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Comparing deliantra/server/server/player.C (file contents):
Revision 1.47 by root, Tue Dec 19 04:58:05 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#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#ifdef COZY_SERVER 35#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 36#include <functional>
35#endif
36 37
37player * 38playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75
76void
77display_motd (const object *op)
78{
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100
101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete (fp, comp);
103}
104
105void
106send_rules (const object *op)
107{
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138}
139
140void
141send_news (const object *op)
142{
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
178 }
179 strncat (news + size, buf, HUGE_BUF - size);
180 size += strlen (buf);
181 }
182 }
183
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296 39
297/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
298static void 41static void
299set_first_map (object *op) 42set_first_map (object *op)
300{ 43{
301 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
302 op->x = -1; 45 op->x = -1;
303 op->y = -1; 46 op->y = -1;
304 enter_exit (op, 0);
305} 47}
306 48
307/* Tries to add player on the connection passwd in ns. 49void
308 * All we can really get in this is some settings like host and display 50player::activate ()
309 * mode.
310 */
311
312int
313add_player (client *ns)
314{ 51{
315 player *p = new player; 52 if (active)
53 return;
316 54
317 p->socket = ns; 55 players.insert (this);
318 ns->pl = p; 56 ob->remove ();
319 57 ob->map = 0;
320 p->next = first_player; 58 ob->activate_recursive ();
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob);
326
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob); 60 add_friendly_object (ob);
329 send_rules (p->ob); 61}
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333 62
63void
64player::deactivate ()
65{
66 if (!active)
334 return 0; 67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
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.
238 */
239 outputs_sync = 4;
240 outputs_count = 4;
241 unapply = unapply_nochoice;
242
243 savebed_map = first_map_path; /* Init. respawn position */
244
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);
335} 276}
336 277
337/* 278/*
338 * get_player_archetype() return next player archetype from archetype 279 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 280 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 281 * Note: there MUST be at least one player archetype!
341 */ 282 */
342archetype * 283static archetype *
343get_player_archetype (archetype *at) 284get_player_archetype (archetype *at)
344{ 285{
345 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);
346 293
347 for (;;) 294 for (;;)
348 { 295 {
349 if (at == NULL || at->next == NULL) 296 if (++i == archetypes.end ())
350 at = first_archetype; 297 i = archetypes.begin ();
351 else 298 else if (*i == at)
352 at = at->next; 299 cleanup ("not a single player archetype found");
353 300
354 if (at->clone.type == PLAYER) 301 if ((*i)->type == PLAYER)
355 return at; 302 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 303 }
304}
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;
363} 324}
364 325
365object * 326object *
366get_nearest_player (object *mon) 327get_nearest_player (object *mon)
367{ 328{
368 object *op = NULL; 329 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 330 objectlink *ol;
371 unsigned lastdist; 331 unsigned lastdist;
372 rv_vector rv; 332 rv_vector rv;
373 333
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 335 {
376 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop.
380 */
381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
383 object *tmp = ol->ob;
384
385 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared.
387 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389 ol = ol->next;
390 remove_friendly_object (tmp);
391 if (!ol)
392 return op;
393 }
394
395 /* Remove special check for player from this. First, it looks to cause
396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
397 * complicated method of state checking would be needed in any case -
398 * as it was, a clever player could type quit, and the function would
399 * skip them over while waiting for confirmation. Remove
400 * on_same_map check, as can_detect_enemy also does this
401 */
402 if (!can_detect_enemy (mon, ol->ob, &rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue; 337 continue;
404 338
405 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
406 { 340 {
407 op = ol->ob; 341 op = ol->ob;
408 lastdist = rv.distance; 342 lastdist = rv.distance;
409 } 343 }
410 } 344 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 345
412 { 346 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 347 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 348 if (lastdist > rv.distance)
417 { 349 {
418 op = pl->ob; 350 op = pl->ob;
419 lastdist = rv.distance; 351 lastdist = rv.distance;
420 } 352 }
421 } 353
422 }
423#if 0 354#if 0
424 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)");
425#endif 356#endif
426 return op; 357 return op;
427} 358}
445 * circling behaviour. Unfortunately, this function is also used to determined 376 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 377 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 378 * is probably not a good thing.
448 */ 379 */
449#define MAX_SPACES 50 380#define MAX_SPACES 50
450
451 381
452/* 382/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 383 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 384 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 385 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 416 x = mon->x;
487 y = mon->y; 417 y = mon->y;
488 m = mon->map; 418 m = mon->map;
489 dir = rv.direction; 419 dir = rv.direction;
490 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 */
491 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
492 /* 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. */
493 if (diff > max) 424 if (diff > max)
494 return 0; 425 return 0;
426
495 while (diff > 1 && max > 0) 427 while (diff > 1 && max > 0)
496 { 428 {
497 lastx = x; 429 lastx = x;
498 lasty = y; 430 lasty = y;
499 lastmap = m; 431 lastmap = m;
581 max--; 513 max--;
582 lastdir = dir; 514 lastdir = dir;
583 if (!firstdir) 515 if (!firstdir)
584 firstdir = dir; 516 firstdir = dir;
585 } 517 }
518
586 if (diff <= 1) 519 if (diff <= 1)
587 { 520 {
588 /* Recalculate diff (distance) because we may not have actually 521 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 522 * headed toward player for entire distance.
590 */ 523 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 526 }
527
594 if (diff > max) 528 if (diff > max)
595 return 0; 529 return 0;
596 } 530 }
531
597 /* 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 */
598 if (!max) 533 if (!max)
599 return 0; 534 return 0;
600 535
601 return firstdir; 536 return firstdir;
602} 537}
603 538
604void 539void
605give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
606{ 541{
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL) 542 if (pl->randomitems)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611 544
612 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
613 { 546 {
614 next = op->below; 547 next = op->below;
615 548
616 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
617 * 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
622 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
623 * by this player due to race restrictions 556 * by this player due to race restrictions
624 */ 557 */
625 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
626 { 559 {
627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
628 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
629 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
630 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
631 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))
632 { 567 {
633 op->destroy (); 568 op->destroy ();
634 continue; 569 continue;
635 } 570 }
636 } 571 }
637 572
638 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
639 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
640 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */ 576 */
644 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
645 { 578 {
646 object *tmp;
647
648 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 { 581 {
654 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
656 continue; 585 break;
657 } 586 }
658 587
659 if (op->nrof > 1) 588 if (op->nrof > 1)
660 op->nrof = 1; 589 op->nrof = 1;
661 } 590 }
662 591
663 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
664 {
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667 594
668 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
669 * 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
670 * merged properly. 597 * merged properly.
671 */ 598 */
672 if (need_identify (op)) 599 if (need_identify (op))
673 { 600 {
674 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
675 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
676 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
677 } 604 }
605
678 if (op->type == SPELL) 606 if (op->type == SPELL)
679 { 607 {
680 op->destroy (); 608 op->destroy ();
681 continue; 609 continue;
682 } 610 }
684 { 612 {
685 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
686 op->stats.exp = 0; 614 op->stats.exp = 0;
687 op->level = 1; 615 op->level = 1;
688 } 616 }
689 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
690 else
691 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
692 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
693 620
694 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
695 link_player_skills (pl); 622 pl->contr->link_skills ();
696}
697
698void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779} 623}
780 624
781void 625void
782get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
783{ 627{
784 if (party == NULL) 628 if (party == NULL)
785 { 629 {
786 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);
787 return; 631 return;
788 } 632 }
633
789 op->contr->write_buf[0] = '\0'; 634 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 635 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 636 op->contr->party_to_join = party;
792 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:");
793} 638}
794
795 639
796/* 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. */
797int 641static int
798roll_stat (void) 642roll_stat (void)
799{ 643{
800 int a[4], i, j, k; 644 int a[4], i, j, k;
801 645
802 for (i = 0; i < 4; i++) 646 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 647 a[i] = (int) rndm (6) + 1;
804 648
805 for (i = 0, j = 0, k = 7; i < 4; i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 650 if (a[i] < k)
807 k = a[i], j = i; 651 k = a[i], j = i;
808 652
809 for (i = 0, k = 0; i < 4; i++) 653 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 654 if (i != j)
812 k += a[i]; 655 k += a[i];
813 } 656
814 return k; 657 return k;
815} 658}
816 659
817void 660void
818roll_stats (object *op) 661object::roll_stats ()
819{ 662{
663 int statsort [NUM_STATS];
664
665 for (;;)
666 {
820 int sum = 0; 667 int sum = 0;
821 int i = 0, j = 0; 668 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 669 sum += statsort [i] = roll_stat ();
823 670
824 do 671 if (sum >= 82 && sum <= 116)
672 break;
825 { 673 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 674
837 /* Sort the stats so that rerolling is easier... */ 675 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 677
846 /* a quick and dirty bubblesort? */ 678 for (int i = 0; i < NUM_STATS; ++i)
847 do 679 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 680
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 681 stats.exp = 0;
882 op->stats.ac = 0; 682 stats.ac = 0;
883 683
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 684 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 685 stats.sp = stats.maxsp;
891 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
892 op->contr->orig_stats = op->stats; 694 contr->orig_stats = stats;
695 }
893} 696}
894 697
895void 698void
896Roll_Again (object *op) 699object::swap_stats (int a, int b)
897{ 700{
898 esrv_new_player (op->contr, 0); 701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 702
903void 703 for (int i = 0; i < NUM_STATS; ++i)
904Swap_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)
905{ 730{
906 signed char tmp;
907 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
908 732
909 if (op->contr->Swap_First == -1) 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf);
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 735}
1024 736
1025/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
1029 * not the class. 741 * not the class.
1030 */ 742 */
1031 743void
1032int 744player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 745{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 747 esrv_new_player (ob->contr);
1049 748
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
1051 if (tl) 750 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
1053 752
1054 INVOKE_PLAYER (BIRTH, op->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
1056 755
1057 op->contr->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
1058 757
1059 if (op->msg) 758 if (ob->msg)
1060 op->msg = NULL; 759 ob->msg = 0;
1061 760
1062 /* We create this now because some of the unique maps will need it
1063 * to save here.
1064 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf);
1067
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 761 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 763 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op);
1075 esrv_send_inventory (op, op); 764 esrv_send_inventory (ob, ob);
1076 fix_player (op); 765 ob->update_stats ();
1077 766
1078 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
1079 * is one for this race 768 * is one for this race
1080 */ 769 */
1081 if (*first_map_ext_path) 770 if (*first_map_ext_path)
1082 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1083 object *tmp;
1084 char mapname[MAX_BUF];
1085
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1087 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the
1093 * default initial map */
1094 tmp->destroy ();
1095 }
1096 else 772 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
774}
1098 775
1099 return 0; 776void
1100 } 777player::chargen_race_next ()
1101 778{
1102 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
1104 */ 781 */
1105 782
1106 tmp_loop = 0; 783 do
1107 while (!tmp_loop)
1108 { 784 {
1109 shstr name = op->name; 785 shstr name = ob->name;
1110 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
1111 787
1112 remove_statbonus (op); 788 ob->remove_statbonus ();
1113 op->remove (); 789 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 790 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 791 ob->arch->copy_to (ob);
1116 op->instantiate (); 792 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 794 ob->name = ob->name_pl = name;
1119 op->x = x; 795 ob->x = x;
1120 op->y = y; 796 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 800 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 801 }
802 while (!allowed_class (ob));
1127 803
1128 update_object (op, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 805 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 806 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 809 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140} 810}
1141 811
1142int 812static void
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189}
1190
1191void
1192flee_player (object *op) 813flee_player (object *op)
1193{ 814{
1194 int dir, diff; 815 int dir, diff;
1195 rv_vector rv; 816 rv_vector rv;
1196 817
1199 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
1201 return; 822 return;
1202 } 823 }
1203 824
1204 if (op->enemy == NULL) 825 if (!op->enemy)
1205 { 826 {
1206 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
1207 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1208 return; 829 return;
1209 } 830 }
1210 831
1211 /* Seen some crashes here. Since we don't store an
1212 * op->enemy_count, it is possible that something destroys the
1213 * actual enemy, and the object is recycled.
1214 */
1215 if (op->enemy->map == NULL)
1216 {
1217 CLEAR_FLAG (op, FLAG_SCARED);
1218 op->enemy = NULL;
1219 return;
1220 }
1221
1222 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 { 833 {
1224 op->enemy = NULL; 834 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 836 return;
1227 } 837 }
838
1228 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1229 840
1230 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1232 { 843 {
1233 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1234 845
1235 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)))
1236 {
1237 return; 847 return;
1238 }
1239 } 848 }
849
1240 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 852 op->enemy = NULL;
1243} 853}
1244 854
1245
1246/* 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.
1247 * 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
1248 * stop. 857 * stop.
1249 */ 858 */
1250int 859int
1251check_pick (object *op) 860check_pick (object *op)
1252{ 861{
1253 object *tmp, *next; 862 object *tmp, *next;
1254 int stop = 0; 863 int stop = 0;
1255 int j, k, wvratio; 864 int wvratio;
1256 char putstring[128], tmpstr[16];
1257 865
1258 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1260 return 1; 868 return 1;
1261 869
1262 next = op->below; 870 next = op->below;
1263 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1264 /* 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
1265 * destroyed */ 876 * destroyed */
1266 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1267 { 878 {
1268 tmp = next; 879 tmp = next;
1269 next = tmp->below; 880 next = tmp->below;
1270 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1271 if (op->destroyed ()) 888 if (op->destroyed ())
1272 return 0; 889 return 0;
1273 890
1274 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1275 continue; 892 continue;
1276 893
1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1278 { 895 {
1279 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1280 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1281 continue; 899 continue;
1282 } 900 }
1283 901
1284 /* 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? */
1285 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1286 { 964 {
1287 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)
1288 { 1024 {
1289 case 0: 1025 CHK_PICK_PICKUP;
1290 return 1; /* don't pick up */ 1026 continue;
1291 case 1:
1292 pick_up (op, tmp);
1293 return 1;
1294 case 2:
1295 pick_up (op, tmp);
1296 return 0;
1297 case 3:
1298 return 0; /* stop before pickup */
1299 case 4:
1300 pick_up (op, tmp);
1301 break;
1302 case 5:
1303 pick_up (op, tmp);
1304 stop = 1;
1305 break;
1306 case 6:
1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1308 pick_up (op, tmp);
1309 break;
1310
1311 case 7:
1312 if (tmp->type == MONEY || tmp->type == GEM)
1313 pick_up (op, tmp);
1314 break;
1315
1316 default:
1317 /* use value density */
1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1320 pick_up (op, tmp);
1321 } 1027 }
1322 } 1028 }
1323 else 1029
1324 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1325 /* NEW pickup handling */
1326 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1327 { 1033 {
1328 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1329 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 }
1366 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for
1371 * example.
1372 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#>
1375 */
1376
1377 /* the first two modes are exclusive: if NOTHING we return, if
1378 * STOP then we stop. All the rest are applied sequentially,
1379 * meaning if any test passes, the item gets picked up. */
1380
1381 /* if mode is set to pick nothing up, return */
1382
1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1385
1386 /* if mode is set to stop when encountering objects, return */
1387 /* take STOP before INHIBIT since it doesn't actually pick
1388 * anything up */
1389
1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1392
1393 /* useful for going into stores and not losing your settings... */
1394 /* and for battles wher you don't want to get loaded down while
1395 * fighting */
1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1398
1399 /* prevent us from turning into auto-thieves :) */
1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue; 1035 continue;
1036 }
1402 1037
1403 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1404 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;
1405 continue; 1043 continue;
1044 }
1406 1045
1407 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1408 /* 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
1409 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1410 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"))
1411 { 1117 {
1412 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1413 continue; 1119 continue;
1414 } 1120 }
1121 }
1415 1122
1123 /* misc stuff that's useful */
1416 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1418 { 1126 {
1419 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1420 continue; 1128 continue;
1421 } 1129 }
1422 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1423 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1424 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
1425 { 1138 */
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1430 /* spellbooks, skillscrolls and normal books/scrolls */
1431 if (op->contr->mode & PU_SPELLBOOK)
1432 if (tmp->type == SPELLBOOK)
1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1438 if (op->contr->mode & PU_SKILLSCROLL)
1439 if (tmp->type == SKILLSCROLL)
1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1445 if (op->contr->mode & PU_READABLES)
1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 /* wands/staves/rods/horns */
1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1460 /* pick up all magical items */
1461 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1462 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)
1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1467
1468 if (op->contr->mode & PU_VALUABLES)
1469 { 1141 {
1470 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1471 { 1145 {
1472 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1473 continue;
1474 } 1147 }
1475 }
1476
1477 /* rings & amulets - talismans seems to be typed AMULET */
1478 if (op->contr->mode & PU_JEWELS)
1479 if (tmp->type == RING || tmp->type == AMULET)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1493 /* bows and arrows. Bows are good for selling! */
1494 if (op->contr->mode & PU_BOW)
1495 if (tmp->type == BOW)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 if (op->contr->mode & PU_ARROW)
1502 if (tmp->type == ARROW)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1508 /* all kinds of armor etc. */
1509 if (op->contr->mode & PU_ARMOUR)
1510 if (tmp->type == ARMOUR)
1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1516 if (op->contr->mode & PU_HELMET)
1517 if (tmp->type == HELMET)
1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1523 if (op->contr->mode & PU_SHIELD)
1524 if (tmp->type == SHIELD)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_BOOTS)
1531 if (tmp->type == BOOTS)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_GLOVES)
1538 if (tmp->type == GLOVES)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 if (op->contr->mode & PU_CLOAK)
1545 if (tmp->type == CLOAK)
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 /* hoping to catch throwing daggers here */
1552 if (op->contr->mode & PU_MISSILEWEAPON)
1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1558
1559 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON)
1561 {
1562 if (tmp->type == WEAPON && tmp->name != NULL)
1563 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1566 {
1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1572 if (tmp->type == WEAPON && tmp->name == NULL)
1573 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1575 {
1576 pick_up (op, tmp);
1577 continue;
1578 }
1579 }
1580 }
1581
1582 /* misc stuff that's useful */
1583 if (op->contr->mode & PU_KEY)
1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1589
1590 /* any of the last 4 bits set means we use the ratio for value
1591 * pickups */
1592 if (op->contr->mode & PU_RATIO)
1593 {
1594 /* use value density to decide what else to grab */
1595 /* >=7 was >= op->contr->mode */
1596 /* >=7 is the old standard setting. Now we take the last 4 bits
1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1600 {
1601 pick_up (op, tmp);
1602#if 0
1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1604 if (tmp->name != NULL)
1605 {
1606 fprintf (stderr, "%s", tmp->name);
1607 }
1608 else 1148 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1611 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))));
1612#endif 1152#endif
1153 CHK_PICK_PICKUP;
1613 continue; 1154 continue;
1614 }
1615 } 1155 }
1616 } /* the new pickup model */ 1156 } /* the new pickup model */
1617 } 1157 }
1618 1158
1619 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;
1620} 1195}
1621 1196
1622/* 1197/*
1623 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1624 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1625 * found object is returned. 1200 * found object is returned.
1626 */ 1201 */
1627object * 1202static object *
1628find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1629{ 1204{
1630 object *tmp = NULL;
1631
1632 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 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);
1636 return op; 1214 return arrow;
1215 }
1216
1637 return tmp; 1217 return 0;
1638} 1218}
1639 1219
1640/* 1220/*
1641 * 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
1642 * 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
1643 * 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
1644 * 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.
1645 */ 1225 */
1646 1226static object *
1647object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1649{ 1228{
1650 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1652 1231
1653 if (!type) 1232 if (!type)
1657 { 1236 {
1658 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))
1659 { 1238 {
1660 i = 0; 1239 i = 0;
1661 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1662 if (i > betterby) 1242 if (i > betterby)
1663 { 1243 {
1664 tmp = ntmp; 1244 tmp = ntmp;
1665 betterby = i; 1245 betterby = i;
1666 } 1246 }
1667 } 1247 }
1668 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1669 { 1249 {
1670 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1672 { 1252 {
1673 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1674 { 1254 {
1675 *better = 100; 1255 *better = 100;
1676 return arrow; 1256 return arrow;
1684 else 1264 else
1685 { 1265 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1267 {
1688 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 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)
1691 { 1271 {
1692 tmp = arrow; 1272 tmp = arrow;
1693 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;
1694 } 1274 }
1695 } 1275 }
1276
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1278 {
1698 tmp = arrow; 1279 tmp = arrow;
1699 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1700 } 1281 }
1282
1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1702 { 1284 {
1703 tmp = arrow; 1285 tmp = arrow;
1704 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1705 } 1287 }
1706 } 1288 }
1707 } 1289 }
1708 } 1290 }
1291
1709 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1710 return find_arrow (op, type); 1293 return find_arrow (op, type);
1711 1294
1712 *better = betterby; 1295 *better = betterby;
1713 return tmp; 1296 return tmp;
1717 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1301 * op = the shooter
1719 * type = bow->race 1302 * type = bow->race
1720 * dir = fire direction 1303 * dir = fire direction
1721 */ 1304 */
1722 1305static object *
1723object *
1724pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1725{ 1307{
1726 object *tmp = NULL; 1308 object *tmp = NULL;
1727 maptile *m; 1309 maptile *m;
1728 int i, mflags, found, number; 1310 int i, mflags, found, number;
1729 sint16 x, y; 1311 sint16 x, y;
1744 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1745 { 1327 {
1746 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1747 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1748 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 { 1333 {
1751 tmp = NULL; 1334 tmp = 0;
1752 break; 1335 break;
1753 } 1336 }
1754 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)
1755 { 1338 {
1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1757 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1758 */ 1341 */
1759 tmp = NULL; 1342 tmp = 0;
1760 break; 1343 break;
1761 } 1344 }
1345
1762 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1763 {
1764 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)
1765 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1766 {
1767 found++;
1768 break;
1769 }
1770 if (found)
1771 break; 1349 break;
1772 }
1773 } 1350 }
1774 if (tmp == NULL) 1351
1352 if (!tmp)
1775 return find_arrow (op, type); 1353 return find_arrow (op, type);
1776 1354
1777 if (tmp->head) 1355 if (tmp->head)
1778 tmp = tmp->head; 1356 tmp = tmp->head;
1779 1357
1792 */ 1370 */
1793int 1371int
1794fire_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)
1795{ 1373{
1796 object *left, *bow; 1374 object *left, *bow;
1797 int bowspeed, mflags; 1375 int mflags;
1798 maptile *m; 1376 maptile *m;
1799 1377
1800 if (!dir) 1378 if (!dir)
1801 { 1379 {
1802 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!");
1803 return 0; 1381 return 0;
1804 } 1382 }
1805 if (op->type == PLAYER) 1383
1806 bow = op->contr->ranges[range_bow]; 1384 if (op->contr)
1385 bow = op->current_weapon;
1807 else 1386 else
1808 { 1387 {
1809 for (bow = op->inv; bow; bow = bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1810 /* 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
1811 * 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.
1816 if (!bow) 1395 if (!bow)
1817 { 1396 {
1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819 return 0; 1398 return 0;
1820 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1821 } 1403 }
1404
1822 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1823 { 1406 {
1824 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);
1825 return 0; 1408 return 0;
1826 } 1409 }
1827
1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829
1830 /* penalize ROF for bestarrow */
1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1833 if (bowspeed < 1)
1834 bowspeed = 1;
1835 1410
1836 if (arrow == NULL) 1411 if (arrow == NULL)
1837 { 1412 {
1838 if ((arrow = find_arrow (op, bow->race)) == NULL) 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1839 { 1414 {
1840 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1841 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);
1842 /* 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 */
1843 else 1418 else
1844 CLEAR_FLAG (op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1845 return 0; 1421 return 0;
1846 } 1422 }
1847 } 1423 }
1424
1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1426 if (mflags & P_OUT_OF_MAP)
1850 {
1851 return 0; 1427 return 0;
1852 } 1428
1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1429 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 { 1430 {
1855 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.");
1856 return 0; 1432 return 0;
1857 } 1433 }
1858 1434
1859 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1860 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1861 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1862 arrow->destroy (); 1439 arrow->destroy ();
1863 return 0; 1440 return 0;
1864 } 1441 }
1865 1442
1866 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1867 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1868 if (arrow == NULL) 1445 if (!arrow)
1869 { 1446 {
1870 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);
1871 return 0; 1448 return 0;
1872 } 1449 }
1450
1873 arrow->set_owner (op); 1451 arrow->set_owner (op);
1874 arrow->skill = bow->skill; 1452 arrow->skill = bow->skill;
1875
1876 arrow->direction = dir; 1453 arrow->direction = dir;
1877 arrow->x = sx; 1454
1878 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;
1879 1485
1880 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1881 { 1487 {
1882 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1883 fix_player (op);
1884 }
1885
1886 SET_ANIMATION (arrow, arrow->direction);
1887 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1888 arrow->stats.hp = arrow->stats.dam;
1889 arrow->stats.grace = arrow->attacktype;
1890 if (arrow->slaying != NULL)
1891 arrow->spellarg = strdup (arrow->slaying);
1892
1893 /* Note that this was different for monsters - they got their level
1894 * added to the damage. I think the strength bonus is more proper.
1895 */
1896
1897 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1898
1899 /* update the speed */
1900 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1901 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1902
1903 if (arrow->speed < 1.0)
1904 arrow->speed = 1.0;
1905 update_ob_speed (arrow);
1906 arrow->speed_left = 0;
1907
1908 if (op->type == PLAYER)
1909 {
1910 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1911 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1912 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1913
1914 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;
1915 } 1495 }
1916 else 1496 else
1917 { 1497 {
1918 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1919 arrow->level = op->level; 1498 arrow->level = op->level;
1920 } 1499 arrow->stats.wc -= bow->magic;
1921 1500
1922 if (arrow->attacktype == AT_PHYSICAL) 1501 if (!arrow->slaying)
1502 arrow->slaying = bow->slaying;
1503
1923 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1505 }
1924 1506
1925 if (bow->slaying != NULL) 1507 wc -= arrow->level;
1926 arrow->slaying = bow->slaying; 1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1927 1509
1928 arrow->map = m; 1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1929 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1931 1513
1932 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1933 insert_ob_in_map (arrow, m, op, 0); 1515 m->insert (arrow, sx, sy, op);
1934 1516
1935 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1936 move_arrow (arrow); 1518 move_arrow (arrow);
1937
1938 if (op->type == PLAYER)
1939 {
1940 if (left->destroyed ())
1941 esrv_del_item (op->contr, left->count);
1942 else
1943 esrv_send_item (op, left);
1944 }
1945 1519
1946 return 1; 1520 return 1;
1947} 1521}
1948 1522
1949/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1951 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1952 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1953 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1954 * hence the function name. 1528 * hence the function name.
1955 */ 1529 */
1956int 1530static int
1957player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1958{ 1532{
1959 int ret = 0, wcmod = 0; 1533 int ret;
1960 1534
1961 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1962 { 1536 {
1963 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);
1964 } 1538 }
1965 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)
1966 { 1540 {
1967 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1968 wcmod = -1;
1969 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);
1970 } 1543 }
1971 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1972 { 1545 {
1973 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);
1974 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)]);
1975 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)]);
1976 } 1549 }
1977 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1978 { 1551 {
1979 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);
1980 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);
1981 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);
1982
1983 } 1555 }
1984 else 1556 else
1985 { 1557 {
1986 /* Simple case */ 1558 /* Simple case */
1987 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);
1988 } 1560 }
1561
1989 return ret; 1562 return ret;
1990} 1563}
1991
1992 1564
1993/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1994 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1995 */ 1567 */
1996void 1568static void
1997fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1998{ 1570{
1999 object *item; 1571 object *item = op->contr->ranged_ob;
2000 1572
2001 if (!op->contr->ranges[range_misc]) 1573 if (!item)
2002 { 1574 {
2003 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.");
2004 return; 1576 return;
2005 } 1577 }
2006 1578
2007 item = op->contr->ranges[range_misc];
2008 if (!item->inv) 1579 if (!item->inv)
2009 { 1580 {
2010 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2011 return; 1582 return;
2012 } 1583 }
1584
1585 if (!op->change_weapon (item))
1586 return;
1587
2013 if (item->type == WAND) 1588 if (item->type == WAND)
2014 { 1589 {
2015 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
2016 { 1591 {
2017 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 op->contr->play_sound (sound_find ("wand_poof"));
2018 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
2019 return; 1595 return;
2020 } 1596 }
2021 } 1597 }
2022 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
2023 { 1599 {
2024 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))
2025 { 1605 {
2026 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
2027 if (item->type == ROD) 1608 if (item->type == ROD)
2028 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));
2029 else 1610 else
2030 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
2031 return; 1613 return;
2032 } 1614 }
2033 } 1615 }
2034 1616
2035 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
2036 { 1618 {
2037 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
2038 if (item->type == WAND) 1621 if (item->type == WAND)
2039 { 1622 {
2040 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
2041 { 1624 {
2042 object *tmp; 1625 object *tmp;
2043 1626
2044 if (item->arch) 1627 if (item->arch)
2045 { 1628 {
2046 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
2047 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
2048 item->speed = 0; 1631 item->set_speed (0);
2049 update_ob_speed (item);
2050 } 1632 }
2051 if ((tmp = is_player_inv (item))) 1633
1634 if (object *pl = item->visible_to ())
2052 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
2053 } 1636 }
2054 } 1637 }
2055 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
2056 {
2057 drain_rod_charge (item); 1639 drain_rod_charge (item);
2058 }
2059 } 1640 }
2060} 1641}
2061 1642
2062/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
2063 */ 1644 */
2064void 1645bool
2065fire (object *op, int dir) 1646fire (object *op, int dir)
2066{ 1647{
2067 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;
2068 1670
2069 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
2070 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
2071 make_visible (op); 1673 make_visible (op);
2072 1674
2073 switch (op->contr->shoottype) 1675 switch (ob->type)
2074 { 1676 {
2075 case range_none: 1677 case BOW:
2076 return;
2077
2078 case range_bow:
2079 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
2080 return; 1679 break;
2081 1680
2082 case range_magic: /* Casting spells */ 1681 case SPELL:
2083 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);
2084 return; 1683 break;
2085 1684
2086 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:
2087 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
2088 return; 1695 break;
2089
2090 case range_golem: /* Control summoned monsters from scrolls */
2091 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2092 {
2093 op->contr->ranges[range_golem] = 0;
2094 op->contr->shoottype = range_none;
2095 }
2096 else
2097 control_golem (op->contr->ranges[range_golem], dir);
2098 return;
2099
2100 case range_skill:
2101 if (!op->chosen_skill)
2102 {
2103 if (op->type == PLAYER)
2104 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2105 return;
2106 }
2107 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2108 return;
2109 case range_builder:
2110 apply_map_builder (op, dir);
2111 return;
2112 default:
2113 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2114 return;
2115 } 1696 }
2116}
2117 1697
1698 return true;
1699}
2118 1700
2119 1701static object *
2120/* find_key
2121 * We try to find a key for the door as passed. If we find a key
2122 * and successfully use it, we return the key, otherwise NULL
2123 * This function merges both normal and locked door, since the logic
2124 * for both is the same - just the specific key is different.
2125 * pl is the player,
2126 * inv is the objects inventory to searched
2127 * door is the door we are trying to match against.
2128 * This function can be called recursively to search containers.
2129 */
2130
2131object *
2132find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
2133{ 1703{
2134 object *tmp, *key; 1704 object *tmp, *key;
2135 1705
2136 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
2137 if (container->inv == NULL) 1707 if (!container->inv)
2138 return NULL; 1708 return 0;
2139 1709
2140 /* 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 */
2141 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
2142 { 1712 {
2143 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
2144 break; 1714 break;
1715
2145 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
2146 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
2147 */ 1718 */
2148 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2149 break; 1720 break;
2150 } 1721 }
1722
2151 /* No key found - lets search inventories now */ 1723 /* No key found - lets search inventories now */
2152 /* 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.
2153 * 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
2154 * a key, return 1726 * a key, return
2155 */ 1727 */
2156 if (!tmp) 1728 if (!tmp)
2157 { 1729 {
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 {
2160 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
2161 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
2162 {
2163 if ((key = find_key (pl, tmp, door)) != NULL) 1733 if ((key = find_key_ (pl, tmp, door)))
2164 return key; 1734 return key;
2165 } 1735
2166 }
2167 if (!tmp) 1736 if (!tmp)
2168 return NULL; 1737 return 0;
2169 } 1738 }
1739
2170 /* 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,
2171 * see if we actually want to use it 1741 * see if we actually want to use it
2172 */ 1742 */
2173 if (pl != container) 1743 if (pl != container)
2174 { 1744 {
2175 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
2176 if (!pl->contr) 1746 if (!pl->contr)
2177 return NULL; 1747 return 0;
1748
2178 /* cases where this fails: 1749 /* cases where this fails:
2179 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
2180 * are not in the players inventory. 1751 * are not in the players inventory.
2181 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
2182 * containers can be used. 1753 * containers can be used.
2186 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
2187 * 1758 *
2188 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
2189 * all the others. 1760 * all the others.
2190 */ 1761 */
2191 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
2192 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
2193 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2194 { 1765 {
2195 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2196 "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));
2197 return NULL; 1768 return NULL;
2198 } 1769 }
2199 } 1770 }
1771
2200 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);
2201} 1798}
2202 1799
2203/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
2204 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
2205 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
2206 * 0 otherwise 1803 * 0 otherwise
2207 */ 1804 */
2208static int 1805static int
2209player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
2210{ 1807{
2211
2212 /* 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,
2213 * 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 -
2214 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
2215 */ 1811 */
2216 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
2217 1813
2218 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
2219 if (key) 1815 if (key)
2220 { 1816 {
2221 object *container = key->env; 1817 object *container = key->env;
2222 1818
2223 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2224 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
2225 make_visible (op); 1820 make_visible (op);
1821
2226 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2227 spring_trap (door->inv, op); 1823 spring_trap (door->inv, op);
1824
2228 if (door->type == DOOR) 1825 if (door->type == DOOR)
2229 {
2230 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 */
2231 }
2232 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
2233 { 1828 {
2234 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);
2235 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
2236 } 1831 }
1832
2237 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2238 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2239 /* Need to update the weight the container the key was in */ 1835
2240 if (container != op)
2241 esrv_update_item (UPD_WEIGHT, op, container);
2242 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2243 } 1837 }
2244 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2245 { 1839 {
2246 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2247 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...");
2248 return 1; 1842 return 1;
2249 } 1843 }
1844
2250 return 0; 1845 return 0;
2251} 1846}
2252 1847
2253/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2254 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2255 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2256 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2257 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2258 */ 1853 */
2259 1854bool
2260void
2261move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2262{ 1856{
2263 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2264 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2265 int on_battleground; 1863 int on_battleground;
2266 maptile *m;
2267 1864
2268 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2269 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2270 1867
2271 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;
2272 1872
2273 /* 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
2274 * 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
2275 * 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
2276 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2277 * 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
2278 * 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
2279 * 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
2280 * move_ob uses. 1880 * move_ob uses.
2281 */ 1881 */
2282 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;
2283 { 1897 }
2284 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;
2285 { 1910 }
2286 m = get_map_from_coord (op->map, &nx, &ny); 1911
2287 if (!m) 1912 /* The following deals with possibly attacking peaceful
2288 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;
2289 } 1945 }
2290 else 1946 else
2291 m = op->map;
2292
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2294 {
2295 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2296 return; 1947 return false;
2297 } 1948 }
2298 1949
2299 mon = NULL;
2300 /* Go through all the objects, and find ones of interest. Only stop if
2301 * we find a monster - that is something we know we want to attack.
2302 * if its a door or barrel (can roll) see if there may be monsters
2303 * on the space
2304 */
2305 while (tmp != NULL)
2306 {
2307 if (tmp == op)
2308 {
2309 tmp = tmp->above;
2310 continue;
2311 }
2312
2313 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2314 {
2315 mon = tmp;
2316 break;
2317 }
2318
2319 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2320 mon = tmp;
2321
2322 tmp = tmp->above;
2323 }
2324
2325 if (mon == NULL) /* This happens anytime the player tries to move */
2326 return; /* into a wall */
2327
2328 if (mon->head != NULL)
2329 mon = mon->head;
2330
2331 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2332 if (player_attack_door (op, mon))
2333 return;
2334
2335 /* The following deals with possibly attacking peaceful
2336 * or frienddly creatures. Basically, all players are considered
2337 * unaggressive. If the moving player has peaceful set, then the
2338 * object should be pushed instead of attacked. It is assumed that
2339 * if you are braced, you will not attack friends accidently,
2340 * and thus will not push them.
2341 */
2342
2343 /* If the creature is a pet, push it even if the player is not
2344 * peaceful. Our assumption is the creature is a pet if the
2345 * player owns it and it is either friendly or unagressive.
2346 */
2347 if ((op->type == PLAYER)
2348#if COZY_SERVER
2349 &&
2350 ((mon->owner && mon->owner->contr
2351 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2352#else
2353 && mon->owner == op
2354#endif
2355 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2356 {
2357 /* If we're braced, we don't want to switch places with it */
2358 if (op->contr->braced)
2359 return;
2360 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2361 (void) push_ob (mon, dir, op);
2362 if (op->contr->tmp_invis || op->hide)
2363 make_visible (op);
2364 return;
2365 }
2366
2367 /* in certain circumstances, you shouldn't attack friendly 1950 /* in certain circumstances, you shouldn't attack friendly
2368 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2369 * 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
2370 * attack them either. 1953 * attack them either.
2371 */ 1954 */
2372 if ((mon->type == PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2373 (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))
2374#ifdef PROHIBIT_PLAYERKILL 1957 && ((op->contr->peaceful
2375 (op->contr->peaceful 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2376 || (mon->type == PLAYER 1959 && !on_battleground))
2377 && mon->contr-> 1960 {
2378 peaceful)) && 1961 if (op->speed_left > 0.f)
2379#else
2380 op->contr->peaceful &&
2381#endif
2382 !on_battleground))
2383 { 1962 {
1963 --op->speed_left;
1964
2384 if (!op->contr->braced) 1965 if (!op->contr->braced)
2385 { 1966 {
2386 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2387 (void) push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2388 } 1969 }
2389 else 1970 else
2390 { 1971 op->statusmsg ("You withhold your attack");
2391 new_draw_info (0, 0, op, "You withhold your attack"); 1972
2392 }
2393 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2394 make_visible (op); 1974 make_visible (op);
2395 }
2396 1975
1976 return true;
1977 }
1978 }
2397 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2398 * 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.
2399 */ 1981 */
2400 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)
2401 { 1985 {
1986 --op->speed_left;
1987
2402 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2403 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2404 make_visible (op); 1990 make_visible (op);
2405 }
2406 1991
1992 return true;
1993 }
1994 }
2407 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2408 * 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
2409 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2410 * 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
2411 * 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.
2412 */ 2000 */
2413
2414 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2415 ((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)))
2416 { 2003 {
2417 2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2418 /* If the player hasn't hit something this tick, and does
2419 * so, give them speed boost based on weapon speed. Doing
2420 * it here is better than process_players2, which basically
2421 * incurred a 1 tick offset.
2422 */
2423 if (!op->contr->has_hit)
2424 { 2005 {
2425 op->speed_left += op->speed / op->contr->weapon_sp; 2006 --op->contr->weapon_sp_left;
2426 2007
2427 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2428 }
2429
2430 skill_attack (mon, op, 0, NULL, NULL); 2008 skill_attack (mon, op, 0, 0, 0);
2431 2009
2432 /* If attacking another player, that player gets automatic
2433 * hitback, and doesn't loose luck either.
2434 * Disable hitback on the battleground or if the target is
2435 * the wiz.
2436 */
2437 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2438 {
2439 short luck = mon->stats.luck;
2440
2441 mon->contr->has_hit = 1;
2442 skill_attack (op, mon, 0, NULL, NULL);
2443 mon->stats.luck = luck;
2444 }
2445 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2446 make_visible (op); 2011 make_visible (op);
2447 }
2448 } /* if player should attack something */
2449}
2450 2012
2451int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2452move_player (object *op, int dir) 2021move_player (object *op, int dir)
2453{ 2022{
2454 int pick;
2455
2456 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2457 return 0; 2024 return 0;
2458 2025
2459 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2460 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2461 { 2028 {
2462 LOG (llevError, "move_player: invalid direction %d\n", dir); 2029 LOG (llevError, "move_player: invalid direction %d\n", dir);
2463 return 0; 2030 return 0;
2464 } 2031 }
2465 2032
2466 /* peterm: added following line */ 2033 /* peterm: added following line */
2467 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2468 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2469 2036
2470 op->facing = dir; 2037 op->facing = dir;
2471 2038
2472 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2473 do_hidden_move (op); 2040 do_hidden_move (op);
2474 2041
2042 bool retval;
2043 int pick = 0;
2044
2475 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2476 /*nop */ ; 2046 retval = RESULT_INT (0);
2477 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2478 fire (op, dir); 2048 retval = fire (op, dir);
2479 else 2049 else
2480 { 2050 {
2481 move_player_attack (op, dir); 2051 retval = move_player_attack (op, dir);
2482 pick = check_pick (op); 2052 pick = check_pick (op);
2483 } 2053 }
2484 2054
2485 /* 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
2486 * server can handle repeat firing. 2056 * server can handle repeat firing.
2487 */ 2057 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2058 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir; 2059 op->direction = dir;
2491 }
2492 else 2060 else
2493 {
2494 op->direction = 0; 2061 op->direction = 0;
2495 } 2062
2496 /* Update how the player looks. Use the facing, so direction may 2063 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities 2064 * get reset to zero. This allows for full animation capabilities
2498 * for players. 2065 * for players.
2499 */ 2066 */
2500 animate_object (op, op->facing); 2067 animate_object (op, op->facing);
2501 return 0; 2068
2069 return retval;
2502} 2070}
2503 2071
2504/* 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
2505 * new client/server stuff. 2073 * new client/server stuff.
2506 * 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
2507 * the new speed values for commands. 2075 * the new speed values for commands.
2508 * 2076 *
2509 * 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.
2510 */ 2080 */
2511int 2081bool
2512handle_newcs_player (object *op) 2082handle_newcs_player (object *op)
2513{ 2083{
2514 if (op->contr->hidden)
2515 {
2516 op->invisible = 1000;
2517 /* the socket code flashes the player visible/invisible
2518 * depending on the value of invisible, so we need to
2519 * alternate it here for it to work correctly.
2520 */
2521 if (pticks & 2)
2522 op->invisible--;
2523 }
2524 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2525 {
2526 op->invisible--;
2527 if (!op->invisible)
2528 {
2529 make_visible (op);
2530 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2531 }
2532 }
2533
2534 if (QUERY_FLAG (op, FLAG_SCARED)) 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2535 { 2085 {
2536 flee_player (op); 2086 if (op->speed_left > 0.f)
2537 /* If player is still scared, that is his action for this tick */
2538 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2087 {
2540 op->speed_left--; 2088 --op->speed_left;
2089 flee_player (op);
2090
2541 return 0; 2091 return true;
2542 } 2092 }
2093 else
2094 return false;
2543 } 2095 }
2544
2545 /* I've been seeing crashes where the golem has been destroyed, but
2546 * the player object still points to the defunct golem. The code that
2547 * destroys the golem looks correct, and it doesn't always happen, so
2548 * put this in a a workaround to clean up the golem pointer.
2549 */
2550 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2551 op->contr->ranges[range_golem] = 0;
2552 2096
2553 /* 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
2554 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2099 * called, so we recheck it here.
2556 */ 2100 */
2557 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2101 if (op->contr->ns->handle_command ())
2558 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2559 ;
2560
2561 if (op->speed_left < 0)
2562 return 0; 2102 return true;
2563 2103
2564 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2565 {
2566 /* All move commands take 1 tick, at least for now */
2567 op->speed_left--;
2568
2569 /* Instead of all the stuff below, let move_player take care
2570 * of it. Also, some of the skill stuff is only put in
2571 * there, as well as the confusion stuff.
2572 */
2573 move_player (op, op->direction); 2105 return move_player (op, op->direction);
2574 if (op->speed_left > 0)
2575 return 1;
2576 else
2577 return 0;
2578 }
2579 2106
2580 return 0; 2107 return false;
2581} 2108}
2582 2109
2583int 2110static int
2584save_life (object *op) 2111save_life (object *op)
2585{ 2112{
2586 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2587 return 0; 2114 return 0;
2588 2115
2589 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2590 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2591 { 2118 {
2592 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 op->play_sound (sound_find ("ob_evaporate"));
2593 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));
2594
2595 if (op->contr)
2596 esrv_del_item (op->contr, tmp->count);
2597 2121
2598 tmp->destroy (); 2122 tmp->destroy ();
2599 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2600 2124
2601 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2602 op->stats.hp = op->stats.maxhp; 2126 op->stats.hp = op->stats.maxhp;
2603 2127
2604 if (op->stats.food < 0) 2128 if (op->stats.food < 0)
2605 op->stats.food = 999; 2129 op->stats.food = 999;
2606 2130
2607 fix_player (op); 2131 op->update_stats ();
2608 return 1; 2132 return 1;
2609 } 2133 }
2610 2134
2611 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2612 CLEAR_FLAG (op, FLAG_LIFESAVE); 2136 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614 return 0; 2138 return 0;
2615} 2139}
2616 2140
2617/* 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
2618 * 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
2619 * 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
2620 * from. 2144 * from.
2621 */ 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
2622void 2162void
2623remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2624{ 2164{
2625 object *next; 2165 if (!flag [FLAG_REMOVED])
2626 2166 ::drop_unpaid_items (inv, this);
2627 while (op)
2628 {
2629 next = op->below; /* Make sure we have a good value, in case
2630 * we remove object 'op'
2631 */
2632 if (QUERY_FLAG (op, FLAG_UNPAID))
2633 {
2634 op->remove ();
2635 op->x = env->x;
2636 op->y = env->y;
2637 if (env->type == PLAYER)
2638 esrv_del_item (env->contr, op->count);
2639 insert_ob_in_map (op, env->map, NULL, 0);
2640 }
2641 else if (op->inv)
2642 remove_unpaid_objects (op->inv, env);
2643
2644 op = next;
2645 }
2646} 2167}
2647
2648
2649/*
2650 * Returns pointer a static string containing gravestone text
2651 * Moved from apply.c to player.c - player.c is what
2652 * actually uses this function. player.c may not be quite the
2653 * best, a misc file for object actions is probably better,
2654 * but there isn't one in the server directory.
2655 */
2656char *
2657gravestone_text (object *op)
2658{
2659 static char buf2[MAX_BUF];
2660 char buf[MAX_BUF];
2661 time_t now = time (NULL);
2662
2663 strcpy (buf2, " R.I.P.\n\n");
2664 if (op->type == PLAYER)
2665 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2666 else
2667 sprintf (buf, "%s\n", &op->name);
2668
2669 strncat (buf2, " ", 20 - strlen (buf) / 2);
2670 strcat (buf2, buf);
2671 if (op->type == PLAYER)
2672 sprintf (buf, "who was in level %d when killed\n", op->level);
2673 else
2674 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2675
2676 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf);
2678 if (op->type == PLAYER)
2679 {
2680 sprintf (buf, "by %s.\n\n", op->contr->killer);
2681 strncat (buf2, " ", 21 - strlen (buf) / 2);
2682 strcat (buf2, buf);
2683 }
2684
2685 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2686 strncat (buf2, " ", 20 - strlen (buf) / 2);
2687 strcat (buf2, buf);
2688
2689 return buf2;
2690}
2691
2692
2693 2168
2694void 2169void
2695do_some_living (object *op) 2170do_some_living (object *op)
2696{ 2171{
2697 int last_food = op->stats.food; 2172 int last_food = op->stats.food;
2703 int rate_grace = 2000; 2178 int rate_grace = 2000;
2704 const int max_hp = 1; 2179 const int max_hp = 1;
2705 const int max_sp = 1; 2180 const int max_sp = 1;
2706 const int max_grace = 1; 2181 const int max_grace = 1;
2707 2182
2708 if (op->contr->outputs_sync) 2183 if (op->contr->hidden)
2709 {
2710 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2711 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2712 flush_output_element (op, &op->contr->outputs[i]);
2713 } 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 }
2714 2201
2715 if (op->contr->state == ST_PLAYING) 2202 if (op->contr->ns->state == ST_PLAYING)
2716 { 2203 {
2717
2718 /* these next three if clauses make it possible to SLOW DOWN 2204 /* these next three if clauses make it possible to SLOW DOWN
2719 hp/grace/spellpoint regeneration. */ 2205 hp/grace/spellpoint regeneration. */
2720 if (op->contr->gen_hp >= 0) 2206 if (op->contr->gen_hp >= 0)
2721 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2207 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2722 else 2208 else
2723 { 2209 {
2724 gen_hp = op->stats.maxhp; 2210 gen_hp = op->stats.maxhp;
2725 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2211 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2726 } 2212 }
2213
2727 if (op->contr->gen_sp >= 0) 2214 if (op->contr->gen_sp >= 0)
2728 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2215 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2729 else 2216 else
2730 { 2217 {
2731 gen_sp = op->stats.maxsp; 2218 gen_sp = op->stats.maxsp;
2732 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2219 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2733 } 2220 }
2221
2734 if (op->contr->gen_grace >= 0) 2222 if (op->contr->gen_grace >= 0)
2735 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2736 else 2224 else
2737 { 2225 {
2738 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2739 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2740 } 2228 }
2741 2229
2742 /* Regenerate Spell Points */
2743 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2744 {
2745 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2746 if (op->stats.sp < op->stats.maxsp)
2747 {
2748 op->stats.sp++;
2749 /* dms do not consume food */
2750 if (!QUERY_FLAG (op, FLAG_WIZ))
2751 {
2752 op->stats.food--;
2753 if (op->contr->digestion < 0)
2754 op->stats.food += op->contr->digestion;
2755 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2756 op->stats.food = last_food;
2757 }
2758 }
2759 if (max_sp > 1)
2760 {
2761 over_sp = (gen_sp + 10) / rate_sp;
2762 if (over_sp > 0)
2763 {
2764 if (op->stats.sp < op->stats.maxsp)
2765 {
2766 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2767 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2768 op->stats.sp--;
2769 if (op->stats.sp > op->stats.maxsp)
2770 op->stats.sp = op->stats.maxsp;
2771 }
2772 op->last_sp = 0;
2773 }
2774 else
2775 {
2776 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2777 }
2778 }
2779 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 }
2784
2785 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2786 /* 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. */
2787 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2788 { 2233 {
2789 if (op->stats.grace < op->stats.maxgrace / 2) 2234 if (op->stats.grace < op->stats.maxgrace / 2)
2790 op->stats.grace++; /* no penalty in food for regaining grace */ 2235 op->stats.grace++; /* no penalty in food for regaining grace */
2236
2791 if (max_grace > 1) 2237 if (max_grace > 1)
2792 { 2238 {
2793 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2794 if (over_grace > 0) 2240 if (over_grace > 0)
2795 { 2241 {
2807 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);
2808 } 2254 }
2809 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2810 } 2256 }
2811 2257
2258 if (op->stats.food > 0)
2259 {
2812 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2813 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2814 {
2815 if (op->stats.hp < op->stats.maxhp)
2816 { 2262 {
2817 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2818 /* dms do not consume food */ 2264
2819 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2820 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2821 op->stats.food--; 2272 op->stats.food--;
2273
2822 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2823 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2824 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))
2825 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2826 } 2279 }
2827 } 2280
2828 if (max_hp > 1) 2281 if (max_sp > 1)
2829 {
2830 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2831 if (over_hp > 0)
2832 { 2282 {
2833 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
2834 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);
2835 } 2301 }
2836 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)
2837 { 2310 {
2838 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 }
2839 } 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);
2840 } 2336 }
2841 else 2337 else
2842 {
2843 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);
2844 } 2339 }
2845 } 2340 }
2846 2341
2847 /* Digestion */ 2342 /* Digestion */
2848 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2849 { 2344 {
2850#ifdef COZY_SERVER 2345 int bonus = max (0, op->contr->digestion),
2851 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2346 penalty = max (0, -op->contr->digestion);
2852 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2853#else
2854 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2855#endif
2856 2347
2857 if (op->contr->gen_hp > 0)
2858 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);
2859 else 2349
2860 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2861 /* dms do not consume food */ 2350 /* dms do not consume food */
2862 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2863 op->stats.food--; 2352 op->stats.food--;
2864 } 2353 }
2865 }
2866 2354
2867 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2868 { 2356 {
2869 object *tmp, *flesh = NULL; 2357 object *flesh = 0;
2870 2358
2871 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2872 {
2873 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2874 { 2360 {
2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2875 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2876 { 2365 {
2877 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.>");
2878 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2879 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2880 break; 2371 break;
2881 } 2372 }
2882 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2883 flesh = tmp; 2374 flesh = tmp;
2884 } /* End if paid for object */ 2375 }
2885 } /* end of for loop */ 2376
2886 /* 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
2887 * eat flesh instead. 2378 * eat flesh instead.
2888 */ 2379 */
2889 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2890 { 2381 {
2891 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.>");
2892 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)
2893 } 2394 {
2894 } /* end if player is starving */ 2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2895 2397
2896 while (op->stats.food < 0 && op->stats.hp > 0) 2398 if (op->stats.hp < 0)
2897 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2898 2404
2899 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))
2900 kill_player (op); 2407 kill_player (op);
2408 }
2901} 2409}
2902
2903
2904 2410
2905/* 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.
2906 * 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
2907 * permadeath, no lifesave), this will take care of removing the player 2413 * permadeath, no lifesave), this will take care of removing the player
2908 * file. 2414 * file.
2909 */ 2415 */
2910void 2416void
2911kill_player (object *op) 2417kill_player (object *op)
2912{ 2418{
2913 char buf[MAX_BUF];
2914 int x, y; 2419 int x, y;
2915
2916 //int i;
2917 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2918
2919 /* int z;
2920 int num_stats_lose;
2921 int lost_a_stat;
2922 int lose_this_stat;
2923 int this_stat; */
2924 int will_kill_again; 2421 int will_kill_again;
2925 archetype *at; 2422 archetype *at;
2926 object *tmp; 2423 object *tmp;
2927 2424
2928 if (save_life (op)) 2425 if (save_life (op))
2929 return; 2426 return;
2930 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 }
2931 2465
2932 /* 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
2933 * 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.
2934 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2935 */ 2469 */
2936 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2937 { 2471 {
2938 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";
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2940
2941 /* restore player */
2942 at = archetype::find ("poisoning");
2943 tmp = present_arch_in_ob (at, op);
2944 if (tmp)
2945 {
2946 tmp->destroy ();
2947 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2948 }
2949
2950 at = archetype::find ("confusion");
2951 tmp = present_arch_in_ob (at, op);
2952 if (tmp)
2953 {
2954 tmp->destroy ();
2955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2956 }
2957
2958 cure_disease (op, 0); /* remove any disease */
2959 op->stats.hp = op->stats.maxhp;
2960 if (op->stats.food <= 0)
2961 op->stats.food = 999;
2962 2473
2963 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2964 tmp = arch_to_object (archetype::find ("finger")); 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2965 if (tmp != NULL)
2966 { 2476 {
2967 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2968 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2969 sprintf (buf, " This finger has been cut off %s\n"
2970 " the %s, when he was defeated at\n level %d by %s.\n",
2971 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2972 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 );
2973 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2974 tmp->materialname = NULL; 2486 tmp->materialname = "organics";
2975 tmp->x = op->x, tmp->y = op->y; 2487 tmp->insert_at (op, tmp);
2976 insert_ob_in_map (tmp, op->map, op, 0);
2977 } 2488 }
2978 2489
2979 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2980 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2981 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2982 return; 2495 return;
2983 } 2496 }
2984 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2985 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2986 2502
2987 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2988 2504
2989 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)
2990 { 2523 {
2991 if (op->contr->explore) 2524 /* If stat loss is permanent, lose one stat only. */
2992 { 2525 /* Lower level chars don't lose as many stats because they suffer
2993 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2526 more if they do. */
2994 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2527 /* Higher level characters can afford things such as potions of
2995 op->stats.food = 999; 2528 restoration, or better, stat potions. So we slug them that
2996 return; 2529 little bit harder. */
2997 } 2530 /* GD */
2998 sprintf (buf, "%s starved to death.", &op->name); 2531 if (settings.stat_loss_on_death)
2999 strcpy (op->contr->killer, "starvation"); 2532 num_stats_lose = 1;
2533 else
2534 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3000 } 2535 }
3001 else 2536 else
3002 { 2537 num_stats_lose = 1;
3003 if (op->contr->explore) 2538
3004 { 2539 lost_a_stat = 0;
3005 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2540
3006 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2541 for (z = 0; z < num_stats_lose; z++)
3007 op->stats.hp = op->stats.maxhp;
3008 return;
3009 }
3010 sprintf (buf, "%s died.", &op->name);
3011 } 2542 {
3012 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2543 i = rndm (NUM_STATS);
3013 2544
3014 /* save the map location for corpse, gravestone */
3015 x = op->x;
3016 y = op->y;
3017 map = op->map;
3018
3019
3020 if (settings.not_permadeth == TRUE)
3021 {
3022 /* NOT_PERMADEATH code. This basically brings the character back to
3023 * life if they are dead - it takes some exp and a random stat.
3024 * See the config.h file for a little more in depth detail about this.
3025 */
3026
3027 /* Basically two ways to go - remove a stat permanently, or just
3028 * make it depletion. This bunch of code deals with that aspect
3029 * of death.
3030 */
3031#ifndef COZY_SERVER
3032 if (settings.balanced_stat_loss)
3033 {
3034 /* If stat loss is permanent, lose one stat only. */
3035 /* Lower level chars don't lose as many stats because they suffer
3036 more if they do. */
3037 /* Higher level characters can afford things such as potions of
3038 restoration, or better, stat potions. So we slug them that
3039 little bit harder. */
3040 /* GD */
3041 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
3042 num_stats_lose = 1; 2546 {
3043 else 2547 /* Pick a random stat and take a point off it. Tell the player
3044 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;
3045 } 2556 }
3046 else 2557 else
3047 { 2558 {
3048 num_stats_lose = 1; 2559 /* deplete a stat */
3049 } 2560 archetype *deparch = archetype::find (shstr_depletion);
3050 lost_a_stat = 0; 2561 object *dep;
3051 2562
3052 for (z = 0; z < num_stats_lose; z++) 2563 dep = present_arch_in_ob (deparch, op);
3053 { 2564 if (!dep)
3054 i = RANDOM () % NUM_STATS;
3055
3056 if (settings.stat_loss_on_death)
3057 { 2565 {
3058 /* Pick a random stat and take a point off it. Tell the player 2566 dep = arch_to_object (deparch);
3059 * what he lost. 2567 insert_ob_in_ob (dep, op);
3060 */
3061 change_attr_value (&(op->stats), i, -1);
3062 check_stat_bounds (&(op->stats));
3063 change_attr_value (&(op->contr->orig_stats), i, -1);
3064 check_stat_bounds (&(op->contr->orig_stats));
3065 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3066 lost_a_stat = 1;
3067 } 2568 }
3068 else 2569 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss)
3069 { 2571 {
3070 /* deplete a stat */ 2572 /* GD */
3071 archetype *deparch = archetype::find ("depletion"); 2573 /* Get the stat that we're about to deplete. */
3072 object *dep; 2574 this_stat = get_attr_value (&(dep->stats), i);
3073 2575 if (this_stat < 0)
3074 dep = present_arch_in_ob (deparch, op);
3075 if (!dep)
3076 { 2576 {
3077 dep = arch_to_object (deparch); 2577 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 insert_ob_in_ob (dep, op); 2578 int keep_chance = this_stat * this_stat;
3079 } 2579
3080 lose_this_stat = 1; 2580 /* Yes, I am paranoid. Sue me. */
3081 if (settings.balanced_stat_loss)
3082 {
3083 /* GD */
3084 /* Get the stat that we're about to deplete. */
3085 this_stat = get_attr_value (&(dep->stats), i);
3086 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)
3087 { 2586 {
3088 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3089 int keep_chance = this_stat * this_stat;
3090
3091 /* Yes, I am paranoid. Sue me. */
3092 if (keep_chance < 1)
3093 keep_chance = 1;
3094
3095 /* There is a maximum depletion total per level. */
3096 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 {
3098 lose_this_stat = 0; 2587 lose_this_stat = 0;
3099 /* Take loss chance vs keep chance to see if we 2588 /* Take loss chance vs keep chance to see if we
3100 retain the stat. */ 2589 retain the stat. */
3101 }
3102 else
3103 {
3104 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3105 lose_this_stat = 0;
3106 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3107 this_stat, keep_chance, loss_chance,
3108 lose_this_stat?"LOSE":"KEEP"); */
3109 }
3110 } 2590 }
3111 }
3112
3113 if (lose_this_stat)
3114 {
3115 this_stat = get_attr_value (&(dep->stats), i);
3116 /* We could try to do something clever like find another
3117 * stat to reduce if this fails. But chances are, if
3118 * stats have been depleted to -50, all are pretty low
3119 * and should be roughly the same, so it shouldn't make a
3120 * difference.
3121 */ 2591 else
3122 if (this_stat >= -50)
3123 { 2592 {
3124 change_attr_value (&(dep->stats), i, -1); 2593 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3125 SET_FLAG (dep, FLAG_APPLIED);
3126 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3127 fix_player (op);
3128 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"); */
3129 } 2598 }
3130 } 2599 }
3131 } 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 }
3132 } 2619 }
2620 }
2621 }
2622
3133 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
3134 if (!lost_a_stat) 2624 if (!lost_a_stat)
3135 { 2625 {
3136 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
3137 Should I be using something else? GD */ 2627 Should I be using something else? GD */
3138 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
3139 2629
3140 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
3141 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";
3142 else 2632 else
3143 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";
3144 } 2634 }
3145#else 2635#else
3146 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.";
3147#endif 2637#endif
3148 2638
3149 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
3150 * exp loss on the stone. 2640 * exp loss on the stone.
3151 */ 2641 */
3152 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
3153 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
3154 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
3155 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",
3156 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
3157 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);
3158 tmp->msg = buf;
3159 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
3160 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
3161 2649
3162 /**************************************/ 2650 /**************************************/
3163 /* */ 2651 /* */
3164 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
3165 /* if we died cause of food, give us */
3166 /* food, and reset HP's... */
3167 /* */ 2653 /* */
3168 /**************************************/ 2654 /**************************************/
3169 2655
3170 /* remove any poisoning and confusion the character may be suffering. */
3171 /* restore player */
3172 at = archetype::find ("poisoning");
3173 tmp = present_arch_in_ob (at, op);
3174
3175 if (tmp)
3176 {
3177 tmp->destroy ();
3178 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3179 }
3180
3181 at = archetype::find ("confusion");
3182 tmp = present_arch_in_ob (at, op);
3183 if (tmp)
3184 {
3185 tmp->destroy ();
3186 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3187 }
3188
3189 cure_disease (op, 0); /* remove any disease */
3190
3191 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
3192 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
3193 if (op->stats.food < 100)
3194 op->stats.food = 900;
3195 op->stats.hp = op->stats.maxhp;
3196 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3197 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3198 2658
3199 /* 2659 /*
3200 * 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
3201 * the player has any unpaid items. If so, remove them and put them back 2661 * and put them back in the map.
3202 * in the map. 2662 */
3203 */ 2663 op->drop_unpaid_items ();
3204 2664
3205 if (is_in_shop (op))
3206 remove_unpaid_objects (op->inv, op);
3207
3208 /****************************************/ 2665 /****************************************/
3209 /* */ 2666 /* */
3210 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
3211 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
3212 /* */ 2669 /* */
3213 /****************************************/ 2670 /****************************************/
3214 2671
3215 enter_player_savebed (op); 2672 enter_player_savebed (op);
3216 2673
3217 /* Save the player before inserting the force to reduce
3218 * chance of abuse.
3219 */
3220 op->contr->braced = 0; 2674 op->contr->braced = 0;
3221 save_player (op, 1);
3222 2675
3223 /* it is possible that the player has blown something up 2676 /* it is possible that the player has blown something up
3224 * at his savebed location, and that can have long lasting 2677 * at his savebed location, and that can have long lasting
3225 * spell effects. So first see if there is a spell effect 2678 * spell effects. So first see if there is a spell effect
3226 * on the space that might harm the player. 2679 * on the space that might harm the player.
3227 */ 2680 */
3228 will_kill_again = 0; 2681 will_kill_again = 0;
3229 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)
3230 if (tmp->type == SPELL_EFFECT) 2683 if (tmp->type == SPELL_EFFECT)
3231 will_kill_again |= tmp->attacktype; 2684 will_kill_again |= tmp->attacktype;
3232 2685
3233 if (will_kill_again) 2686 if (will_kill_again)
3234 { 2687 {
3235 object *force; 2688 object *force;
3236 int at; 2689 int at;
3237 2690
3238 force = get_archetype (FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
3239 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
3240 force->speed = 0.1; 2693 force->speed = 0.1f;
3241 force->speed_left = -5.0; 2694 force->speed_left = -5.f;
3242 SET_FLAG (force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
3243 for (at = 0; at < NROFATTACKS; at++) 2696 for (at = 0; at < NROFATTACKS; at++)
3244 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
3245 force->resist[at] = 100; 2698 force->resist[at] = 100;
3246 2699
3247 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
3248 fix_player (op); 2701 op->update_stats ();
3249
3250 }
3251
3252 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3253 return;
3254 } /* NOT_PERMADETH */
3255 else
3256 { 2702 }
3257 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3258 * should probably be embedded in an else statement.
3259 */
3260 2703
3261 op->contr->party = NULL; 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3262 if (settings.set_title == TRUE)
3263 op->contr->own_title[0] = '\0';
3264 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3265 check_score (op);
3266
3267 if (op->contr->ranges[range_golem])
3268 {
3269 remove_friendly_object (op->contr->ranges[range_golem]);
3270 op->contr->ranges[range_golem]->destroy ();
3271 op->contr->ranges[range_golem] = 0;
3272 }
3273
3274 loot_object (op); /* Remove some of the items for good */
3275 op->remove ();
3276 op->direction = 0;
3277
3278 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3279 {
3280 delete_character (op->name, 0);
3281 if (settings.resurrection == TRUE)
3282 {
3283 /* save playerfile sans equipment when player dies
3284 ** then save it as player.pl.dead so that future resurrection
3285 ** type spells will work on them nicely
3286 */
3287 delete_character (op->name, 0);
3288 op->stats.hp = op->stats.maxhp;
3289 op->stats.food = 999;
3290
3291 /* set the location of where the person will reappear when */
3292 /* maybe resurrection code should fix map also */
3293 strcpy (op->contr->maplevel, settings.emergency_mapname);
3294 if (op->map != NULL)
3295 op->map = NULL;
3296 op->x = settings.emergency_x;
3297 op->y = settings.emergency_y;
3298 save_player (op, 0);
3299 op->map = map;
3300 /* please see resurrection.c: peterm */
3301 dead_player (op);
3302 }
3303 else
3304 delete_character (op->name, 1);
3305 }
3306
3307 play_again (op);
3308
3309 /* peterm: added to create a corpse at deathsite. */
3310 tmp = arch_to_object (archetype::find ("corpse_pl"));
3311 sprintf (buf, "%s", &op->name);
3312 tmp->name = tmp->name_pl = buf;
3313 tmp->level = op->level;
3314 tmp->x = x;
3315 tmp->y = y;
3316 tmp->msg = gravestone_text (op);
3317 SET_FLAG (tmp, FLAG_UNIQUE);
3318 insert_ob_in_map (tmp, map, NULL, 0);
3319 }
3320} 2705}
3321 2706
3322 2707static void
3323void
3324loot_object (object *op) 2708loot_object (object *op)
3325{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
3326 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
3327 2711
3328 if (op->container) 2712 op->close_container (); /* close open sack first */
3329 { /* close open sack first */
3330 esrv_apply_container (op, op->container);
3331 }
3332 2713
3333 for (tmp = op->inv; tmp != NULL; tmp = next) 2714 for (tmp = op->inv; tmp; tmp = next)
3334 { 2715 {
3335 next = tmp->below; 2716 next = tmp->below;
3336 if (tmp->type == EXPERIENCE || tmp->invisible) 2717
2718 if (tmp->invisible)
3337 continue; 2719 continue;
2720
3338 tmp->remove (); 2721 tmp->remove ();
3339 tmp->x = op->x, tmp->y = op->y; 2722 tmp->x = op->x, tmp->y = op->y;
2723
3340 if (tmp->type == CONTAINER) 2724 if (tmp->type == CONTAINER)
3341 { /* empty container to ground */ 2725 loot_object (tmp); /* empty container to ground */
3342 loot_object (tmp); 2726
3343 }
3344 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))))
3345 { 2728 {
3346 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
3347 { 2730 {
3348 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
3349 tmp2->destroy ();
3350 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
3351 } 2733 }
3352 else 2734 else
3353 tmp->destroy (); 2735 tmp->destroy ();
3354 } 2736 }
3360/* 2742/*
3361 * fix_weight(): Check recursively the weight of all players, and fix 2743 * fix_weight(): Check recursively the weight of all players, and fix
3362 * 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
3363 * was changed. 2745 * was changed.
3364 */ 2746 */
3365
3366void 2747void
3367fix_weight (void) 2748fix_weight (void)
3368{ 2749{
3369 player *pl; 2750 for_all_players (pl)
3370
3371 for (pl = first_player; pl != NULL; pl = pl->next)
3372 { 2751 {
3373 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
3374 2753
3375 if (old == sum) 2754 pl->ob->update_weight ();
3376 continue; 2755
3377 fix_player (pl->ob); 2756 if (old != pl->ob->carrying)
2757 {
2758 pl->ob->update_stats ();
3378 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 }
3379 } 2761 }
3380} 2762}
3381 2763
3382void 2764void
3383fix_luck (void) 2765fix_luck (void)
3384{ 2766{
3385 player *pl; 2767 for_all_players (pl)
3386
3387 for (pl = first_player; pl != NULL; pl = pl->next)
3388 if (!pl->ob->contr->state) 2768 if (!pl->ob->contr->ns->state)
3389 change_luck (pl->ob, 0); 2769 pl->ob->change_luck (0);
3390} 2770}
3391
3392 2771
3393/* cast_dust() - handles op throwing objects of type 'DUST'. 2772/* cast_dust() - handles op throwing objects of type 'DUST'.
3394 * This is much simpler in the new spell code - we basically 2773 * This is much simpler in the new spell code - we basically
3395 * just treat this as any other spell casting object. 2774 * just treat this as any other spell casting object.
3396 */ 2775 */
3397
3398void 2776void
3399cast_dust (object *op, object *throw_ob, int dir) 2777cast_dust (object *op, object *throw_ob, int dir)
3400{ 2778{
3401 object *skop, *spob; 2779 object *skop, *spob;
3402 2780
3429} 2807}
3430 2808
3431void 2809void
3432make_visible (object *op) 2810make_visible (object *op)
3433{ 2811{
3434 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3435 op->invisible = 0; 2813 op->invisible = 0;
2814
3436 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3437 { 2816 {
3438 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3439 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3440 } 2819 }
2820
3441 update_object (op, UP_OBJ_FACE); 2821 update_object (op, UP_OBJ_CHANGE);
3442} 2822}
3443 2823
3444int 2824int
3445is_true_undead (object *op) 2825is_true_undead (object *op)
3446{ 2826{
3447 object *tmp = NULL;
3448
3449 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3450 return 1; 2828 return 1;
3451 2829
3452 if (op->type == PLAYER)
3453 for (tmp = op->inv; tmp; tmp = tmp->below)
3454 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3455 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3456 return 1;
3457 return 0; 2830 return 0;
3458} 2831}
3459 2832
3460/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3461 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3462 * indicate greater hideability. 2835 * indicate greater hideability.
3463 */ 2836 */
3464
3465int 2837int
3466hideability (object *ob) 2838hideability (object *ob)
3467{ 2839{
3468 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3469 sint16 x, y; 2841 sint16 x, y;
3470 2842
3471 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3472 return 0; 2844 return 0;
3473 2845
3474 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3475 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3476 2848
3477 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3478 * 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
3479 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3480 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3481 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3482 2854
3483 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3484 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])
3485 { 2859 {
3486 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3487 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3488 {
3489 continue; 2862 continue;
3490 } 2863
3491 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3492 level += 2; 2865 level += 2;
3493 else /* open terrain! */ 2866 else /* open terrain! */
3494 level -= 1; 2867 level -= 1;
3495 } 2868 }
3503/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3504 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3505 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3506 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3507 */ 2880 */
3508
3509void 2881void
3510do_hidden_move (object *op) 2882do_hidden_move (object *op)
3511{ 2883{
3512 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3513 object *skop;
3514 2885
3515 if (!op || !op->map) 2886 if (!op || !op->map)
3516 return; 2887 return;
3517 2888
3518 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);
3519 2891
3520 /* 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! */
3521 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3522 {
3523 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3524 { 2895 {
3525 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!");
3526 make_visible (op); 2897 make_visible (op);
3527 return; 2898 return;
3528 } 2899 }
3529 else 2900 else
3530 num += 20; 2901 num += 20;
3531 } 2902
3532 num += op->map->difficulty; 2903 num += op->map->difficulty;
3533 hide = hideability (op); /* modify by terrain hidden level */ 2904 hide = hideability (op); /* modify by terrain hidden level */
3534 num -= hide; 2905 num -= hide;
2906
3535 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3536 { 2908 {
3537 make_visible (op); 2909 make_visible (op);
2910
3538 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3539 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!");
3540 } 2913 }
3541 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3542 {
3543 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);
3544 }
3545} 2916}
3546 2917
3547/* determine if who is standing near a hostile creature. */ 2918/* determine if who is standing near a hostile creature. */
3548 2919
3549int 2920int
3576 if (mflags & P_OUT_OF_MAP) 2947 if (mflags & P_OUT_OF_MAP)
3577 continue; 2948 continue;
3578 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)))
3579 continue; 2950 continue;
3580 2951
3581 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)
3582 { 2953 {
3583 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))
3584 return 1; 2955 return 1;
3585 else if (tmp->type == PLAYER) 2956 else if (tmp->type == PLAYER)
3586 { 2957 {
3597 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3598 * 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
3599 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3600 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3601 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3602 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3603 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3604 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3605 * 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.
3606 * -b.t. 2977 * -b.t.
3607 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3608 */ 2979 */
3609
3610int 2980int
3611player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3612{ 2982{
3613 rv_vector rv; 2983 rv_vector rv;
3614 int dx, dy; 2984 int dx, dy;
3616 if (pl->type != PLAYER) 2986 if (pl->type != PLAYER)
3617 { 2987 {
3618 LOG (llevError, "player_can_view() called for non-player object\n"); 2988 LOG (llevError, "player_can_view() called for non-player object\n");
3619 return -1; 2989 return -1;
3620 } 2990 }
2991
3621 if (!pl || !op) 2992 if (!pl || !op)
3622 return 0; 2993 return 0;
3623 2994
3624 if (op->head)
3625 {
3626 op = op->head; 2995 op = op->head_ ();
3627 } 2996
3628 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3629 2998
3630 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3631 * through the object and find if it has any 3000 * through the object and find if it has any
3632 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3633 * a blocked los square. 3002 * a blocked los square.
3634 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3635 */ 3004 */
3636 while (op) 3005 while (op)
3637 { 3006 {
3638 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3639 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3640 3009
3641 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3642 * code, so we need to restrict ourselves to that range of values
3643 * for any meaningful values.
3644 */
3645 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3646 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3647 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3648 return 1; 3011 return 1;
3012
3649 op = op->more; 3013 op = op->more;
3650 } 3014 }
3651 return 0;
3652}
3653 3015
3654/* routine for both players and monsters. We call this when
3655 * there is a possibility for our action distrubing our hiding
3656 * place or invisiblity spell. Artefact invisiblity is not
3657 * effected by this. If we arent invisible to begin with, we
3658 * return 0.
3659 */
3660int
3661action_makes_visible (object *op)
3662{
3663
3664 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3665 {
3666 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3667 return 0;
3668
3669 if (op->contr && op->contr->tmp_invis == 0)
3670 return 0;
3671
3672 /* If monsters, they should become visible */
3673 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3674 {
3675 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3676 return 1;
3677 }
3678 }
3679 return 0; 3016 return 0;
3680} 3017}
3681 3018
3682/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3683 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3688 * 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
3689 */ 3026 */
3690int 3027int
3691op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3692{ 3029{
3693 object *tmp;
3694
3695 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3696 * 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),
3697 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3698 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3699 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3700 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3701 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3702 { 3037 {
3703 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3704 { 3039 {
3705 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3706 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))
3707 { 3044 {
3708 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3709 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))
3710 { 3047 {
3711 object *invtmp;
3712
3713 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3714 { 3049 {
3715 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3716 { 3051 {
3717 if (x != NULL && y != NULL) 3052 if (x && y)
3718 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3719 return 1; 3055 return 1;
3720 } 3056 }
3721 } 3057 }
3722 } 3058 }
3059
3723 if (x != NULL && y != NULL) 3060 if (x && y)
3724 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3725 return 1; 3063 return 1;
3726 } 3064 }
3727 } 3065 }
3728 } 3066 }
3067
3729 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3730 return 0; 3069 return 0;
3731} 3070}
3732 3071
3733/* 3072/*
3749 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3750 int i = 0, j = 0; 3089 int i = 0, j = 0;
3751 3090
3752 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3753 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3754 trlist = find_treasurelist ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3755 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3756 trlist = find_treasurelist ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3757 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3758 trlist = find_treasurelist ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3759 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3760 trlist = find_treasurelist ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3761 3100
3762 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3763 return; 3102 return;
3764 3103
3765 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++);
3766 3105
3767 if (tr == NULL || tr->item == NULL) 3106 if (!tr || !tr->item)
3768 { 3107 {
3769 /* 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]); */
3770 return; 3109 return;
3771 } 3110 }
3772 3111
3773 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3774 item = &(tr->item->clone); 3113 item = tr->item;
3775 3114
3776 if (item->type == SPELL) 3115 if (item->type == SPELL)
3777 { 3116 {
3778 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3779 return; 3118 return;
3838 { 3177 {
3839 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3840 object *skin; 3179 object *skin;
3841 3180
3842 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3843 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
3844 if (skin == NULL) 3185 if (!skin)
3845 return; 3186 return;
3846 3187
3847 /* adding new spellpath attunements */ 3188 /* adding new spellpath attunements */
3848 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3189 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3849 { 3190 {
3881 else 3222 else
3882 { 3223 {
3883 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3884 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3885 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));
3886 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3887 if (who->type == PLAYER)
3888 esrv_send_item (who, tmp);
3889 } 3228 }
3890} 3229}
3891 3230
3892/** 3231/**
3893 * 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
3894 * not readied. 3233 * not readied.
3895 */ 3234 */
3896void 3235void
3897player_unready_range_ob (player *pl, object *ob) 3236player_unready_range_ob (player *pl, object *ob)
3898{ 3237{
3899 rangetype i; 3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3900 3240
3901 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 if (pl->combat_ob == ob)
3902 { 3242 pl->combat_ob = 0;
3243
3903 if (pl->ranges[i] == ob) 3244 if (pl->ranged_ob == ob)
3904 { 3245 pl->ranged_ob = 0;
3905 pl->ranges[i] = NULL;
3906 if (pl->shoottype == i)
3907 {
3908 pl->shoottype = range_none;
3909 }
3910 }
3911 }
3912} 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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