->ranged_ob;
2014 1572
2015 if (!op->contr->ranges[range_misc]) 1573 if (!item)
2016 { 1574 {
2017 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.");
2018 return; 1576 return;
2019 } 1577 }
2020 1578
2021 item = op->contr->ranges[range_misc];
2022 if (!item->inv) 1579 if (!item->inv)
2023 { 1580 {
2024 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2025 return; 1582 return;
2026 } 1583 }
1584
1585 if (!op->change_weapon (item))
1586 return;
1587
2027 if (item->type == WAND) 1588 if (item->type == WAND)
2028 { 1589 {
2029 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
2030 { 1591 {
2031 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 op->contr->play_sound (sound_find ("wand_poof"));
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1594
2033 return; 1595 return;
2034 } 1596 }
2035 } 1597 }
2036 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
2037 { 1599 {
2038 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))
2039 { 1605 {
2040 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
2041 if (item->type == ROD) 1608 if (item->type == ROD)
2042 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2043 else 1610 else
2044 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
2045 return; 1613 return;
2046 } 1614 }
2047 } 1615 }
2048 1616
2049 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
2050 { 1618 {
2051 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
2052 if (item->type == WAND) 1621 if (item->type == WAND)
2053 { 1622 {
2054 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
2055 { 1624 {
2056 object *tmp; 1625 object *tmp;
2057 1626
2058 if (item->arch) 1627 if (item->arch)
2059 { 1628 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
2062 item->speed = 0; 1631 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1632 }
2065 if ((tmp = is_player_inv (item))) 1633
1634 if (object *pl = item->visible_to ())
2066 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
2067 } 1636 }
2068 } 1637 }
2069 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1639 drain_rod_charge (item);
2072 }
2073 } 1640 }
2074} 1641}
2075 1642
2076/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
2077 */ 1644 */
2078void 1645bool
2079fire (object *op, int dir) 1646fire (object *op, int dir)
2080{ 1647{
2081 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;
2082 1670
2083 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
2084 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
2085 make_visible (op); 1673 make_visible (op);
2086 1674
2087 switch (op->contr->shoottype) 1675 switch (ob->type)
2088 { 1676 {
2089 case range_none: 1677 case BOW:
2090 return;
2091
2092 case range_bow:
2093 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
2094 return; 1679 break;
2095 1680
2096 case range_magic: /* Casting spells */ 1681 case SPELL:
2097 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);
2098 return; 1683 break;
2099 1684
2100 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:
2101 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
2102 return; 1695 break;
2103
2104 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir);
2112 return;
2113
2114 case range_skill:
2115 if (!op->chosen_skill)
2116 {
2117 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return;
2120 }
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return;
2123 case range_builder:
2124 apply_map_builder (op, dir);
2125 return;
2126 default:
2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2128 return;
2129 } 1696 }
2130}
2131 1697
1698 return true;
1699}
2132 1700
2133 1701static object *
2134/* find_key
2135 * We try to find a key for the door as passed. If we find a key
2136 * and successfully use it, we return the key, otherwise NULL
2137 * This function merges both normal and locked door, since the logic
2138 * for both is the same - just the specific key is different.
2139 * pl is the player,
2140 * inv is the objects inventory to searched
2141 * door is the door we are trying to match against.
2142 * This function can be called recursively to search containers.
2143 */
2144
2145object *
2146find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
2147{ 1703{
2148 object *tmp, *key; 1704 object *tmp, *key;
2149 1705
2150 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
2151 if (container->inv == NULL) 1707 if (!container->inv)
2152 return NULL; 1708 return 0;
2153 1709
2154 /* 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 */
2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
2156 { 1712 {
2157 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
2158 break; 1714 break;
1715
2159 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
2160 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
2161 */ 1718 */
2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2163 break; 1720 break;
2164 } 1721 }
1722
2165 /* No key found - lets search inventories now */ 1723 /* No key found - lets search inventories now */
2166 /* 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.
2167 * 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
2168 * a key, return 1726 * a key, return
2169 */ 1727 */
2170 if (!tmp) 1728 if (!tmp)
2171 { 1729 {
2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
2173 {
2174 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
2175 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
2176 {
2177 if ((key = find_key (pl, tmp, door)) != NULL) 1733 if ((key = find_key_ (pl, tmp, door)))
2178 return key; 1734 return key;
2179 } 1735
2180 }
2181 if (!tmp) 1736 if (!tmp)
2182 return NULL; 1737 return 0;
2183 } 1738 }
1739
2184 /* 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,
2185 * see if we actually want to use it 1741 * see if we actually want to use it
2186 */ 1742 */
2187 if (pl != container) 1743 if (pl != container)
2188 { 1744 {
2189 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
2190 if (!pl->contr) 1746 if (!pl->contr)
2191 return NULL; 1747 return 0;
1748
2192 /* cases where this fails: 1749 /* cases where this fails:
2193 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
2194 * are not in the players inventory. 1751 * are not in the players inventory.
2195 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
2196 * containers can be used. 1753 * containers can be used.
2200 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
2201 * 1758 *
2202 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
2203 * all the others. 1760 * all the others.
2204 */ 1761 */
2205 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
2206 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
2207 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2208 { 1765 {
2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2210 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2211 return NULL; 1768 return NULL;
2212 } 1769 }
2213 } 1770 }
1771
2214 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);
2215} 1798}
2216 1799
2217/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
2218 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
2219 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
2220 * 0 otherwise 1803 * 0 otherwise
2221 */ 1804 */
2222static int 1805static int
2223player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
2224{ 1807{
2225
2226 /* 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,
2227 * 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 -
2228 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
2229 */ 1811 */
2230 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
2231 1813
2232 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
2233 if (key) 1815 if (key)
2234 { 1816 {
2235 object *container = key->env; 1817 object *container = key->env;
2236 1818
2237 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2238 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
2239 make_visible (op); 1820 make_visible (op);
1821
2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op); 1823 spring_trap (door->inv, op);
1824
2242 if (door->type == DOOR) 1825 if (door->type == DOOR)
2243 {
2244 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 */
2245 }
2246 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
2247 { 1828 {
2248 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);
2249 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
2250 } 1831 }
1832
2251 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2252 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2253 /* Need to update the weight the container the key was in */ 1835
2254 if (container != op)
2255 esrv_update_item (UPD_WEIGHT, op, container);
2256 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2257 } 1837 }
2258 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2259 { 1839 {
2260 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2261 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...");
2262 return 1; 1842 return 1;
2263 } 1843 }
1844
2264 return 0; 1845 return 0;
2265} 1846}
2266 1847
2267/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2268 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2272 */ 1853 */
2273 1854bool
2274void
2275move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2276{ 1856{
2277 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2278 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2279 int on_battleground; 1863 int on_battleground;
2280 maptile *m;
2281 1864
2282 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2284 1867
2285 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;
2286 1872
2287 /* 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
2288 * 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
2289 * 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
2290 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2291 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2292 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2293 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2294 * move_ob uses. 1880 * move_ob uses.
2295 */ 1881 */
2296 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;
2297 { 1897 }
2298 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;
2299 { 1910 }
2300 m = get_map_from_coord (op->map, &nx, &ny); 1911
2301 if (!m) 1912 /* The following deals with possibly attacking peaceful
2302 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;
2303 } 1945 }
2304 else 1946 else
2305 m = op->map;
2306
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return; 1947 return false;
2311 } 1948 }
2312 1949
2313 mon = NULL;
2314 /* Go through all the objects, and find ones of interest. Only stop if
2315 * we find a monster - that is something we know we want to attack.
2316 * if its a door or barrel (can roll) see if there may be monsters
2317 * on the space
2318 */
2319 while (tmp != NULL)
2320 {
2321 if (tmp == op)
2322 {
2323 tmp = tmp->above;
2324 continue;
2325 }
2326
2327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2328 {
2329 mon = tmp;
2330 break;
2331 }
2332
2333 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2334 mon = tmp;
2335
2336 tmp = tmp->above;
2337 }
2338
2339 if (mon == NULL) /* This happens anytime the player tries to move */
2340 return; /* into a wall */
2341
2342 if (mon->head != NULL)
2343 mon = mon->head;
2344
2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2346 if (player_attack_door (op, mon))
2347 return;
2348
2349 /* The following deals with possibly attacking peaceful
2350 * or frienddly creatures. Basically, all players are considered
2351 * unaggressive. If the moving player has peaceful set, then the
2352 * object should be pushed instead of attacked. It is assumed that
2353 * if you are braced, you will not attack friends accidently,
2354 * and thus will not push them.
2355 */
2356
2357 /* If the creature is a pet, push it even if the player is not
2358 * peaceful. Our assumption is the creature is a pet if the
2359 * player owns it and it is either friendly or unagressive.
2360 */
2361 if ((op->type == PLAYER)
2362#if COZY_SERVER
2363 &&
2364 ((mon->owner && mon->owner->contr
2365 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2366#else
2367 && mon->owner == op
2368#endif
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 {
2371 /* If we're braced, we don't want to switch places with it */
2372 if (op->contr->braced)
2373 return;
2374 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2375 (void) push_ob (mon, dir, op);
2376 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op);
2378 return;
2379 }
2380
2381 /* in certain circumstances, you shouldn't attack friendly 1950 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2383 * 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
2384 * attack them either. 1953 * attack them either.
2385 */ 1954 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2387 (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))
2388#ifdef PROHIBIT_PLAYERKILL 1957 && ((op->contr->peaceful
2389 (op->contr->peaceful 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2390 || (mon->type == PLAYER 1959 && !on_battleground))
2391 && mon->contr-> 1960 {
2392 peaceful)) && 1961 if (op->speed_left > 0.f)
2393#else
2394 op->contr->peaceful &&
2395#endif
2396 !on_battleground))
2397 { 1962 {
1963 --op->speed_left;
1964
2398 if (!op->contr->braced) 1965 if (!op->contr->braced)
2399 { 1966 {
2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2401 (void) push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2402 } 1969 }
2403 else 1970 else
2404 { 1971 op->statusmsg ("You withhold your attack");
2405 new_draw_info (0, 0, op, "You withhold your attack"); 1972
2406 }
2407 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2408 make_visible (op); 1974 make_visible (op);
2409 }
2410 1975
1976 return true;
1977 }
1978 }
2411 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2412 * roll it if not braced. You can't roll it if you are braced. 1980 * roll it if not braced. You can't roll it if you are braced.
2413 */ 1981 */
2414 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)
2415 { 1985 {
1986 --op->speed_left;
1987
2416 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2417 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2418 make_visible (op); 1990 make_visible (op);
2419 }
2420 1991
1992 return true;
1993 }
1994 }
2421 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2422 * 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
2423 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2424 * 1) Not a player, 2) A player, but of a different party. Note 1998 * 1) Not a player, 2) A player, but of a different party. Note
2425 * that party_number -1 is no party, so attacks can still happen. 1999 * that party_number -1 is no party, so attacks can still happen.
2426 */ 2000 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2430 { 2003 {
2431 2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2432 /* If the player hasn't hit something this tick, and does
2433 * so, give them speed boost based on weapon speed. Doing
2434 * it here is better than process_players2, which basically
2435 * incurred a 1 tick offset.
2436 */
2437 if (!op->contr->has_hit)
2438 { 2005 {
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2006 --op->contr->weapon_sp_left;
2440 2007
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 }
2443
2444 skill_attack (mon, op, 0, NULL, NULL); 2008 skill_attack (mon, op, 0, 0, 0);
2445 2009
2446 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is
2449 * the wiz.
2450 */
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 {
2453 short luck = mon->stats.luck;
2454
2455 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL);
2457 mon->stats.luck = luck;
2458 }
2459 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2460 make_visible (op); 2011 make_visible (op);
2461 }
2462 } /* if player should attack something */
2463}
2464 2012
2465int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2466move_player (object *op, int dir) 2021move_player (object *op, int dir)
2467{ 2022{
2468 int pick;
2469
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2471 return 0; 2024 return 0;
2472 2025
2473 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2475 { 2028 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2029 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2030 return 0;
2478 } 2031 }
2479 2032
2480 /* peterm: added following line */ 2033 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2483 2036
2484 op->facing = dir; 2037 op->facing = dir;
2485 2038
2486 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2487 do_hidden_move (op); 2040 do_hidden_move (op);
2488 2041
2042 bool retval;
2043 int pick = 0;
2044
2489 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2490 /*nop */ ; 2046 retval = RESULT_INT (0);
2491 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2492 fire (op, dir); 2048 retval = fire (op, dir);
2493 else 2049 else
2494 { 2050 {
2495 move_player_attack (op, dir); 2051 retval = move_player_attack (op, dir);
2496 pick = check_pick (op); 2052 pick = check_pick (op);
2497 } 2053 }
2498 2054
2499 /* 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
2500 * server can handle repeat firing. 2056 * server can handle repeat firing.
2501 */ 2057 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2058 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2059 op->direction = dir;
2505 }
2506 else 2060 else
2507 {
2508 op->direction = 0; 2061 op->direction = 0;
2509 } 2062
2510 /* Update how the player looks. Use the facing, so direction may 2063 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2064 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2065 * for players.
2513 */ 2066 */
2514 animate_object (op, op->facing); 2067 animate_object (op, op->facing);
2515 return 0; 2068
2069 return retval;
2516} 2070}
2517 2071
2518/* 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
2519 * new client/server stuff. 2073 * new client/server stuff.
2520 * 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
2521 * the new speed values for commands. 2075 * the new speed values for commands.
2522 * 2076 *
2523 * 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.
2524 */ 2080 */
2525int 2081bool
2526handle_newcs_player (object *op) 2082handle_newcs_player (object *op)
2527{ 2083{
2528 if (op->contr->hidden)
2529 {
2530 op->invisible = 1000;
2531 /* the socket code flashes the player visible/invisible
2532 * depending on the value of invisible, so we need to
2533 * alternate it here for it to work correctly.
2534 */
2535 if (pticks & 2)
2536 op->invisible--;
2537 }
2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539 {
2540 op->invisible--;
2541 if (!op->invisible)
2542 {
2543 make_visible (op);
2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2545 }
2546 }
2547
2548 if (QUERY_FLAG (op, FLAG_SCARED)) 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2549 { 2085 {
2550 flee_player (op); 2086 if (op->speed_left > 0.f)
2551 /* If player is still scared, that is his action for this tick */
2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2087 {
2554 op->speed_left--; 2088 --op->speed_left;
2089 flee_player (op);
2090
2555 return 0; 2091 return true;
2556 } 2092 }
2093 else
2094 return false;
2557 } 2095 }
2558
2559 /* I've been seeing crashes where the golem has been destroyed, but
2560 * the player object still points to the defunct golem. The code that
2561 * destroys the golem looks correct, and it doesn't always happen, so
2562 * put this in a a workaround to clean up the golem pointer.
2563 */
2564 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2565 op->contr->ranges[range_golem] = 0;
2566 2096
2567 /* 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
2568 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2099 * called, so we recheck it here.
2570 */ 2100 */
2571 HandleClient (&op->contr->socket, op->contr); 2101 if (op->contr->ns->handle_command ())
2572 if (op->speed_left < 0)
2573 return 0; 2102 return true;
2574 2103
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 {
2577 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--;
2579
2580 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff.
2583 */
2584 move_player (op, op->direction); 2105 return move_player (op, op->direction);
2585 if (op->speed_left > 0) 2106
2586 return 1;
2587 else
2588 return 0;
2589 }
2590 return 0; 2107 return false;
2591} 2108}
2592 2109
2593int 2110static int
2594save_life (object *op) 2111save_life (object *op)
2595{ 2112{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2114 return 0;
2600 2115
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2118 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 op->play_sound (sound_find ("ob_evaporate"));
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606
2607 if (op->contr)
2608 esrv_del_item (op->contr, tmp->count);
2609 2121
2610 tmp->destroy (); 2122 tmp->destroy ();
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2612 2124
2613 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2614 op->stats.hp = op->stats.maxhp; 2126 op->stats.hp = op->stats.maxhp;
2615 2127
2616 if (op->stats.food < 0) 2128 if (op->stats.food < 0)
2617 op->stats.food = 999; 2129 op->stats.food = 999;
2618 2130
2619 fix_player (op); 2131 op->update_stats ();
2620 return 1; 2132 return 1;
2621 } 2133 }
2134
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2136 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2137 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2138 return 0;
2626} 2139}
2627 2140
2628/* 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
2629 * 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
2630 * 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
2631 * from. 2144 * from.
2632 */ 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
2633void 2162void
2634remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2635{ 2164{
2636 object *next; 2165 if (!flag [FLAG_REMOVED])
2637 2166 ::drop_unpaid_items (inv, this);
2638 while (op)
2639 {
2640 next = op->below; /* Make sure we have a good value, in case
2641 * we remove object 'op'
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0);
2651 }
2652 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env);
2654 op = next;
2655 }
2656} 2167}
2657
2658
2659/*
2660 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the
2663 * best, a misc file for object actions is probably better,
2664 * but there isn't one in the server directory.
2665 */
2666char *
2667gravestone_text (object *op)
2668{
2669 static char buf2[MAX_BUF];
2670 char buf[MAX_BUF];
2671 time_t now = time (NULL);
2672
2673 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else
2677 sprintf (buf, "%s\n", &op->name);
2678 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf);
2680 if (op->type == PLAYER)
2681 sprintf (buf, "who was in level %d when killed\n", op->level);
2682 else
2683 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2684 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf);
2686 if (op->type == PLAYER)
2687 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf);
2691 }
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf);
2695 return buf2;
2696}
2697
2698
2699 2168
2700void 2169void
2701do_some_living (object *op) 2170do_some_living (object *op)
2702{ 2171{
2703 int last_food = op->stats.food; 2172 int last_food = op->stats.food;
2709 int rate_grace = 2000; 2178 int rate_grace = 2000;
2710 const int max_hp = 1; 2179 const int max_hp = 1;
2711 const int max_sp = 1; 2180 const int max_sp = 1;
2712 const int max_grace = 1; 2181 const int max_grace = 1;
2713 2182
2714 if (op->contr->outputs_sync) 2183 if (op->contr->hidden)
2715 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]);
2719 } 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 }
2720 2201
2721 if (op->contr->state == ST_PLAYING) 2202 if (op->contr->ns->state == ST_PLAYING)
2722 { 2203 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2204 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2205 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2206 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2207 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2208 else
2729 { 2209 {
2730 gen_hp = op->stats.maxhp; 2210 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2211 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2212 }
2213
2733 if (op->contr->gen_sp >= 0) 2214 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2215 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2216 else
2736 { 2217 {
2737 gen_sp = op->stats.maxsp; 2218 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2219 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2220 }
2221
2740 if (op->contr->gen_grace >= 0) 2222 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2224 else
2743 { 2225 {
2744 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2746 } 2228 }
2747 2229
2748 /* Regenerate Spell Points */
2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2750 {
2751 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2752 if (op->stats.sp < op->stats.maxsp)
2753 {
2754 op->stats.sp++;
2755 /* dms do not consume food */
2756 if (!QUERY_FLAG (op, FLAG_WIZ))
2757 {
2758 op->stats.food--;
2759 if (op->contr->digestion < 0)
2760 op->stats.food += op->contr->digestion;
2761 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2762 op->stats.food = last_food;
2763 }
2764 }
2765 if (max_sp > 1)
2766 {
2767 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0)
2769 {
2770 if (op->stats.sp < op->stats.maxsp)
2771 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--;
2775 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp;
2777 }
2778 op->last_sp = 0;
2779 }
2780 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 }
2785 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2789 }
2790
2791 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2792 /* 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. */
2793 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2794 { 2233 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2234 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2235 op->stats.grace++; /* no penalty in food for regaining grace */
2236
2797 if (max_grace > 1) 2237 if (max_grace > 1)
2798 { 2238 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2240 if (over_grace > 0)
2801 { 2241 {
2813 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);
2814 } 2254 }
2815 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2816 } 2256 }
2817 2257
2258 if (op->stats.food > 0)
2259 {
2818 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2819 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2820 {
2821 if (op->stats.hp < op->stats.maxhp)
2822 { 2262 {
2823 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2824 /* dms do not consume food */ 2264
2825 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2826 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2827 op->stats.food--; 2272 op->stats.food--;
2273
2828 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2829 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2830 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))
2831 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2832 } 2279 }
2833 } 2280
2834 if (max_hp > 1) 2281 if (max_sp > 1)
2835 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0)
2838 { 2282 {
2839 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
2840 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);
2841 } 2301 }
2842 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)
2843 { 2310 {
2844 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 }
2845 } 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);
2846 } 2336 }
2847 else 2337 else
2848 {
2849 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);
2850 } 2339 }
2851 } 2340 }
2852 2341
2853 /* Digestion */ 2342 /* Digestion */
2854 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2855 { 2344 {
2856#ifdef COZY_SERVER 2345 int bonus = max (0, op->contr->digestion),
2857 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2346 penalty = max (0, -op->contr->digestion);
2858 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2859#else
2860 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2861#endif
2862 2347
2863 if (op->contr->gen_hp > 0)
2864 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);
2865 else 2349
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2867 /* dms do not consume food */ 2350 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2352 op->stats.food--;
2870 } 2353 }
2871 }
2872 2354
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2356 {
2875 object *tmp, *flesh = NULL; 2357 object *flesh = 0;
2876 2358
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2878 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2360 {
2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 { 2365 {
2883 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.>");
2884 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2371 break;
2887 } 2372 }
2888 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2889 flesh = tmp; 2374 flesh = tmp;
2890 } /* End if paid for object */ 2375 }
2891 } /* end of for loop */ 2376
2892 /* 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
2893 * eat flesh instead. 2378 * eat flesh instead.
2894 */ 2379 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2381 {
2897 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.>");
2898 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)
2899 } 2394 {
2900 } /* end if player is starving */ 2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2901 2397
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2398 if (op->stats.hp < 0)
2903 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2904 2404
2905 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))
2906 kill_player (op); 2407 kill_player (op);
2408 }
2907} 2409}
2908
2909
2910 2410
2911/* 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.
2912 * 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
2913 * permadeath, no lifesave), this will take care of removing the player 2413 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2414 * file.
2915 */ 2415 */
2916void 2416void
2917kill_player (object *op) 2417kill_player (object *op)
2918{ 2418{
2919 char buf[MAX_BUF];
2920 int x, y; 2419 int x, y;
2921
2922 //int i;
2923 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2924
2925 /* int z;
2926 int num_stats_lose;
2927 int lost_a_stat;
2928 int lose_this_stat;
2929 int this_stat; */
2930 int will_kill_again; 2421 int will_kill_again;
2931 archetype *at; 2422 archetype *at;
2932 object *tmp; 2423 object *tmp;
2933 2424
2934 if (save_life (op)) 2425 if (save_life (op))
2935 return; 2426 return;
2936 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 }
2937 2465
2938 /* 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
2939 * 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.
2940 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2941 */ 2469 */
2942 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2943 { 2471 {
2944 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";
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2946
2947 /* restore player */
2948 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op);
2950 if (tmp)
2951 {
2952 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 }
2955
2956 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op);
2958 if (tmp)
2959 {
2960 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 }
2963
2964 cure_disease (op, 0); /* remove any disease */
2965 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0)
2967 op->stats.food = 999;
2968 2473
2969 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2971 if (tmp != NULL)
2972 { 2476 {
2973 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2974 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2975 sprintf (buf, " This finger has been cut off %s\n"
2976 " the %s, when he was defeated at\n level %d by %s.\n",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 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 );
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2486 tmp->materialname = "organics";
2981 tmp->x = op->x, tmp->y = op->y; 2487 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2488 }
2984 2489
2985 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2988 return; 2495 return;
2989 } 2496 }
2990 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2991 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2992 2502
2993 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2994 2504
2995 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)
2996 { 2523 {
2997 if (op->contr->explore) 2524 /* If stat loss is permanent, lose one stat only. */
2998 { 2525 /* Lower level chars don't lose as many stats because they suffer
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2526 more if they do. */
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2527 /* Higher level characters can afford things such as potions of
3001 op->stats.food = 999; 2528 restoration, or better, stat potions. So we slug them that
3002 return; 2529 little bit harder. */
3003 } 2530 /* GD */
3004 sprintf (buf, "%s starved to death.", &op->name); 2531 if (settings.stat_loss_on_death)
3005 strcpy (op->contr->killer, "starvation"); 2532 num_stats_lose = 1;
2533 else
2534 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3006 } 2535 }
3007 else 2536 else
3008 { 2537 num_stats_lose = 1;
3009 if (op->contr->explore) 2538
3010 { 2539 lost_a_stat = 0;
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2540
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2541 for (z = 0; z < num_stats_lose; z++)
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name);
3017 } 2542 {
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2543 i = rndm (NUM_STATS);
3019 2544
3020 /* save the map location for corpse, gravestone */
3021 x = op->x;
3022 y = op->y;
3023 map = op->map;
3024
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * life if they are dead - it takes some exp and a random stat.
3030 * See the config.h file for a little more in depth detail about this.
3031 */
3032
3033 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect
3035 * of death.
3036 */
3037#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss)
3039 {
3040 /* If stat loss is permanent, lose one stat only. */
3041 /* Lower level chars don't lose as many stats because they suffer
3042 more if they do. */
3043 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */
3046 /* GD */
3047 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2546 {
3049 else 2547 /* Pick a random stat and take a point off it. Tell the player
3050 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;
3051 } 2556 }
3052 else 2557 else
3053 { 2558 {
3054 num_stats_lose = 1; 2559 /* deplete a stat */
3055 } 2560 archetype *deparch = archetype::find (shstr_depletion);
3056 lost_a_stat = 0; 2561 object *dep;
3057 2562
3058 for (z = 0; z < num_stats_lose; z++) 2563 dep = present_arch_in_ob (deparch, op);
3059 { 2564 if (!dep)
3060 i = RANDOM () % NUM_STATS;
3061
3062 if (settings.stat_loss_on_death)
3063 { 2565 {
3064 /* Pick a random stat and take a point off it. Tell the player 2566 dep = arch_to_object (deparch);
3065 * what he lost. 2567 insert_ob_in_ob (dep, op);
3066 */
3067 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1;
3073 } 2568 }
3074 else 2569 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss)
3075 { 2571 {
3076 /* deplete a stat */ 2572 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2573 /* Get the stat that we're about to deplete. */
3078 object *dep; 2574 this_stat = get_attr_value (&(dep->stats), i);
3079 2575 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2576 {
3083 dep = arch_to_object (deparch); 2577 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2578 int keep_chance = this_stat * this_stat;
3085 } 2579
3086 lose_this_stat = 1; 2580 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0) 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)
3093 { 2586 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2587 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2588 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2589 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2590 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2591 else
3128 if (this_stat >= -50)
3129 { 2592 {
3130 change_attr_value (&(dep->stats), i, -1); 2593 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 lost_a_stat = 1; 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"); */
3135 } 2598 }
3136 } 2599 }
3137 } 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 }
3138 } 2619 }
2620 }
2621 }
2622
3139 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2624 if (!lost_a_stat)
3141 { 2625 {
3142 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2627 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
3145 2629
3146 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
3148 else 2632 else
3149 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";
3150 } 2634 }
3151#else 2635#else
3152 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.";
3153#endif 2637#endif
3154 2638
3155 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2640 * exp loss on the stone.
3157 */ 2641 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
3159 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
3160 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
3161 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",
3162 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
3163 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3164 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2649
3168 /**************************************/ 2650 /**************************************/
3169 /* */ 2651 /* */
3170 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */
3173 /* */ 2653 /* */
3174 /**************************************/ 2654 /**************************************/
3175 2655
3176 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */
3178 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op);
3180
3181 if (tmp)
3182 {
3183 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 }
3186
3187 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op);
3189 if (tmp)
3190 {
3191 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 }
3194
3195 cure_disease (op, 0); /* remove any disease */
3196
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100)
3200 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2658
3205 /* 2659 /*
3206 * 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
3207 * the player has any unpaid items. If so, remove them and put them back 2661 * and put them back in the map.
3208 * in the map. 2662 */
3209 */ 2663 op->drop_unpaid_items ();
3210 2664
3211 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op);
3213
3214 /****************************************/ 2665 /****************************************/
3215 /* */ 2666 /* */
3216 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
3218 /* */ 2669 /* */
3219 /****************************************/ 2670 /****************************************/
3220 2671
3221 enter_player_savebed (op); 2672 enter_player_savebed (op);
3222 2673
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2674 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2675
3229 /* it is possible that the player has blown something up 2676 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2677 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2678 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2679 * on the space that might harm the player.
3233 */ 2680 */
3234 will_kill_again = 0; 2681 will_kill_again = 0;
3235 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)
3236 if (tmp->type == SPELL_EFFECT) 2683 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2684 will_kill_again |= tmp->attacktype;
3238 2685
3239 if (will_kill_again) 2686 if (will_kill_again)
3240 { 2687 {
3241 object *force; 2688 object *force;
3242 int at; 2689 int at;
3243 2690
3244 force = get_archetype (FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2693 force->speed = 0.1f;
3247 force->speed_left = -5.0; 2694 force->speed_left = -5.f;
3248 SET_FLAG (force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2696 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2698 force->resist[at] = 100;
3252 2699
3253 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
3254 fix_player (op); 2701 op->update_stats ();
3255
3256 }
3257
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 { 2702 }
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266 2703
3267 op->contr->party = NULL; 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2705}
3327 2706
3328 2707static void
3329void
3330loot_object (object *op) 2708loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
3333 2711
3334 if (op->container) 2712 op->close_container (); /* close open sack first */
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container);
3337 }
3338 2713
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2714 for (tmp = op->inv; tmp; tmp = next)
3340 { 2715 {
3341 next = tmp->below; 2716 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2717
2718 if (tmp->invisible)
3343 continue; 2719 continue;
2720
3344 tmp->remove (); 2721 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2722 tmp->x = op->x, tmp->y = op->y;
2723
3346 if (tmp->type == CONTAINER) 2724 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2725 loot_object (tmp); /* empty container to ground */
3348 loot_object (tmp); 2726
3349 }
3350 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))))
3351 { 2728 {
3352 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
3353 { 2730 {
3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
3355 tmp2->destroy ();
3356 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
3357 } 2733 }
3358 else 2734 else
3359 tmp->destroy (); 2735 tmp->destroy ();
3360 } 2736 }
3366/* 2742/*
3367 * fix_weight(): Check recursively the weight of all players, and fix 2743 * fix_weight(): Check recursively the weight of all players, and fix
3368 * 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
3369 * was changed. 2745 * was changed.
3370 */ 2746 */
3371
3372void 2747void
3373fix_weight (void) 2748fix_weight (void)
3374{ 2749{
3375 player *pl; 2750 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 2751 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
3380 2753
3381 if (old == sum) 2754 pl->ob->update_weight ();
3382 continue; 2755
3383 fix_player (pl->ob); 2756 if (old != pl->ob->carrying)
2757 {
2758 pl->ob->update_stats ();
3384 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 }
3385 } 2761 }
3386} 2762}
3387 2763
3388void 2764void
3389fix_luck (void) 2765fix_luck (void)
3390{ 2766{
3391 player *pl; 2767 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 2768 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 2769 pl->ob->change_luck (0);
3396} 2770}
3397
3398 2771
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 2772/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 2773 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 2774 * just treat this as any other spell casting object.
3402 */ 2775 */
3403
3404void 2776void
3405cast_dust (object *op, object *throw_ob, int dir) 2777cast_dust (object *op, object *throw_ob, int dir)
3406{ 2778{
3407 object *skop, *spob; 2779 object *skop, *spob;
3408 2780
3435} 2807}
3436 2808
3437void 2809void
3438make_visible (object *op) 2810make_visible (object *op)
3439{ 2811{
3440 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3441 op->invisible = 0; 2813 op->invisible = 0;
2814
3442 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3443 { 2816 {
3444 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3445 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3446 } 2819 }
2820
3447 update_object (op, UP_OBJ_FACE); 2821 update_object (op, UP_OBJ_CHANGE);
3448} 2822}
3449 2823
3450int 2824int
3451is_true_undead (object *op) 2825is_true_undead (object *op)
3452{ 2826{
3453 object *tmp = NULL;
3454
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3456 return 1; 2828 return 1;
3457 2829
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 2830 return 0;
3464} 2831}
3465 2832
3466/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3468 * indicate greater hideability. 2835 * indicate greater hideability.
3469 */ 2836 */
3470
3471int 2837int
3472hideability (object *ob) 2838hideability (object *ob)
3473{ 2839{
3474 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3475 sint16 x, y; 2841 sint16 x, y;
3476 2842
3477 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3478 return 0; 2844 return 0;
3479 2845
3480 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3481 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3482 2848
3483 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3484 * 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
3485 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3486 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3487 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3488 2854
3489 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3490 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 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])
3491 { 2859 {
3492 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3493 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3494 {
3495 continue; 2862 continue;
3496 } 2863
3497 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3498 level += 2; 2865 level += 2;
3499 else /* open terrain! */ 2866 else /* open terrain! */
3500 level -= 1; 2867 level -= 1;
3501 } 2868 }
3509/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3510 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3511 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3512 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3513 */ 2880 */
3514
3515void 2881void
3516do_hidden_move (object *op) 2882do_hidden_move (object *op)
3517{ 2883{
3518 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3519 object *skop;
3520 2885
3521 if (!op || !op->map) 2886 if (!op || !op->map)
3522 return; 2887 return;
3523 2888
3524 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);
3525 2891
3526 /* 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! */
3527 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3530 { 2895 {
3531 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!");
3532 make_visible (op); 2897 make_visible (op);
3533 return; 2898 return;
3534 } 2899 }
3535 else 2900 else
3536 num += 20; 2901 num += 20;
3537 } 2902
3538 num += op->map->difficulty; 2903 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 2904 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 2905 num -= hide;
2906
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 2908 {
3543 make_visible (op); 2909 make_visible (op);
2910
3544 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3545 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!");
3546 } 2913 }
3547 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3548 {
3549 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);
3550 }
3551} 2916}
3552 2917
3553/* determine if who is standing near a hostile creature. */ 2918/* determine if who is standing near a hostile creature. */
3554 2919
3555int 2920int
3582 if (mflags & P_OUT_OF_MAP) 2947 if (mflags & P_OUT_OF_MAP)
3583 continue; 2948 continue;
3584 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)))
3585 continue; 2950 continue;
3586 2951
3587 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)
3588 { 2953 {
3589 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))
3590 return 1; 2955 return 1;
3591 else if (tmp->type == PLAYER) 2956 else if (tmp->type == PLAYER)
3592 { 2957 {
3603 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3604 * 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
3605 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3606 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3607 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3608 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3609 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3610 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3611 * for them to differ. Sigh, this fctn could get a bit more complex. 2976 * for them to differ. Sigh, this fctn could get a bit more complex.
3612 * -b.t. 2977 * -b.t.
3613 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3614 */ 2979 */
3615
3616int 2980int
3617player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3618{ 2982{
3619 rv_vector rv; 2983 rv_vector rv;
3620 int dx, dy; 2984 int dx, dy;
3622 if (pl->type != PLAYER) 2986 if (pl->type != PLAYER)
3623 { 2987 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 2988 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 2989 return -1;
3626 } 2990 }
2991
3627 if (!pl || !op) 2992 if (!pl || !op)
3628 return 0; 2993 return 0;
3629 2994
3630 if (op->head)
3631 {
3632 op = op->head; 2995 op = op->head_ ();
3633 } 2996
3634 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3635 2998
3636 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3000 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3639 * a blocked los square. 3002 * a blocked los square.
3640 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3641 */ 3004 */
3642 while (op) 3005 while (op)
3643 { 3006 {
3644 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3645 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3646 3009
3647 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3648 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values.
3650 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3654 return 1; 3011 return 1;
3012
3655 op = op->more; 3013 op = op->more;
3656 } 3014 }
3657 return 0;
3658}
3659 3015
3660/* routine for both players and monsters. We call this when
3661 * there is a possibility for our action distrubing our hiding
3662 * place or invisiblity spell. Artefact invisiblity is not
3663 * effected by this. If we arent invisible to begin with, we
3664 * return 0.
3665 */
3666int
3667action_makes_visible (object *op)
3668{
3669
3670 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3671 {
3672 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3673 return 0;
3674
3675 if (op->contr && op->contr->tmp_invis == 0)
3676 return 0;
3677
3678 /* If monsters, they should become visible */
3679 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3680 {
3681 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3682 return 1;
3683 }
3684 }
3685 return 0; 3016 return 0;
3686} 3017}
3687 3018
3688/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3689 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3694 * Default is to do the same as before, so only people wanting to have different points need worry about this 3025 * Default is to do the same as before, so only people wanting to have different points need worry about this
3695 */ 3026 */
3696int 3027int
3697op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3698{ 3029{
3699 object *tmp;
3700
3701 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3702 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3031 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3703 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3704 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3705 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3706 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3707 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3708 { 3037 {
3709 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3710 { 3039 {
3711 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3712 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))
3713 { 3044 {
3714 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3715 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))
3716 { 3047 {
3717 object *invtmp;
3718
3719 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3720 { 3049 {
3721 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3722 { 3051 {
3723 if (x != NULL && y != NULL) 3052 if (x && y)
3724 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3725 return 1; 3055 return 1;
3726 } 3056 }
3727 } 3057 }
3728 } 3058 }
3059
3729 if (x != NULL && y != NULL) 3060 if (x && y)
3730 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3731 return 1; 3063 return 1;
3732 } 3064 }
3733 } 3065 }
3734 } 3066 }
3067
3735 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3736 return 0; 3069 return 0;
3737} 3070}
3738 3071
3739/* 3072/*
3755 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3756 int i = 0, j = 0; 3089 int i = 0, j = 0;
3757 3090
3758 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3759 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3760 trlist = find_treasurelist ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3761 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3762 trlist = find_treasurelist ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3763 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3764 trlist = find_treasurelist ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3765 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3766 trlist = find_treasurelist ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3767 3100
3768 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3769 return; 3102 return;
3770 3103
3771 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++);
3772 3105
3773 if (tr == NULL || tr->item == NULL) 3106 if (!tr || !tr->item)
3774 { 3107 {
3775 /* 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]); */
3776 return; 3109 return;
3777 } 3110 }
3778 3111
3779 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3780 item = &(tr->item->clone); 3113 item = tr->item;
3781 3114
3782 if (item->type == SPELL) 3115 if (item->type == SPELL)
3783 { 3116 {
3784 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3785 return; 3118 return;
3844 { 3177 {
3845 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3179 object *skin;
3847 3180
3848 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3849 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
3850 if (skin == NULL) 3185 if (!skin)
3851 return; 3186 return;
3852 3187
3853 /* adding new spellpath attunements */ 3188 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3189 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3190 {
3887 else 3222 else
3888 { 3223 {
3889 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3890 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3891 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));
3892 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3893 if (who->type == PLAYER)
3894 esrv_send_item (who, tmp);
3895 } 3228 }
3896} 3229}
3897 3230
3898/** 3231/**
3899 * 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
3900 * not readied. 3233 * not readied.
3901 */ 3234 */
3902void 3235void
3903player_unready_range_ob (player *pl, object *ob) 3236player_unready_range_ob (player *pl, object *ob)
3904{ 3237{
3905 rangetype i; 3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3906 3240
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 if (pl->combat_ob == ob)
3908 { 3242 pl->combat_ob = 0;
3243
3909 if (pl->ranges[i] == ob) 3244 if (pl->ranged_ob == ob)
3910 { 3245 pl->ranged_ob = 0;
3911 pl->ranges[i] = NULL;
3912 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none;
3915 }
3916 }
3917 }
3918} 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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